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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Erik111erik</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=Erik111erik"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Erik111erik"/>
	<updated>2026-04-06T02:41:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165857</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165857"/>
		<updated>2025-07-21T17:31:34Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Corrected range value and added some analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Version 1.6 rebalance - Stats have been updated but prose needs verification and update}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = Beam repeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 21.9&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, UltratechGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts, the highest burst of all weapons. It has low damage per shot and a long warm-up and cooldown time, but has excellent armor penetration, slightly below-average range, and moderate accuracy.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The beam repeater is a unique weapon in the sense that it has a very long warm-up and cooldown time while at the same time having a very long burst. It deals burn damage, making it extremely powerful against highly armored targets, but also considerably weak against mechanoids due to their high heat resistance. It also ignores shields, making it a strong weapon against shielded enemies. &lt;br /&gt;
&lt;br /&gt;
=== Unique variants ===&lt;br /&gt;
&lt;br /&gt;
Unique variants of this weapon can be found during quests or in the wild. Noteworthy traits are frequency amplifier (More range and a DPS increase of 28%, unique to this weapon), extended magazine (DPS increase of 24%), and rapid fire (DPS increase of 26%). &lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
&lt;br /&gt;
=== Comparison to charge rifles ===&lt;br /&gt;
&lt;br /&gt;
The beam repeater is superior to charge rifles in some ways. It shines against (groups of) armored humanoid enemies, shielded enemies, or targets with lots of health. The long warm-up and cooldown time and relatively short range makes it hard to use in the open since it is easily outranged by most enemies. However, if you are able to counter this, it outshines the charge rifle in almost every situation except against mechanoids. &lt;br /&gt;
&lt;br /&gt;
=== Comparison to assault rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to heavy SMGs ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to chain shotguns ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to minigun ===&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Introduced. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165096</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165096"/>
		<updated>2025-07-15T22:59:03Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added info about ignoring shields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Version 1.6 rebalance - Stats have been updated but prose needs verification and update}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = Beam repeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 22&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, UltratechGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts. It has low damage per shot and a long warm-up and cooldown time, but it has excellent armor penetration, slightly below-average range, and moderate accuracy the highest burst of all weapons.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The beam repeater is a unique weapon in the sense of that is has a very long warm-up and cooldown time while at the same time having a very long burst. It does burn damage, making it an extremely powerful weapon against highly armored targets. Additionally, it also has the ability to ignore shields, making it a strong weapon against shielded enemies. &lt;br /&gt;
&lt;br /&gt;
Against mechanoids, it is better to use a different kind of weapons since they have a high heat resistance. &lt;br /&gt;
&lt;br /&gt;
=== Unique variants ===&lt;br /&gt;
&lt;br /&gt;
Unique variants of this weapon can be found during quests or in the wild. Noteworthy traits are frequency amplifier (DPS increase of 28% and unique to this weapon), extended magazine (DPS increase of 24%), and rapid fire (DPS increase of 26%). &lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
&lt;br /&gt;
=== Comparison to charge rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to assault rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to heavy SMGs ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to chain shotguns ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to minigun ===&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Introduced. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165091</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165091"/>
		<updated>2025-07-15T20:38:58Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added additional information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Version 1.6 rebalance - Stats have been updated but prose needs verification and update}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = Beam repeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 22&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 10	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, UltratechGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts. It has low damage per shot and a long warm-up and cooldown time, but it has excellent armor penetration, slightly below-average range, and moderate accuracy the highest burst of all weapons.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
The beam repeater is a unique weapon in the sense of that is has a very long warm-up and cooldown time while at the same time having a very long burst. It does burn damage, making it an extremely powerful weapon against highly armored targets. &lt;br /&gt;
&lt;br /&gt;
Against mechanoids, it is better to use a different kind of weapons since they have a high heat resistance. &lt;br /&gt;
&lt;br /&gt;
=== Unique variants ===&lt;br /&gt;
&lt;br /&gt;
Unique variants of this weapon can be found during quests or in the wild. Noteworthy traits are frequency amplifier (DPS increase of 28% and unique to this weapon), extended magazine (DPS increase of 24%), and rapid fire (DPS increase of 26%). &lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
&lt;br /&gt;
=== Comparison to charge rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to assault rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to heavy SMGs ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to chain shotguns ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to minigun ===&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Introduced. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165072</id>
		<title>Beam repeater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beam_repeater&amp;diff=165072"/>
		<updated>2025-07-15T19:54:02Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Version 1.6 rebalance - Stats have been updated but prose needs verification and update}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Beam repeater&lt;br /&gt;
| image = Beam repeater.png&lt;br /&gt;
| description = An ultratech weapon that emits gamma ray laser bursts in a rapid sequence. The tight gamma beams can pierce shields.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| class = Spacer&lt;br /&gt;
| damage = 5&lt;br /&gt;
| damage type = Beam&lt;br /&gt;
| armorPenetration = 50&lt;br /&gt;
| range = 22&lt;br /&gt;
| accuracyTouch = 65&lt;br /&gt;
| accuracyShort = 72&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 60&lt;br /&gt;
| mode = Burst&lt;br /&gt;
| burst = 30&lt;br /&gt;
| burstTicks = 15	&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| velocity = 70&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Beam weapons&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| marketvalue = 1235&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 60000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 11.7&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.6&lt;br /&gt;
| meleeattack1ap = 18&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, UltratechGun&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
The '''beam repeater''' is an ultratech [[weapon]] that fires 30-round bursts. It has low damage per shot and a long warm-up and cooldown time, but it has excellent armor penetration, slightly below-average range, and moderate accuracy the highest burst of all weapons.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
=== Unique variant ===&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
&lt;br /&gt;
== Comparisons ==&lt;br /&gt;
&lt;br /&gt;
=== Comparison to charge rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to assault rifles ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to heavy SMGs ===&lt;br /&gt;
&lt;br /&gt;
=== Comparison to chain shotguns ===&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Introduced. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Spacer Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Burst Weapons]] [[Category:Rifles]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144141</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=144141"/>
		<updated>2024-04-21T22:09:54Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Drawbacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=Analysis, formatting}}&lt;br /&gt;
{{Rewrite|reason=table ala [[Psycasts]]}}&lt;br /&gt;
Creepy joiners are an exclusive event for the anomaly DLC. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Verify if you study imprisoned joiners}}&lt;br /&gt;
&lt;br /&gt;
A random pawn appears that wants to join your colony. They usually have some great benefit, but come with large risks too.&lt;br /&gt;
&lt;br /&gt;
If rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options there is a minimum raid point requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited in their downsides and benefits (e.g., blind healer will always have unnatural healing, or someone with joybringer cannot have disturbing).&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
Main creepy joiner types:  (Each has its unique backstory and equipment)&lt;br /&gt;
* Leathery stranger&lt;br /&gt;
* Dark scholar&lt;br /&gt;
* Deal maker&lt;br /&gt;
* Drifter&lt;br /&gt;
* Blind healer&lt;br /&gt;
* Timeless one&lt;br /&gt;
* Cult escapee&lt;br /&gt;
* Lone genius&lt;br /&gt;
&lt;br /&gt;
=== Benefits ===&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
* Perfect human (high skills, perfect memory trait)&lt;br /&gt;
* Occultist (research bonus)&lt;br /&gt;
* Unnatural healing (usable ability: once per 6 days, apply the effect of a [[Healer mech serum]] to a pawn, with a 25% chance to also replace one of the pawn's arms with a [[flesh tentacle]], cannot self-target)&lt;br /&gt;
* Shambler overlord (Ability to create friendly Shamblers)&lt;br /&gt;
* Fleshcrafter (Ability to turn corpses into hostile fleshbeast)&lt;br /&gt;
* Alchemist (transmute steel skill) &lt;br /&gt;
* Joybringer (Gives a passive +3 mood boost to all human-like pawns controlled by the player)&lt;br /&gt;
* Death refusal (Has a health motiff (?) that allows pawn to be resurrected 4 times, replacing lost parts or organs but may lead to scars)&lt;br /&gt;
* Body mastery (completely removes the pawn's need for Food, Sleep, and Comfort)&lt;br /&gt;
* Psychic butcher (can instantly kill and butcher pawns/animals/entities, turning them into twisted flesh)&lt;br /&gt;
&lt;br /&gt;
=== Drawbacks ===&lt;br /&gt;
They always come with a downside as well, which happens after a certain amount of time:&lt;br /&gt;
* Nothing&lt;br /&gt;
* Leaves&lt;br /&gt;
* Aggressive&lt;br /&gt;
* Aggressive when rejected&lt;br /&gt;
* Metalhorror&lt;br /&gt;
* Crumbling mind&lt;br /&gt;
* Entity jailbreaker &lt;br /&gt;
* Psychic agony&lt;br /&gt;
* Organ decay&lt;br /&gt;
* Disturbing (mumbles and gives other colonists a negative mood debuff)&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
* Basic assault&lt;br /&gt;
* Fleshbeast emergence - kills the Creepy Joiner in the process&lt;br /&gt;
* Sightstealer attack&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=144139</id>
		<title>Nerve spiker</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nerve_spiker&amp;diff=144139"/>
		<updated>2024-04-21T16:22:07Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Nerve spiker &lt;br /&gt;
| image = Nerve spiker.png  &lt;br /&gt;
| description = A crossbow-like device that throws rough spikes embedded with a paralytic biotoxin. Low damage, but it stuns non-mechanoid targets. Large targets are more resistant to the biotoxin and will be stunned for less time.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| class = Medieval&lt;br /&gt;
| damage = 11&lt;br /&gt;
| damage type = Nerve&lt;br /&gt;
| armorPenetration = 16&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| accuracyTouch = 70&lt;br /&gt;
| accuracyShort = 78&lt;br /&gt;
| accuracyMedium = 65&lt;br /&gt;
| accuracyLong = 35&lt;br /&gt;
| accuracyAvg = 62&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 87&lt;br /&gt;
| cooldown = 99&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 44&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| research = Bioferrite shaping&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 40&lt;br /&gt;
| marketvalue = &lt;br /&gt;
| mass base = 1.3&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Limb&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = poke&lt;br /&gt;
| meleeattack2part = Limb&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = &lt;br /&gt;
| MeleeWeaponAverageAP = &lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = NerveSpiker&lt;br /&gt;
| tradeTags = HoraxWeapon&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| thingCategories = WeaponsRanged&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section=|reason=Details- how long is stun  does it provides every time, define living target eyc}}&lt;br /&gt;
The nerve spiker is a crossbow like weapon that stuns living targets on hit.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
However, it has a pretty low rate of fire and performs bad at mid and long range. This makes it good especially in close combat fights and for hunting. Also it can be aquired early in the game as quest reward due to its low value. Higher quality nerve spikers can hit enemies reliably, especially when paired with a pawn with a high shooting skill. This makes them very valuable in slowing down dangerous enemies. The stun time is between 1 and 4 seconds, dependent on the body size. The target is only adapted after being hit for a short time. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tome&amp;diff=143696</id>
		<title>Tome</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tome&amp;diff=143696"/>
		<updated>2024-04-16T21:22:15Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=General}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Tome&lt;br /&gt;
| image = Tome.png&lt;br /&gt;
| description = A book which explores dark psychic powers, the void hidden under space, and the dreams of evil superintelligences. These volumes can help a reader harness dark entities and powers.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| type2 = Book&lt;br /&gt;
| hp = 60&lt;br /&gt;
| deterioration = 5&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| stack limit = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Tome&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| parent name = BookBase&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tomes''' are a type of book used to progress [[Anomaly]] [[research]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tomes, like standard books, can be purchased from [[Trade#Caravan|trade caravan]]s, [[orbital trader]]s and [[faction base]]s. However, tomes are more exclusive than other books, and are generally only carried by exotic goods traders.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Tomes can be read by colonists as a [[recreation]] activity, with a [[recreation power]] of 1. All books will also train [[intellectual]] at a rate of 250 XP per in-game hour.&lt;br /&gt;
&lt;br /&gt;
Tomes function identically to [[schematic]]s, with two major exceptions: They only progress [[dark research]] projects, and they have a chance to cause [[mental break]]s while being read. Higher [[quality]] tomes provide more research points when read. The chance for the tome to cause a mental break per hour while read is randomly selected when the tome is generated, from a range of 1% to 5%&lt;br /&gt;
&lt;br /&gt;
Tomes have a 25% chance of generating with two research projects instead of one. Reading the book will progress both projects at once, but the number of points generated will be divided by 1.6. Completing one of the two projects will not negate this effect, making the tome less effective overall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Effects of Quality on Research&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Quality !! colspan=2 | Points&lt;br /&gt;
|-&lt;br /&gt;
! 1 project !! 2 projects&lt;br /&gt;
|-&lt;br /&gt;
! Awful &lt;br /&gt;
| 0.07 / Hour || 0.05 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Poor&lt;br /&gt;
| 0.15 / Hour || 0.09 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 0.23 / Hour || 0.14 / Hour&lt;br /&gt;
|-&lt;br /&gt;
! Good&lt;br /&gt;
| 0.30 / Hour || 0.19 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
| 0.38 / Hour || 0.23 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
| 0.45 / Hour || 0.28 / Hour&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
| 0.52 / Hour || 0.33 / Hour&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Although tomes seem mostly useless after having done al anomaly research, they can be used to give mental breaks to pawns with the tortured artist trait. It is possible to lock up a pawn together with the tome, forcing it to always read the tome when it wants to recreate. This makes it possible to get inspired creativity every couple of ingame days.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Held ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tome Open east.png|East&lt;br /&gt;
Tome Open north.png|North&lt;br /&gt;
Tome Open south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== Stored ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tome Vertical east.png|East&lt;br /&gt;
Tome Vertical north.png|North&lt;br /&gt;
Tome Vertical south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/questitems}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Books]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y31g1yalr93nxbus&amp;topic_postId=y31g1yalrd1q5ft0&amp;topic_revId=y31g1yalrd1q5ft0&amp;action=single-view</id>
		<title>Topic:Y31g1yalr93nxbus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y31g1yalr93nxbus&amp;topic_postId=y31g1yalrd1q5ft0&amp;topic_revId=y31g1yalrd1q5ft0&amp;action=single-view"/>
		<updated>2024-04-16T21:16:37Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:Y31g1yalr93nxbus&amp;amp;topic_showPostId=y31g1yalrd1q5ft0#flow-post-y31g1yalrd1q5ft0&quot;&gt;commented&lt;/a&gt; on &quot;Naming of page&quot; (&lt;em&gt;I noticed that Cynapse called them in the bugfixes Creepjoiner instead of Creepy joiner. Should we create a new page and redirect this on...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y2yl7ijgz0q7rk1w&amp;topic_postId=y2zcfq1i6zftyypw&amp;topic_revId=y2zcfq1i6zftyypw&amp;action=single-view</id>
		<title>Topic:Y2yl7ijgz0q7rk1w</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y2yl7ijgz0q7rk1w&amp;topic_postId=y2zcfq1i6zftyypw&amp;topic_revId=y2zcfq1i6zftyypw&amp;action=single-view"/>
		<updated>2024-04-15T22:38:48Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:Y2yl7ijgz0q7rk1w&amp;amp;topic_showPostId=y2zcfq1i6zftyypw#flow-post-y2zcfq1i6zftyypw&quot;&gt;commented&lt;/a&gt; on &quot;Mental Breaks&quot; (&lt;em&gt;Correct, I actually have used this strategy in practice. You have to have a bit of luck though, since they usually stop reading after an...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=143619</id>
		<title>Creepjoiner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Creepjoiner&amp;diff=143619"/>
		<updated>2024-04-15T11:38:16Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Basic information regarding creepy joiners and their mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creepy joiners are an exclusive event for the anomaly DLC. A random pawn appears that wants to join your colony. They usually have some great benefit, but come with large risks too. &lt;br /&gt;
&lt;br /&gt;
Main creepy joiner types: &lt;br /&gt;
&lt;br /&gt;
- Leathery stranger&lt;br /&gt;
- Dark scholar&lt;br /&gt;
- Deal maker&lt;br /&gt;
- Drifter&lt;br /&gt;
- Blind healer&lt;br /&gt;
- Timeless one&lt;br /&gt;
- Cult escapee&lt;br /&gt;
- Lone genius&lt;br /&gt;
&lt;br /&gt;
They can have one of the following benefits:&lt;br /&gt;
&lt;br /&gt;
- Perfect human (high skills, perfect memory trait)&lt;br /&gt;
- Occultist (research bonus)&lt;br /&gt;
- Unnatural healing (unnatural healing skill)&lt;br /&gt;
- Shambler overlord &lt;br /&gt;
- Fleshcrafter&lt;br /&gt;
- Alchemist (transmute steel skill) &lt;br /&gt;
- Joybringer&lt;br /&gt;
- Death refusal &lt;br /&gt;
- Body mastery&lt;br /&gt;
- Psychic butcher (can instantly kill and butcher pawns/animals/entities)&lt;br /&gt;
&lt;br /&gt;
They always come with a downside as well:&lt;br /&gt;
&lt;br /&gt;
- Nothing&lt;br /&gt;
- Leaves&lt;br /&gt;
- Aggressive&lt;br /&gt;
- Metalhorror&lt;br /&gt;
- Crumbling mind&lt;br /&gt;
- Entity jailbreaker&lt;br /&gt;
- Psychic agony&lt;br /&gt;
- Organ decay&lt;br /&gt;
- Disturbing&lt;br /&gt;
&lt;br /&gt;
If they become aggressive, they can react in various ways:&lt;br /&gt;
&lt;br /&gt;
- Basic assault&lt;br /&gt;
- Fleshbeast emergence&lt;br /&gt;
- Sightstealer attack &lt;br /&gt;
&lt;br /&gt;
When rejected when they are asking to join your colony, they can either depart peacefully or attack you. &lt;br /&gt;
&lt;br /&gt;
Not all combinations are possible. For some options their is a minimal raid points requirement (e.g. metalhorror or fleshbeast emergence), and some types will be limited to the downsides and benefits (e.g., blind healer will always have unnatural healing, or somebody with joybringer cannot have disturbing).&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=143618</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=143618"/>
		<updated>2024-04-15T11:23:19Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Summary */ Added some info about life stages, damage multiplier, and spreading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= missing information}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when anomaly goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Metalhorror &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Metalhorrors can be found in infected pawns.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. When attacked, they only receive 25% of damage. &lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. They can spread through meals or wounds (e.g., surgery, being physically attacked, eating infected food). Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
[[Paramedic]]s {{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Blood_rain&amp;diff=143347</id>
		<title>Blood rain</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Blood_rain&amp;diff=143347"/>
		<updated>2024-04-12T17:59:33Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Adding the page and some general information, will add the template later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blood rain is an event in anamoly and induces the blood rage effect in pawns and animals. Blood rage increases melee damage. It can cause animals to go manhunter or pawns to have a violent breakdown. &lt;br /&gt;
&lt;br /&gt;
Blood rage (very mild): melee damage factor 100% (0-5% severity)&lt;br /&gt;
Blood rage (mild): melee damage factor 110%&lt;br /&gt;
Blood rage (moderate): melee damage factor 125%&lt;br /&gt;
Blood rage (severe): melee damage factor 138%&lt;br /&gt;
Blood rage (extreme): melee damage factor 150%&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Books&amp;diff=142453</id>
		<title>Books</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Books&amp;diff=142453"/>
		<updated>2024-03-16T04:12:53Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added page + basic quality stats of books&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text=Note: This page is made in preparation of the release of Version 1.5 to facilitate edits by new editors. It cannot be held as representative of the content until release allows for confirmation, nor is it intended to speculate. Please verify all page information before removing this banner.}}{{infobox main|furniture|&lt;br /&gt;
&lt;br /&gt;
| set property = false &amp;lt;!-- Remove when 1.5 goes live and content confirmed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Books can be read for recreation purposes. Books come in three different forms: novels, textbooks, and schematics. &lt;br /&gt;
&lt;br /&gt;
== Textbooks ==&lt;br /&gt;
Pawns can read textbooks in order to increase their skills. The quality of the book determines their XP gain per hour. This is modified depending on whether the book touches one or two skills (when touching two skills the number seems to be divided by 1.6). &lt;br /&gt;
&lt;br /&gt;
Awful: 125 XP / hour (max level 2)&lt;br /&gt;
Poor: 188 XP / hour (max level 5)&lt;br /&gt;
Normal: 250 XP / hour (max level 8)&lt;br /&gt;
Good: 312 XP / hour (max level 10)&lt;br /&gt;
Excellent: 375 XP / hour (max level 12)&lt;br /&gt;
Masterwork: 438 XP / hour (max level 14)&lt;br /&gt;
Legendary: 500 XP / hour (max level 16)&lt;br /&gt;
&lt;br /&gt;
== Novels ==&lt;br /&gt;
&lt;br /&gt;
Novels have a recreation gain multiplier. They will fulfull the pawn's need for recreation faster.&lt;br /&gt;
&lt;br /&gt;
Awful: recreation gain multiplier x120%&lt;br /&gt;
Poor: recreation gain multiplier x140%&lt;br /&gt;
Normal: recreation gain multiplier x160%&lt;br /&gt;
Good: recreation gain multiplier x180%&lt;br /&gt;
Excellent: recreation gain multiplier x200%&lt;br /&gt;
Masterwork: recreation gain multiplier x225%&lt;br /&gt;
Legendary: recreation gain multiplier x250%&lt;br /&gt;
&lt;br /&gt;
== Schematics == &lt;br /&gt;
&lt;br /&gt;
Schematics increase the research point to a certain research. It seems that only schematics can be found for unresearched research (please confirm). When two topics are touched the points gained per topic is lowered. &lt;br /&gt;
&lt;br /&gt;
Awful: 20 / hour&lt;br /&gt;
Poor: 30 / hour&lt;br /&gt;
Normal: 40 / hour&lt;br /&gt;
Good: 50 / hour &lt;br /&gt;
Excellent: 60 / hour&lt;br /&gt;
Masterwork: 70 / hour&lt;br /&gt;
Legendary: 80 / hour&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deterioration_Rate&amp;diff=120796</id>
		<title>Deterioration Rate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deterioration_Rate&amp;diff=120796"/>
		<updated>2022-12-02T10:51:39Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Small additions based on game xml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 0&lt;br /&gt;
| min value = 0&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| description = The rate at which this item [[Deterioration|deteriorates]] when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
{{Stub|reason=Weather is missing, formatting, some values need to be checked ingame.}}&lt;br /&gt;
&lt;br /&gt;
===Factors===&lt;br /&gt;
*Quality x0.1 - x2&lt;br /&gt;
*[[Pollution]] x1.5&lt;br /&gt;
*Noxious Haze x3&lt;br /&gt;
*Toxic Fallout x3&lt;br /&gt;
&lt;br /&gt;
===Offsets===&lt;br /&gt;
*Unroofed +0.5&lt;br /&gt;
*Outdoors +0.5&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=120234</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=120234"/>
		<updated>2022-11-29T17:18:06Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Full Post-Processing Curve Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
The actual tend quality will be affected by this stat but also factors like [[medicine]] used, facilities, [[Room_stats#Cleanliness|room cleanliness]], luck, and so on.&lt;br /&gt;
&lt;br /&gt;
When self-tending, the tend quality is 70% of what it is when tending others.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=120227</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=120227"/>
		<updated>2022-11-29T16:58:59Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Full Post-Processing Curve Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
The actual tend quality will be affected by this stat but also factors like [[medicine]] used, facilities, [[Room_stats#Cleanliness|room cleanliness]], luck, and so on.&lt;br /&gt;
&lt;br /&gt;
When self-tending, the tend quality is 70% of what it is when tending others.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
{{Stub|reason= Unsure if post processing takes place after or before the effects of manipulation and sight are taken into account. Current numbers are with post processing after}}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 140%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0% || 149%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0% || 154%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0% || 158%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0% || 163%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0% || 167%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0% || 172%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0% || 176%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0% || 181%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0% || 185%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0% || 190%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5% || 194%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% || 199%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=120226</id>
		<title>Medical Tend Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medical_Tend_Quality&amp;diff=120226"/>
		<updated>2022-11-29T16:32:15Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added post processing table (still unsure about manipulation/sight factors, will test ingame)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The base quality of tending given when tending wounds and illnesses.&lt;br /&gt;
&lt;br /&gt;
The actual tend quality will be affected by this stat but also factors like [[medicine]] used, facilities, [[Room_stats#Cleanliness|room cleanliness]], luck, and so on.&lt;br /&gt;
&lt;br /&gt;
When self-tending, the tend quality is 70% of what it is when tending others.&lt;br /&gt;
&lt;br /&gt;
Higher tend quality will speed the recovery from [[injury]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit.&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.&lt;br /&gt;
* Post process curve.&lt;br /&gt;
** (0,0)&lt;br /&gt;
** (1.0. 1.0)&lt;br /&gt;
** (2.0, 1.5)&lt;br /&gt;
** (4.0, 2.0)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical Tend Quality (with 1 = 100%)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 0.5, 1, 2, 4&lt;br /&gt;
|y=0, 0.5, 1, 1.5, 2&lt;br /&gt;
|xAxisTitle = Before&lt;br /&gt;
|yAxisTitle = After&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Full Post-Processing Curve Table==&lt;br /&gt;
{{Stub|reason= Unsure if post processing takes place after or before the effects of manipulation and sight are taken into account. Current numbers are with post processing after}}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; width=&amp;quot;180&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{P|Skill}}&amp;lt;br&amp;gt;Skill&amp;lt;br&amp;gt;Level&lt;br /&gt;
! {{PAGENAME}}&lt;br /&gt;
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]&lt;br /&gt;
|- &lt;br /&gt;
| 0&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 107.5%&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 125.4%&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 143.4%&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 161.3%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 179.2%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 105.0%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 110.0%&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 115.0%&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 120.0%&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 125.0%&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 130.0%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 135.0%&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 140.0%&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 145.0%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 150.0%&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
| 152.5%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 155.0% &lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=120200</id>
		<title>Reproduction</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Reproduction&amp;diff=120200"/>
		<updated>2022-11-29T10:34:27Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Pregnancy */ added info about terminating pregnancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About|human pregnancy and babies|older children|Children}}&lt;br /&gt;
&lt;br /&gt;
'''Reproduction''' is the means by which [[human]] babies are created. &lt;br /&gt;
&lt;br /&gt;
Note: Due to the continuous nature of the subject matter, this page covers from conception to the age of three. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
Babies can be obtained via several different methods:&lt;br /&gt;
*  Choosing them as a starting colonist via the [[scenario system]].&lt;br /&gt;
*  Natural reproduction, through [[#Pregnancy|pregnancy]].&lt;br /&gt;
*  Assisted reproduction, through [[#Surrogacy|surrogacy]] or [[#Growth vat|growth vats]].&lt;br /&gt;
*  Purchasing them from [[Trade#Slaver|slavers]].{{Check Tag|Can babies be bought?}}&lt;br /&gt;
*  Receiving them from [[quests]] and [[events]]. Babies of any faction can be adopted instantly to the colony, without angering them.&lt;br /&gt;
&lt;br /&gt;
Note that with the exception of the first point, these methods become unavailable if &amp;quot;Disable children&amp;quot; is toggled on in the [[AI_Storytellers#Biotech|storyteller settings]].&lt;br /&gt;
&lt;br /&gt;
== Natural reproduction ==&lt;br /&gt;
{{Image wanted|section=1|reason=Images of the &amp;quot;Try for pregnancy&amp;quot; etc. icons.}}&lt;br /&gt;
Pawns in [[Social#Romance|romantic relationships]] have a chance to get pregnant when they initiate [[lovin']]. Note that pawns must share a two-person bed, bedroll, or sleeping spot to initate lovin' but do not require one to avoid the &amp;quot;sleeping alone&amp;quot; mood debuff. &lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
The prospective parents' chance of successfully reproducing is primarily controlled by their [[#Fertility|Fertility]] stat. The player has three options to adjust pregnancy rates from Lovin' in any relationship. By opening the social tab, to the right of a Lover, Fiancee, or Spouse, you can see a button that lets you change the couple's approach for having kids.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! [[File:Normal.png|32px]]         &lt;br /&gt;
| '''Normal''' (Default) || x1 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:AvoidPregnancy.png|32px]] &lt;br /&gt;
| '''Avoid pregnancy''' || x0.25 pregnancy chance. &lt;br /&gt;
|- &lt;br /&gt;
! [[File:TryForBaby.png|32px]]     &lt;br /&gt;
| '''Try for baby'''    || x4 pregnancy chance. &lt;br /&gt;
|}&lt;br /&gt;
Therefore, the total chance of pregnancy in one relationship is likely: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Pregnancy chance per relationship''' = '''Mother's fertility''' x '''Father's fertility''' x '''Reproductive Approach''' x '''Times Lovin''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual chance that a pair of pawns will do Lovin' each night varies, but it requires them to share the same bed and sleep at the same time. Their chance of Lovin' varies by age, as seen in [[Social#Lovin.27|this chart]]. The [[Genes#Low_libido|low libido]] and [[Genes#High_libido|high libido]] genes will also alter this. There have been reports that colonist mood and opinions of each other also influence the chance of doing Lovin'.&lt;br /&gt;
&lt;br /&gt;
=== Pregnancy ===&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The player will receive a notification when the pregnancy starts and when it progresses from one trimester to the next. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below. Other than limitations due to movement, pregnant pawns have no restrictions on the activities they pursue.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
During the first trimester, a pawn will gain the ''New pregnancy'' moodlet, which can either be positive or negative direction: {{Good|+3}} ''I'm pregnant! It makes me happy.'', or {{Bad|-3}} ''I'm pregnant and not very happy about it.'' When the pawn is not happy about their pregnancy, you can perform an operation to end their pregnancy This will result in a mood buff of {{Good|+5}} ''I'm relieved I'm not pregnant any more''. Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormone-induced mood swings.{{Check Tag|Detail needed, and do they appear in 3rd tri?}} Mood swings are visible in the Health tab as a condition affecting the brain. They vary in severity, direction, and duration, appearing as: &amp;quot;Pregnancy Mood (&amp;lt;duration&amp;gt;, &amp;lt;type&amp;gt;)&amp;quot; with the description ''This common side effect of pregnancy represents a rising and falling mood caused by unbalanced hormones.'' Accompanying this, the pawn will get a positive or negative moodlet labeled ''Pregnancy mood &amp;lt;type&amp;gt;''. Mood swings are short-lived, with the longest duration seen so far being 10 hours.&lt;br /&gt;
&lt;br /&gt;
'''Types of Mood swings:'''&lt;br /&gt;
* High: ?&lt;br /&gt;
* Down: {{Bad|-8}} ''It feels like everything is going wrong for me today. Pregnancy is tough.''&lt;br /&gt;
&lt;br /&gt;
Pregnant pawns may also receive the &amp;quot;morning sickness&amp;quot; condition, which lasts 4 to 8 ingame hours. Along with health effects, they will gain the {{Bad|-3}} mood debuff ''Sick''.&lt;br /&gt;
&lt;br /&gt;
'''Morning sickness:'''&lt;br /&gt;
* [[Consciousness]]: {{Bad|x0.8}}&lt;br /&gt;
* [[Moving]]: {{Bad|x0.9}}&lt;br /&gt;
* [[Manipulation]]: {{Bad|x0.9}}&lt;br /&gt;
* Vomiting {{MTB}}: {{Bad|{{#expr:(24*0.075)}} Hours}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
== Assisted reproduction ==&lt;br /&gt;
Science enables new methods for obtaining babies. After Fertility Procedures has been researched, you can extract [[Ovum|ova]] from female pawns and fertilize them to form an [[Embryo|embryo]], for use in surrogate pregnancies or vat-grown babies.&lt;br /&gt;
&lt;br /&gt;
Both methods require extracting an ovum from a [[Reproduction#Fertility|fertile]] female pawn, be they [[colonist]], [[prisoner]], or [[slave]]{{IdeologyIcon}}, through a medical operation in the pawn's Health tab: &amp;quot;Extract ovum for IVF&amp;quot;. The operation requires one of any type of medicine and a doctor, although it is a relatively easy surgery, with a 500% multiplier on success, and 0% chance of death on failure. &lt;br /&gt;
&lt;br /&gt;
The ovum may then fertilized by a fertile male colonist or slave (but not prisoner) to produce an embryo. As long as the male pawn's fertility is above 0% this will be successful{{Check Tag|Verify|Not thoroughly checked}}. The resulting embryo can then be implanted in female pawns (may be prisoner, colonist, or slave) to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
=== Surrogacy ===&lt;br /&gt;
With the [[Research#Fertillity Procedures|Fertillity Procedures]] research, you can create [[embryo]]s. They can then be implanted into a pawn for a chance for the pawn to become pregnant. The chance of success depends on the surrogate's own Fertility.&lt;br /&gt;
&lt;br /&gt;
Even if they did not supply the ovum, the surrogate will be considered the birth mother. Otherwise, it will act as a regular pregnancy.{{Check Tag|Verify|Not thoroughly checked, quick devmode run to write this section}}. A pawn born this way will consider both their surrogate and genetic mother as the pawn's parents in terms of social opinions.&lt;br /&gt;
&lt;br /&gt;
=== Growth vats ===&lt;br /&gt;
{{See also|Growth vat}}&lt;br /&gt;
[[Growth vat]]s are a complete alternative to pregnancy. They require the [[Research#Growth vats|Growth vat]]s research to make, as well as [[Research#Fertility procedures|Fertility Procedures]], and two pawns with &amp;gt; 0% Fertility to actually create embryos. &lt;br /&gt;
&lt;br /&gt;
Growth vats allow an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of 200 W of [[power]] and 6 [[nutrition]] per day - or around 6.5 [[simple meal]]s per day - to ensure survival of the fetus. If lacking either, then the fetus will undergo biostarvation, increasing by 50% per day. If biostarvation reaches 100%, the fetus will be destroyed.&lt;br /&gt;
&lt;br /&gt;
Growth vat births always have a [[Reproduction#Quality|quality]] of 70%, which affects the chance of the baby being born healthy. However, there are benefits to this method: as it avoids natural birth, the mother won't be weighed down, and there is no risk of them dying.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
Your first warning for a pawn's upcoming childbirth comes during a pawn's pregnancy: the player will receive one notification when the mother hits the third trimester about &amp;quot;&amp;lt;Colonist&amp;gt;'s baby prep&amp;quot;, which explains all the steps you can take to help the mother give birth successfully. Besides preparing a location and doctor for the birth, this notification reminds you to prepare a food source for the baby and build them a crib. Labor will happen roughly 6 days after, starting with a notification of &amp;quot;&amp;lt;Colonist&amp;gt; in labor!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once labor begins, the birthing procedure can be initiated by clicking on the mother, and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select participants and a Doctor, much like [[Ideology]]'s rituals. The procedure will take place at a bed or sleeping spot, chosen automatically (preferring medical beds) if the mother is not already in bed. All of these choices have an effect on the birth's quality, which affects the chance that the mother and baby will come out of childbirth alive and healthy. You can view the exact factors and their influence in the Quality section below. The expected duration of this operation is variable, but will end once the baby has been born or mother has died.&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Labor begins with contractions, different stages of dilation that change randomly over time, with all adding various amounts of pain and restrictions on movement for the mother. Many stages will incapacitate her, so even before the childbirth operation begins, it is important to bring her to a bed. When the childbirth operation has proceeded for a while, you will receive a small notification saying &amp;quot;&amp;lt;mother&amp;gt;'s labor has entered the final stage&amp;quot;, and the labor will progress to the final &amp;quot;pushing&amp;quot; stage. &lt;br /&gt;
&lt;br /&gt;
'''Stages of labor:'''&lt;br /&gt;
* dilation, mild: pain +25%, moving x40%&lt;br /&gt;
* dilation, debilitating: pain +85%&lt;br /&gt;
* pushing: pain +85%&lt;br /&gt;
&lt;br /&gt;
Once the childbirth procedure has begun, any spectating loved ones may socialize with each other, but the doctor and mother will be focused on their tasks. Spectators and the doctors can leave if needed, by selecting a pawn and then pressing the &amp;quot;Leave child birth&amp;quot; option.&lt;br /&gt;
Finally, you can cancel the birth operation by selecting any of the involved pawns and then selecting the &amp;quot;Cancel child birth&amp;quot; option, which allows you to restart childbirth later.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
When starting the child birth procedure, a screen will show you the expected quality of the birth, determined by:&lt;br /&gt;
* Loved one present: The presence of someone that the mother considers a friend or more gives +5% quality, with no stacking for multiple friends or a better friend. By default, the father will be selected to be present. If the doctor performing the operation is a friend, they will count towards this bonus too.&lt;br /&gt;
* Age of the mother: The mother has a natural +50% quality between ages 20-30. Outside this range, the number drops.&lt;br /&gt;
* Doctor's [[medical]] skill: Can range from 0-25%. Starting at 0% with skill level 1 and increasing by 1.25% every level, up to a maximum of 25% at skill level 20.&lt;br /&gt;
* [[Rooms|Indoors]]: If inside, the quality gains +5%.&lt;br /&gt;
* Room [[cleanliness]]: Cleanliness can range from 0-0.6, giving 0-10% in quality bonuses.&lt;br /&gt;
* [[Bed]] health effects: Contributes up to 5%, with things like bed [[quality]], or a [[hospital bed]] influencing this stat. A bed rating of 5 guarantees a quality bonus of +5%.&lt;br /&gt;
&lt;br /&gt;
Therefore, the most important factors in a safe birth are the mother's age and the doctor's skill level.&lt;br /&gt;
&lt;br /&gt;
Birth quality is likely determined at the moment of the baby's birth; allowing the doctor or loved ones to leave, or having the room grow dirty, has an effect on birth quality.&lt;br /&gt;
&lt;br /&gt;
=== Outcomes ===&lt;br /&gt;
{{Stub|section=1|reason=Exact math on the chance mechanics}}&lt;br /&gt;
Depending on the quality, the baby can be born healthy or sickly, or they may die during birth. At lower qualities, there is also a chance that the mother can die during childbirth. The quality needs to be &amp;gt;90% for the best possible outcomes. Since the probability of a bad outcome increases drastically below 20% birth quality, it's strongly recommended to provide at least the bare necessities such as a bed indoors, as even a few percent above 0% in birth quality will contribute massively to the outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Birth Outcome Chance&lt;br /&gt;
|-&lt;br /&gt;
|{{GraphChart&lt;br /&gt;
|width=300&lt;br /&gt;
|height=200&lt;br /&gt;
|xAxisTitle=Birth Quality (%)&lt;br /&gt;
|yAxisTitle=Chance (%)&lt;br /&gt;
|legend=Outcomes&lt;br /&gt;
|type=stackedarea&lt;br /&gt;
|x= 0,   5,   10,  15,  20,  25,   30,  35,  40,   45,   50,   55,   60,   65,   70,   75,   80,   85,   90,  100&lt;br /&gt;
|y1=100, 34,  20,  14.7,  11.1,  9.3,  7.9, 6.8, 6,    5.4,  4.9,  4.5,  4.1,  3.8,  3.5,  3.3,  3.1,  2.9,  2.5, 2.5 &lt;br /&gt;
|y2=0,   5.1, 6.1, 6.6, 6.8, 7,    7.1, 7.2, 7.2,  7.3,  7.3,  7.3,  7.4,  7.4,  7.4,  7.4,  7.5,  7.5,  7.5, 7.5&lt;br /&gt;
|y3=0,   60.9,  73.9,  78.7,  82.1,  83.7, 85,  86,  86.8, 87.3, 87.8, 88.2, 88.5, 88.8, 89.1, 89.3, 89.4, 89.6, 90,  90&lt;br /&gt;
|y1Title=Stillborn&lt;br /&gt;
|y2Title=Sick&lt;br /&gt;
|y3Title=Healthy&lt;br /&gt;
|interpolate=monotone&lt;br /&gt;
|colors=#0066bb,#00aacc,#00ddff&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
! Mother Death Chance&lt;br /&gt;
|-&lt;br /&gt;
|{{GraphChart&lt;br /&gt;
|width=300&lt;br /&gt;
|height=100&lt;br /&gt;
|xAxisTitle=Birth Quality (%)&lt;br /&gt;
|yAxisTitle=Chance (%)&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0,  20, 90,  100&lt;br /&gt;
|y=20, 5,  0,   0&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You will receive a notification when the birth is complete, and the baby will appear on an adjacent tile. If the baby was born alive, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding. The baby will be born hungry, with a mood penalty of {{Bad|-6}}.&lt;br /&gt;
&lt;br /&gt;
If your baby was healthy, the notification is &amp;quot;Healthy child birth&amp;quot;, and it gives you 24 hours to choose a name for the baby. This is the only time where you can completely customize the baby's first and last names, and you additionally can add an optional nickname. The game will suggest the mother and father's last names on this screen, and provide random suggestions for the other names. Until then, the baby's name is temporary, and called &amp;quot;Baby &amp;lt;Mother's last name&amp;gt;&amp;quot;. The baby will also receive the Childhood title &amp;quot;Newborn&amp;quot;, and belong to the mother's faction. The baby's parents will receive a 15-day mood boost that &amp;quot;&amp;lt;Baby&amp;gt; was born healthy&amp;quot; {{Good|+8}}.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by a form of [[infant illness]], which can start at a variable intensity. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby. You will also get the chance to name your baby.&lt;br /&gt;
&lt;br /&gt;
If the mother survived childbirth, she will remain in bed, incapacitated by exhaustion (Postpartum exhaustion) for 16 hours. She'll no longer feel any pain from childbirth, but won't be able to move. However, if another pawn delivers her baby to her, she can begin breastfeeding.&lt;br /&gt;
&lt;br /&gt;
=== Lactation ===&lt;br /&gt;
Upon a successful natural childbirth, the birthing mother will begin lactating. A lactating pawn can breastfeed babies, even if not their own. Lactation lasts indefinitely, but stops after 10 days of not breastfeeding a baby.&lt;br /&gt;
&lt;br /&gt;
While lactating, the pawn gains a milk fullness stat, which starts at 100%. When it is above 0%, a pawn can breastfeed any baby, reducing milk accordingly. If it is below 100%, then the mother's Food Consumption increases. Consumption increases by up to +0.5 [[nutrition]] per day, for a total of 2.1 nutrition per day, until milk is full. For reference, 1 [[simple meal]] is 0.9 nutrition. This scales with milk regeneration rate, which decreases as the pawn gets hungry.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger Level''' || Malnourished || Ravenously hungry || Hungry || Full&lt;br /&gt;
|-&lt;br /&gt;
| '''Milk Regeneration''' || 0% || 25% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Extra Nutrition Per Day''' || 0 || 0.13 || 0.25 || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Lactation also multiplies Fertility by {{Bad|x5%}}, meaning the mother is very unlikely to get pregnant by any natural means.&lt;br /&gt;
&lt;br /&gt;
== Heredity ==&lt;br /&gt;
{{See also|Genes}}&lt;br /&gt;
[[File:PawnFamilyTree.png|thumb|right|upright=1.8|A compact chart of familial pawn relationships and its effects on inbreeding. Redundant relations have been hidden for simplicity.]]&lt;br /&gt;
When an [[embryo]] is conceived, it will inherit some of the [[genes]] of both parents. During a mother's pregnancy, you can view her child's genes by going to her Health tab and selecting the information button for her pregnancy. The genetics section will list all genes that her child has inherited. &lt;br /&gt;
&lt;br /&gt;
Genes which can be passed down come from the [[germline]] DNA, and are called endogenes. Pawns may modify themselves with [[Xenogene|xenogenes]], but as it's not part of a pawn's germline DNA, it cannot be passed down. If an endogene is only present in one parent, it has a small chance to be passed down.{{Check Tag|What's the chance?|What is the algorithm for calculating gene inheritance?}} However if an endogene is present in both parents, it will always be passed down.&lt;br /&gt;
&lt;br /&gt;
Generally, all pawns will have at least one hair color and skin color endogene. Offspring will always pick one hair color and skin color endogene from their parents. If no hair/skin color endogene can be found in either parent, such as if they were two [[highmates]], a random hair/skin color endogene will be picked from the natural list of hair/skin colors instead.&lt;br /&gt;
&lt;br /&gt;
If a pawn has multiple [[Genes#Cosmetic|cosmetic genes]] within a category, like body type, one random gene will override the others. This will be the gene represented on the pawn. For non-cosmetic genes within a category there is a fixed priority for overrides, usually favored towards the negative variations. For example, an awful [[shooting]] aptitude will override all other shooting aptitudes. Xenogenes will always take priority over endogenes. Thus, even though the Slow runner endogene overrides their Fast runner endogene, the Fast runner ''xenogene'' will override the Slow runner endogene. Note that overridden endogenes can still be passed down as normal.&lt;br /&gt;
&lt;br /&gt;
=== Inbreeding ===&lt;br /&gt;
If a child is born from an incestuous relationship, there's a risk of them becoming [[Genes#Inbred|inbred]]. The likelihood of this is modelled proportionally to the pawns' coefficient of relationship, though it is largely simplified.&lt;br /&gt;
&lt;br /&gt;
As a general rule, the risk is '''80%''' for first-degree, '''40%''' for second-degree, and '''10%''' for third-degree relatives; however some exceptions apply, an example being 20% for cousins. Many fourth-degree relationships and beyond are simply referred to as &amp;quot;Kin&amp;quot;. Kin relationships pose no risk for inbreeding, despite being considered incestuous. If two pawns are related in more ways than one, such as being both parent/child (80%) and grandparent/grandchild (40%), the highest number always takes priority when calculating inbreeding. Pawns being inbred will not directly increase this number, but since inbred is a gene it will follow the same rules of gene inheritance as all other genes.&lt;br /&gt;
&lt;br /&gt;
It's possible to check for the inbred gene after conception by using the ''&amp;quot;Inspect baby genes...&amp;quot;'' button on the [[#Pregnancy|pregnant]] pawn or the [[embryo]]. The [[#Outcomes|outcome]] of a pregnancy isn't affected by inbreeding, but should the baby be born, the game will display an additional line in the birth results:&lt;br /&gt;
&amp;lt;code&amp;gt;'' The baby shows signs of genetic abnormalities due to inbreeding. ''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! '''Inbred'''&lt;br /&gt;
[[File:Gene_Inbred.png|64px]]         &lt;br /&gt;
|&lt;br /&gt;
* Complexity: {{Bad|+1}}&lt;br /&gt;
* Metabolic efficiency: {{Bad|-2}}&lt;br /&gt;
* Forced Trait: [[Slow learner]]&lt;br /&gt;
* [[#Fertility|Fertility]]: {{Bad|x50%}}&lt;br /&gt;
* [[Immunity gain speed]]: {{Bad|x85%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The risk of inbreeding goes as follows, higher numbers taking priority over lower ones:&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;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! [[File:Gene_Inbred.png|24px]] Inbreeding risk&lt;br /&gt;
! Coefficient of relationship&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent/Sibling/Child&lt;br /&gt;
| 80%&lt;br /&gt;
| 50%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent/Aunt/Uncle/Niece/Nephew/Halfsibling/Grandchild&lt;br /&gt;
| 40%&lt;br /&gt;
| 25%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfniece/Halfnephew&lt;br /&gt;
| 40%&lt;br /&gt;
| 12.5%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 20%&lt;br /&gt;
| 12.5%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! G. grandparent/Grandaunt/Granduncle/Grandniece/Grandnephew/G. grandchild&lt;br /&gt;
| 10%&lt;br /&gt;
| 12.5%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Half grandniece/Half grandnephew/Cousin once removed&lt;br /&gt;
| 10%&lt;br /&gt;
| 6.25%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Second cousin&lt;br /&gt;
| 10%&lt;br /&gt;
| 3.125%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Birth parent&amp;lt;ref&amp;gt;Although birth parents are considered on the same level as biological parents, they aren't genetically related to the child they birth, and thus run no risk of inbreeding despite the game's warnings that they do.&amp;lt;/ref&amp;gt;/Kin&lt;br /&gt;
| 0%&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertility ==&lt;br /&gt;
Fertility is the main pawn stat affecting pregnancy chances, acting as a percentage multiplier on the chance of getting pregnant naturally or through an ovum implantation. Natural pregnancy chance is equally dependent on the fertility of both partners. Additionally, fertility must be above 0% to extract a pawn's ovum or to fertilize the [[Ovum|ovum]] into an [[Embryo|embryo]].&lt;br /&gt;
&lt;br /&gt;
This stat is affected by a variety of factors, such as age, [[Genes|genes]], and [[#Contraceptives|contraceptives]]. Age is the baseline for fertility, changing slowly for each colonist over time, and at a different rate by pawn gender. Genes provide an additional multiplier on fertility. Contraceptives instantly bring fertility to 0%, overriding other fertility factors.&lt;br /&gt;
&lt;br /&gt;
For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; but regardless of fertility, pawns can't participate in reproduction until they are 16. Fertility increases differently by gender. Women's fertility increases until age 20, but starts dropping at age 28 until it reaches 0% at age 50. Men's fertility increases until age 18, but starts dropping at age 50 until it's 0% at age 90. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Genes affect fertility in direct and indirect ways. There are two direct effects: the [[Genes#Fertile|Fertile]] gene doubles fertility and the [[Genes#Sterile|Sterile]] gene completely nullifies it. The [[Genes#Ageless|Ageless]] gene prevents aging entirely, which prevents fertillity loss. [[Biosculpter pod#Age reversal|Age Reversal]]{{IdeologyIcon}} also has a fully restorative effect on fertillity. Even a completely infertile pawn (due to age) can start reproduction again.&lt;br /&gt;
&lt;br /&gt;
== Contraceptives ==&lt;br /&gt;
There are many ways to manually change the likelihood of natural pregnancy. The simplest way in the game to prevent pregnancy is to not give pawns a [[double bed]] to themselves. However, it deprives them of the [[mood]] bonuses of Lovin' in the first place. By changing a couple's Reproductive Approach &amp;quot;Avoid pregnancy&amp;quot; in the social tab, pregnancy rate will be reduced by {{--|75%}}, but still gives Lovin' at the same rate. Lactation, from having given birth before, gives a {{bad|x5%}} multiplier to Fertility.&lt;br /&gt;
&lt;br /&gt;
A more stable way to prevent pregnancy is available from the [[Research#Fertility Procedures|Fertility Procedures]] research. This gives access to multiple operations, temporary or permanent, to prevent and stop pregnancies. These surgeries can be applied to any pawn age 16 and up, and can be performed even if the pawn is already infertile.&lt;br /&gt;
&lt;br /&gt;
=== IUD ===&lt;br /&gt;
This is a temporary method of preventing pregnancies. You can stop a female pawn from becoming pregnant with the &amp;quot;Implant IUD&amp;quot; medical operation, which has a base 100% success chance and no chance of pawn death upon failure. The operation requires {{Icon Small|medicine}} 1 [[Medicine]] of any type and will anesthetize the pawn. The IUD lasts indefinitely and can be seen in the pawn's Health tab, but you can later remove it through the &amp;quot;Remove IUD&amp;quot; medical operation, also for {{Icon Small|medicine}} 1 [[Medicine]] of any type. Women may embark with IUDs already implanted. If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
Implanted IUDs also stop pregnancies in the first trimester, an alternative to the Terminate Pregnancy operation.&lt;br /&gt;
&lt;br /&gt;
=== Vasectomy ===&lt;br /&gt;
This is another temporary method of preventing pregnancies. You can stop a male pawn from impregnating others with the &amp;quot;Perform vasectomy&amp;quot; medical operation, which also has a base 100% success chance with no chance of pawn death upon failure. The vasectomy lasts indefinitely, with the operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. You can later remove it through the &amp;quot;Reverse vasectomy&amp;quot; medical operation, also for and {{Icon Small|medicine}} 1 [[Medicine]] of any type. Men may embark with the operation already performed.{{Check Tag|Verify}} If either of these operations is botched, the patient will become permanently sterile.&lt;br /&gt;
&lt;br /&gt;
=== Tubal Ligation ===&lt;br /&gt;
This permanently stops a female pawn from being able to reproduce. &amp;quot;Perform tubal ligation&amp;quot; is a medical operation requiring {{Icon Small|medicine}} 1 [[Medicine]] of any type. The surgery success chance is 100% and there is no chance of pawn death upon failure.&lt;br /&gt;
&lt;br /&gt;
=== Termination ===&lt;br /&gt;
If the pawn has already become pregnant past the first trimester, the only option left is to terminate the pregnancy. This can be achieved through the medical operation &amp;quot;Terminate pregnancy&amp;quot; requiring {{Icon Small|medicine}} 2 [[Medicine]], after which the pawn will no longer be pregnant.&lt;br /&gt;
&lt;br /&gt;
This operation will upset the affected pawn. Depending on the trimester of the pregnancy, a moodlet of {{Bad|-5}} for the first, {{Bad|-10}} for the second, and {{Bad|-20}} for the third will occur, lasting for 10 days.&lt;br /&gt;
&lt;br /&gt;
== Babies ==&lt;br /&gt;
{{Move| destination = Babies | reason = We've [[Topic:X7aza1755qpbr24t|discussed]] moving the Babies and Acquisition sections to a new Babies page since there's a lot of content here and reproduction and Babies are two separate topics | section = 1 }}&lt;br /&gt;
&lt;br /&gt;
The end result of pregnancy is a human '''baby'''. Babies are small, helpless creatures that cannot walk or do anything by themselves. They only have three basic [[needs]]: food, sleep, and play. &lt;br /&gt;
&lt;br /&gt;
Babies are born with no traits or skills: these develop during childhood [[Children#Growth_moments|Growth Moments]]. They also have no [[Ideoligion|ideoligion]] {{IdeologyIcon}}. Unless they have temporary health effects from being born sick, they have no health conditions, with every health stat at 100%, except for Moving, which is at 0%.&lt;br /&gt;
&lt;br /&gt;
The baby life stage lasts for ages 0-2, with newborn ages tracked in days and quadrums rather than years. Once a baby turns 3, they become a [[Children|child]], and on their [[Children#Age_3|3rd birthday]] you can make special choices for how they will develop further. Under the default [[storyteller|storyteller settings]], babies will age 4x faster than normal, so the biological age of the baby is not how many days/quadrums they have actually been alive. [[Growth vat]]s can speed up a baby's growth by 20x that of an adult, or 5x faster than default. Depending on the [[Ideoligion#Growth_vats|growth vat precept]] {{IdeologyIcon}} colonists may be sad about their baby being, or not being, in a growth vat. Using a growth vat seems to have no ill effects on a baby or its development, at least until it exits the baby stage.{{Check Tag|Not thoroughly tested|No visible effect?}}&lt;br /&gt;
&lt;br /&gt;
If a baby is left on the ground, any colonist (even those incapable of childcare or hauling) can try to bring the baby somewhere safe, like an available crib. Usually a colonist will quickly try to do this automatically. If you draft a colonist while they are carrying a baby, you'll receive a pop-up warning that your colonist is carrying a baby while drafted. If you undraft and redraft the colonist, they will drop the baby.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
{{See also|Saturation}}&lt;br /&gt;
Babies need less [[nutrition]] to become full, but their hunger rate is adjusted with it to require [[food]] twice a day. Since babies cannot eat anything by themselves, pawns assigned to childcare will help feed them. The feeding process is fairly slow when compared to adult eating.&lt;br /&gt;
&lt;br /&gt;
They can ''only'' be fed in one of following ways:&lt;br /&gt;
* Breastfeeding from any [[#Lactation|lactating]] pawn, even those not their mother.&lt;br /&gt;
* Cooking and feeding them [[baby food]], produced at a [[campfire]] or [[stove]] from vegetable ingredients.&lt;br /&gt;
* Feeding them animal [[milk]] or [[insect jelly]].&lt;br /&gt;
&lt;br /&gt;
Of these, breastfeeding is usually the easiest. Unlike other foods, which feed in bursts only once the food has been consumed, breastfeeding will gradually increase the food bar. This allows the breastfeeding pawn to pause at any point, whilst also not wasting excess food. Usually, a pawn will sit down to breastfeed, continuing until the baby is full or the pawn is out of milk.&lt;br /&gt;
&lt;br /&gt;
You can control what foods the baby can eat and who will try to feed the baby in the baby's &amp;quot;Feeding&amp;quot; tab. By default, the mother will be set to Urgent, with all other pawns set to Childcare. If a pawn is set to childcare, that does not mean they will feed the baby: their childcare labor may be turned off, or they may be incapable of it.&lt;br /&gt;
* &amp;quot;Urgent&amp;quot; means the pawn will feed the baby day or night, even if the pawn is not assigned to childcare or capable of it.&lt;br /&gt;
* &amp;quot;Childcare&amp;quot; means the pawn will feed the baby as childcare work.&lt;br /&gt;
* &amp;quot;Never&amp;quot; means the pawn won't automatically feed the baby.&lt;br /&gt;
You can allow the baby to eat milk, insect jelly, and baby food in this tab, but can't control breastfeeding here. &lt;br /&gt;
&lt;br /&gt;
==== Drugs ====&lt;br /&gt;
Although babies are limited to eating certain foods, you can administer drugs to babies under the Health&amp;gt;&amp;gt;Medical Operations tab. These have an outsized influence due to their very small body sizes (x0.20 of the size of an adult). Each drug causes a higher severity, increasing its duration. But due to the massive [[Drugs#Addiction_and_Tolerance|tolerance]], any further drugs are very likely to get them addicted. The actual effects of a drug are the same between babies and adults.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
{{See also|Rest}}&lt;br /&gt;
Unlike adults, babies don't follow a sleep schedule, instead falling asleep mostly at random. They may be in a sleeping spot, growing steadily more sleepy and upset, while still not falling asleep.&lt;br /&gt;
&lt;br /&gt;
A [[crib]] or [[bed]] should be provided for the baby to sleep in, as it will negate the negative [[mood]] from sleeping on the floor. There are several benefits of cribs over beds: cribs take up only one tile, multiple can be placed in a room without turning it into a barracks, and high-quality cribs can increase the mood of the baby while it rests or sleeps. &lt;br /&gt;
&lt;br /&gt;
Force-feeding, holding, or playing with the baby will wake them up, possibly keeping them unhappy from being tired.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
Babies need to be played with, in place of standard Recreation. An adult assigned to child care will play with the baby once the play need is almost empty. There are different activities that will fulfill the baby's play need. A [[toy box]] and [[baby decoration]] increases the quality of play.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Babies' moods are influenced by their needs for food, sleep, and play. These are affected at the same rates as for adults:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Hunger''' || Ravenously Hungry || Hungry || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Sleep''' || Tired || Drowsy  || Normal&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -12 || -6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! '''Play''' || Really wants to play || Wants to Play  || Normal || Entertained || Very Entertained&lt;br /&gt;
|-&lt;br /&gt;
| '''Mood effect''' || -10 || -5 || 0 || 5 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Babies share some moodlets with adults but aren't affected by as many thoughts. Babies can gain the {{Bad|-4}} Slept in the Cold moodlet, but aren't affected by temperature while awake. Babies have the same expectations for colony life as other pawns do, influencing their moods at the same rate. They can be influenced by [[Events#Psychic_drone|psychic drones]], [[Events#Psychic_soothes|soothes]], and [[Psycasts|psycasts]] {{RoyaltyIcon}} just as much as other pawns, because they have a psychic sensitivity of 100% by default. However, babies don't consider furniture comfort or quality, except while resting or sleeping in a [[Crib|crib]], with various crib qualities providing higher mood boosts. &lt;br /&gt;
&lt;br /&gt;
Uniquely, babies get a mood bonus when their parents are very happy: &amp;quot;Parent is happy&amp;quot; {{Good|+6}}, or &amp;quot;Parents are happy&amp;quot; {{Good|+12}}.&lt;br /&gt;
&lt;br /&gt;
Being held or breastfed does not affect the baby or caretaking adult's mood in any direct way. However, babies will temporarily forget any ill mood effects from lack of Sleep while being held, although these needs will still decrease as usual.&lt;br /&gt;
&lt;br /&gt;
A baby's mood affects the moods of all other colonists, much like [[Children#Mood|children's moods]] can. Parents of a baby who is very happy will receive a {{Good|+6}} mood boost for &amp;quot;My child &amp;lt;baby&amp;gt; is happy&amp;quot;. If the baby is about 1/3 of its happiness or less, parents have a {{Bad|-6}} mood penalty, thinking &amp;quot;My child &amp;lt;baby&amp;gt; is unhappy&amp;quot;. Babies also factor into the colonists' thoughts on the overall happiness of the colony's children, which range from a positive {{Good|+2}} &amp;quot;Happy youngsters&amp;quot; mood boost to a {{Bad|-2}} &amp;quot;Sad youngsters&amp;quot;, to worse negative mood penalties, all based on the average of the moods of colonists aged 0-17.&lt;br /&gt;
&lt;br /&gt;
====Giggling and crying====&lt;br /&gt;
Instead of [[mental inspiration|mental inspirations]] or [[mental breaks]], babies will have giggling or crying &amp;quot;fits&amp;quot; which gives a mood boost or penalty to other colonists within a 10 tile{{Check Tag|Verify|Based on dev mode testing. Exact number unverified.}} radius. The ratio between giggling and crying is directly related with the baby's mood.&lt;br /&gt;
&lt;br /&gt;
[[Mood]] boosts from giggling babies go from {{Good|+4}} up to {{Good|+10}}, while crying babies can cause mood maluses from {{Bad|-8}} down to {{Bad|-20}}. Parents are only half as bothered by their baby crying, and twice as happy when their baby is giggling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Babies get the same [[Social|social]] opinion boosts from [[Social#Family_by_Blood|familial relationships]] that other pawns do. They are born aware of their entire family tree, going back to the great-grandparent generation and including dead relatives. In addition, their social relationships are impacted by who feeds them and who hears them crying. They will not know all of your colonists when born, only beginning to remember them after they've interacted a few times (and the colonist will likewise not remember the baby)!&lt;br /&gt;
&lt;br /&gt;
Feeding changes the social opinions between a baby and their caretaker. A baby will gain about {{Good|+16}} social opinion for another pawn each time they are fed, with the &amp;quot;Fed me&amp;quot; opinion, which wears off over time. It is unclear whether breastfeeding provides a similar benefit. An adult who feeds a baby will gain about {{Good|+4}} social opinion for them from this act, and remember the feeding for longer than the baby does. This bonus only stacks up to 5 times, for a maximum of +16 opinion of the baby. Adults who breastfeed a baby gain about {{Good|+7}} opinion for the baby from the interaction. These feeding opinion changes are the same whether the caretaker is the baby's parent or not.&lt;br /&gt;
&lt;br /&gt;
Adults who hear a baby cry or giggle will change their opinions of the baby temporarily. A crying baby will gain the ''Cried'' {{Bad|-12}} opinion penalty, while a giggling baby will gain the ''Giggled'' {{Good|+12}} opinion boost. An adult can remember a baby's crying and giggling at the same time, cancelling each effect out. It is unclear if these modifiers stack.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
*[[Biotech DLC]] release - Introduced. Humans have a gestation cycle defined without Biotech, but they can not get pregnant.&lt;br /&gt;
*[[Version/1.4.3555|1.4.3555]] - Lactating pawns are now able to become pregnant and have ovums extracted, but have a x5% multiplier to Fertility. Terminate pregnancy operation increased to 2 medicine (from 1), work slightly reduced.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik/biome_template&amp;diff=119758</id>
		<title>User:Erik111erik/biome template</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik/biome_template&amp;diff=119758"/>
		<updated>2022-11-25T09:25:50Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Made a start on plants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name                 = Temperate Forest&lt;br /&gt;
| defname              = Biome_Test&lt;br /&gt;
| image                = &lt;br /&gt;
| description          = It's big. I'm sure there must ba a biome in there.&lt;br /&gt;
| description_markup   = It's big. I'm sure there must ba a [[biomes|biome]] in there.&lt;br /&gt;
&amp;lt;!--   General   --&amp;gt;&lt;br /&gt;
| canbuildbase         = &lt;br /&gt;
| allowroads           = yes&lt;br /&gt;
| allowrivers          = yes&lt;br /&gt;
| impassable           = &lt;br /&gt;
| hasvirtualplants     = yes&lt;br /&gt;
| movementdifficulty   = 1.5&lt;br /&gt;
| animaldensity        = 0.5&lt;br /&gt;
| plantdensity         = 2.3&lt;br /&gt;
| forageability        = 0.7&lt;br /&gt;
| foragedfood          = Component&lt;br /&gt;
| wildplantsregrowdays = 85&lt;br /&gt;
| diseasemtbdays       = 0&lt;br /&gt;
&amp;lt;!-- Weather  --&amp;gt;&lt;br /&gt;
| clear                = 2&lt;br /&gt;
| fog                  = 4&lt;br /&gt;
| rain                 = 6&lt;br /&gt;
| foggyrain            = 8&lt;br /&gt;
| drythunderstorm      = 10&lt;br /&gt;
| rainythunderstorm    = 12&lt;br /&gt;
| snowgentle           = 14&lt;br /&gt;
| snowhard             = 16&lt;br /&gt;
&amp;lt;!-- Pack animal --&amp;gt;&lt;br /&gt;
| allowedpackanimals   = Rat, Tortoise, Poisoned ship part&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| texturepath          = Graphics/Somethinglongmaybe/Abouthere&lt;br /&gt;
| soundambient         = Centipede_Freakingout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
== Thinking out loud ==&lt;br /&gt;
It may be better to avoid lists of animals, plans and diseases in the infobox, and instead put it in the proper article, with more data from their parent tables where appropriate. Some pictures and whatnot. If so, I can remove the output/display section in the {{tlx|Biomeanimal}} template. Output must then be handled by direct queries on the pages (not good), or separate Cargo query templates. They would then need the usual table hack.&lt;br /&gt;
&lt;br /&gt;
Oh dear, do I actually need a triple-join? This one will surely need more work :-/&lt;br /&gt;
{{#cargo_query: tables = Pawn, Biomeanimal&lt;br /&gt;
| join on = Pawn._pageName=Biomeanimal._pageName&lt;br /&gt;
| fields  = Pawn.image, Pawn.name, animalcommonality&lt;br /&gt;
| format  = table&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;With Concat headache&lt;br /&gt;
{{#cargo_query: tables = Pawn, Biomeanimal&lt;br /&gt;
| join on = Pawn._pageName=Biomeanimal._pageName&lt;br /&gt;
| fields  = CONCAT('[[File:', Pawn.image, '|50px]]') = image, Pawn.name, animalcommonality&lt;br /&gt;
| format  = table&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Wild animals ==&lt;br /&gt;
{{Biomeanimal|animalname = Muffalo |animalcommonality = 3.0 }}&lt;br /&gt;
{{Biomeanimal|animalname = Cougar |animalcommonality = 1.1 }}&lt;br /&gt;
{{Biomeanimal|animalname = Rat |animalcommonality = 2.7 }}&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Create table with selection weights and percentage of animal population&lt;br /&gt;
&lt;br /&gt;
== Wild plants ==&lt;br /&gt;
The temperate forest is home to various species of plants. About 65% of arable land in this biome is covered by plants and trees. Cut trees and other plants make room for new ones after approximately 20 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biomewildplant|wildplantname = Grass|wildplantcommonality = 3.0 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Tall grass|wildplantcommonality = 2.0 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Shrub low|wildplantcommonality = 2.0 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Alocasia|wildplantcommonality = 0.8 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Cecropia tree|wildplantcommonality = 0.3 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Palm tree|wildplantcommonality = 0.3 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Bamboo tree|wildplantcommonality = 0.3 }}&lt;br /&gt;
{{Biomewildplant|wildplantname = Teak tree|wildplantcommonality = 0.2 }}&lt;br /&gt;
&lt;br /&gt;
-&amp;gt; Create table with selection weights and plant population (do we need a standardized table for this? See:&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;wildPlants&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Grass&amp;gt;5.0&amp;lt;/Plant_Grass&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_GrayGrass MayRequire=&amp;quot;Ludeon.RimWorld.Biotech&amp;quot;&amp;gt;2&amp;lt;/Plant_GrayGrass&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_TallGrass&amp;gt;2.0&amp;lt;/Plant_TallGrass&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Brambles&amp;gt;1.0&amp;lt;/Plant_Brambles&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Ripthorn MayRequire=&amp;quot;Ludeon.RimWorld.Biotech&amp;quot;&amp;gt;0.8&amp;lt;/Plant_Ripthorn&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Dandelion&amp;gt;0.5&amp;lt;/Plant_Dandelion&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Bush&amp;gt;0.6&amp;lt;/Plant_Bush&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_TreeOak&amp;gt;0.5&amp;lt;/Plant_TreeOak&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_TreePoplar&amp;gt;0.5&amp;lt;/Plant_TreePoplar&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Berry&amp;gt;0.05&amp;lt;/Plant_Berry&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_HealrootWild&amp;gt;0.05&amp;lt;/Plant_HealrootWild&amp;gt;&lt;br /&gt;
      &amp;lt;Plant_Witchwood MayRequire=&amp;quot;Ludeon.RimWorld.Biotech&amp;quot;&amp;gt;0.5&amp;lt;/Plant_Witchwood&amp;gt;&lt;br /&gt;
    &amp;lt;/wildPlants&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Diseases ==&lt;br /&gt;
{{Biomedisease|diseasename = Malaria|diseasecommonality = 160 }}&lt;br /&gt;
{{Biomedisease|diseasename = Sleeping sickness|diseasecommonality = 140 }}&lt;br /&gt;
{{Biomedisease|diseasename = Flu|diseasecommonality = 100 }}&lt;br /&gt;
{{Biomedisease|diseasename = Plague|diseasecommonality = 100 }}&lt;br /&gt;
{{Biomedisease|diseasename = Gut worms|diseasecommonality = 80 }}&lt;br /&gt;
{{Biomedisease|diseasename = Muscle parasites|diseasecommonality = 80 }}&lt;br /&gt;
{{Biomedisease|diseasename = Fibrous mechanites|diseasecommonality = 30 }}&lt;br /&gt;
{{Biomedisease|diseasename = Sensory mechanites|diseasecommonality = 30 }}&lt;br /&gt;
{{Biomedisease|diseasename = Animal flu|diseasecommonality = 100 }}&lt;br /&gt;
{{Biomedisease|diseasename = Animal plague|diseasecommonality = 100 }}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=119560</id>
		<title>Talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=119560"/>
		<updated>2022-11-24T11:41:43Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Average AP value seems wrong for lots of melee weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please use Threads ==&lt;br /&gt;
&lt;br /&gt;
Instead of editing this page, please use the [[http://rimworldwiki.com/index.php?title=Talk:Weapons&amp;amp;action=edit&amp;amp;section=new| Add Topic]] link at the top right of the page. &amp;lt;small&amp;gt;—This unsigned comment was made by [[User:[[User:Beagle]]|[[User:Beagle]]]] ([[User talk:[[User:Beagle]]|talk]] • [[Special:Contributions/[[User:Beagle]]|contribs]]) 22:54, September 15, 2016. Please sign talk pages and forum posts with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. [[Special:userlogin|Log in]] to keep track of your comments and maintain your identity on the wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mysterious categories that needs improvement ==&lt;br /&gt;
&lt;br /&gt;
I think there are several mysterious categories in the [[Weapons]] page, for example:&lt;br /&gt;
* &amp;quot;Warmup/Cooldown&amp;quot;: what unit is this? seconds? milliseconds? other?&lt;br /&gt;
* &amp;quot;Handling&amp;quot;: pluses and minuses isn't a very exact measurement, I prefer numbers, also is it the same as &amp;quot;Aim time&amp;quot; (recently added)?&lt;br /&gt;
* &amp;quot;Burst Speed&amp;quot;: is it like bullet speed?, the time between 2 bullets in the burst? (in milliseconds?) or what?&lt;br /&gt;
* &amp;lt;s&amp;gt;&amp;quot;Purchasable&amp;quot; and &amp;quot;Price&amp;quot; can be combined to 1 topic, to save space, because if you can purchase it, then it have a prise (or maybe have &amp;quot;buy&amp;quot; &amp;amp; &amp;quot;sell&amp;quot; prise).&amp;lt;/s&amp;gt; DONE&lt;br /&gt;
* &amp;quot;T9 Incendiary Launcher&amp;quot;: it have &amp;quot;burst(1)&amp;quot; shouldn't in be &amp;quot;single&amp;quot;? and again what does &amp;quot;burst speed: 182&amp;quot; mean in this case? &amp;lt;br/&amp;gt;posted: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 15:17, 25 December 2013 (UTC) &amp;lt;br/&amp;gt;edited: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 16:05, 25 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mistake About Ranges ==&lt;br /&gt;
The following sentences in the Ranged Weapons category are incorrect: &amp;quot;These numbers are referring to the percent of the weapon's max range at which the range type begins. So for example, long range is between 50-100% of the weapon's max range.&amp;quot; Touch, short, medium, and long ranges are the same for all weapons. A weapon won't fire past its range, but within the range it operates at the accuracies listed. You can confirm this for yourself by seeing what happens when a pawn with a shotgun aims at targets at different distances. When the target is 17 tiles away, the accuracy tooltip says &amp;quot;cannot hit target.&amp;quot; But when it's 15 tiles away, the accuracy tooltip will read 87% weapon contribution, which is the shotgun's value for short range. Shotguns basically never fire at more than short range. What's confusing about it is that they have accuracy ratings for ratings they will never fire at.&lt;br /&gt;
&lt;br /&gt;
I propose replacing the whole paragraph with the following: &amp;quot;Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If no one objects in the next couple days I'll make the change.&lt;br /&gt;
edit: Made the change.&lt;br /&gt;
--[[User:Strether|Strether]] ([[User talk:Strether|talk]]) 21:51, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table only shows Heavy SMG for ranged, and only Knife for melee ==&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/i6oEuGI.png&lt;br /&gt;
&lt;br /&gt;
I don't remember removing all other weapons was in the changelogs of B19 ;)&lt;br /&gt;
&lt;br /&gt;
Most likely that the new wiki layout broke things- we'll get to that.&lt;br /&gt;
&lt;br /&gt;
In the meantime we might delete this page to renew it- there's a new discussion system in place. Reply below if you have seen this message.'''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:19, 11 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken weapons table queries ==&lt;br /&gt;
&lt;br /&gt;
I see what [[User:PieTau|PieTau]] did with the queries for weapons pages so the table would auto-populate, but currently (2018-09-10) the table is broken and only shows the values matching the default name from the template, which is &amp;quot;Heavy SMG&amp;quot;. (It does seem to pull the values from the Heavy SMG page correctly, so maybe &amp;quot;?Name&amp;quot; isn't matching correctly anymore?&lt;br /&gt;
&lt;br /&gt;
I'm new to MediaWiki queries so I'm not sure how to fix it, or I would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: This thread was created from content posted by [[User:ThrumboWrangler|ThrumboWrangler]] ([[User talk:ThrumboWrangler|talk]])''&lt;br /&gt;
~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:15, 12 September 2018 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Table Needs An Update(?) ==&lt;br /&gt;
&lt;br /&gt;
I think the melee weapons table needs an update as it claims to use the &amp;quot;Normal&amp;quot; quality of each weapon but the Normal Persona Monosword has no attacks above 27 damage. Also I think it would be good to add the Actual DPS (for a non-upgraded pawn) besides the Listed Weapon DPS (see Melee Formulas section) as it gives a much more realistic picture of what the damage output will be.&lt;br /&gt;
I'm willing to update it, but I prefer to discuss it first as it is a lot of work (I need to fill in all weapon options in my calculator for each weapon).&lt;br /&gt;
&lt;br /&gt;
== Average AP value seems wrong for lots of melee weapons ==&lt;br /&gt;
&lt;br /&gt;
In the Melee Weapons table, the monosword and persona monosword have Average AP values over 100%, yet if you click through to their pages, the highest AP value of any individual attack is 90%.  I don't see how this is possible, and figure it must be wrong.  Similarly, the spear is listed with Average AP of 70.13%, but its attacks have AP values of 50% and 20%; the longsword is listed with 47.44% Average AP, but its attacks have 34% and 13% AP.  Knife and mace and breach axe seem wrong too, although the club and wood seem actually ok.  I haven't gone through the rest. [[User:Achtung|Achtung]] ([[User talk:Achtung|talk]]) 12:02, 22 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
^ It seems legendary instead of normal quality is used everywhere.&lt;br /&gt;
&lt;br /&gt;
: Yeah, it looks someone someone edited the template to add all the qualities without actually understanding how the template worked, so it was using the Legendary AP. Good catch, both of you. Fixing it now. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:15, 24 November 2022 (UTC) p.s. [[User: Erik111erik]] also you can sign your posts with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, it'll add your name and date.&lt;br /&gt;
&lt;br /&gt;
Thanks, I didn't know that! [[User:Erik111erik|Erik111erik]] ([[User talk:Erik111erik|talk]]) 11:41, 24 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;topic_postId=x7g95j1gat6wgk99&amp;topic_revId=x7g95j1gat6wgk99&amp;action=single-view</id>
		<title>Topic:X7elawp5d5zxwryl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;topic_postId=x7g95j1gat6wgk99&amp;topic_revId=x7g95j1gat6wgk99&amp;action=single-view"/>
		<updated>2022-11-23T09:21:54Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:X7elawp5d5zxwryl&amp;amp;topic_showPostId=x7g95j1gat6wgk99#flow-post-x7g95j1gat6wgk99&quot;&gt;commented&lt;/a&gt; on &quot;Independent biome pages&quot; (&lt;em&gt;Thanks! I think that page is a good start. If you don&amp;#039;t mind I&amp;#039;ll create a sample page for the temperate forest biome based on your initi...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=119213</id>
		<title>User:Erik111erik</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=119213"/>
		<updated>2022-11-23T09:10:57Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Undo revision 119212 by Erik111erik (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using this page for new templates and/or texts I am working on.&lt;br /&gt;
&lt;br /&gt;
[[User:Erik111erik/body_parts_template_revision]]&lt;br /&gt;
&lt;br /&gt;
[[User:Erik111erik/biome_template]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=119212</id>
		<title>User:Erik111erik</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=119212"/>
		<updated>2022-11-23T09:10:28Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using this page for new templates and/or texts I am working on.&lt;br /&gt;
&lt;br /&gt;
[[User:Erik111erik/body_parts_template_revision]]&lt;br /&gt;
&lt;br /&gt;
[[User:Erik111erik/biometemplate]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=119211</id>
		<title>User:Erik111erik</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=119211"/>
		<updated>2022-11-23T09:09:57Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Replaced content with &amp;quot;Using this page for new templates and/or texts I am working on.  User:Erik111erik/body_parts_template_revision  User:Erik111erik/biome_template&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using this page for new templates and/or texts I am working on.&lt;br /&gt;
&lt;br /&gt;
[[User:Erik111erik/body_parts_template_revision]]&lt;br /&gt;
&lt;br /&gt;
[[User:Erik111erik/biome_template]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik/body_parts_template_revision&amp;diff=119210</id>
		<title>User:Erik111erik/body parts template revision</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik/body_parts_template_revision&amp;diff=119210"/>
		<updated>2022-11-23T09:08:41Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik/Biome_template&amp;diff=119209</id>
		<title>User:Erik111erik/Biome template</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik/Biome_template&amp;diff=119209"/>
		<updated>2022-11-23T09:08:14Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Created page with &amp;quot;Placeholder&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7g87ohk7zn0ae8d&amp;topic_revId=x7g87ohk7zn0ae8d&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7g87ohk7zn0ae8d&amp;topic_revId=x7g87ohk7zn0ae8d&amp;action=single-view"/>
		<updated>2022-11-23T09:05:01Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7g87ohk7zn0ae8d#flow-post-x7g87ohk7zn0ae8d&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;On the wiki here, in the quicknav. In that case is &amp;#039;Babies&amp;#039; the best option in my opinion, as it corresponds best with what is used in th...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;topic_postId=x7elawp5d9y04vwt&amp;topic_revId=x7elawp5d9y04vwt&amp;action=single-view</id>
		<title>Topic:X7elawp5d5zxwryl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;topic_postId=x7elawp5d9y04vwt&amp;topic_revId=x7elawp5d9y04vwt&amp;action=single-view"/>
		<updated>2022-11-22T15:27:12Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:X7elawp5d5zxwryl&amp;amp;topic_showPostId=x7elawp5d9y04vwt#flow-post-x7elawp5d9y04vwt&quot;&gt;commented&lt;/a&gt; on &quot;Independent biome pages&quot; (&lt;em&gt;Is it an idea to have indepent biome pages? There is plenty of information available in the games files that is not mentioned here (e.g.,...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7eczdrs759l8hal&amp;topic_revId=x7eczdrs759l8hal&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7eczdrs759l8hal&amp;topic_revId=x7eczdrs759l8hal&amp;action=single-view"/>
		<updated>2022-11-22T12:57:48Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7eczdrs759l8hal#flow-post-x7eczdrs759l8hal&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;How should we name the page? Just &amp;#039;Babies&amp;#039;, as before? Since infants is also used in some places.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=119125</id>
		<title>Talk:Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Weapons&amp;diff=119125"/>
		<updated>2022-11-22T12:56:00Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Average AP value seems wrong for lots of melee weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please use Threads ==&lt;br /&gt;
&lt;br /&gt;
Instead of editing this page, please use the [[http://rimworldwiki.com/index.php?title=Talk:Weapons&amp;amp;action=edit&amp;amp;section=new| Add Topic]] link at the top right of the page. &amp;lt;small&amp;gt;—This unsigned comment was made by [[User:[[User:Beagle]]|[[User:Beagle]]]] ([[User talk:[[User:Beagle]]|talk]] • [[Special:Contributions/[[User:Beagle]]|contribs]]) 22:54, September 15, 2016. Please sign talk pages and forum posts with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. [[Special:userlogin|Log in]] to keep track of your comments and maintain your identity on the wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mysterious categories that needs improvement ==&lt;br /&gt;
&lt;br /&gt;
I think there are several mysterious categories in the [[Weapons]] page, for example:&lt;br /&gt;
* &amp;quot;Warmup/Cooldown&amp;quot;: what unit is this? seconds? milliseconds? other?&lt;br /&gt;
* &amp;quot;Handling&amp;quot;: pluses and minuses isn't a very exact measurement, I prefer numbers, also is it the same as &amp;quot;Aim time&amp;quot; (recently added)?&lt;br /&gt;
* &amp;quot;Burst Speed&amp;quot;: is it like bullet speed?, the time between 2 bullets in the burst? (in milliseconds?) or what?&lt;br /&gt;
* &amp;lt;s&amp;gt;&amp;quot;Purchasable&amp;quot; and &amp;quot;Price&amp;quot; can be combined to 1 topic, to save space, because if you can purchase it, then it have a prise (or maybe have &amp;quot;buy&amp;quot; &amp;amp; &amp;quot;sell&amp;quot; prise).&amp;lt;/s&amp;gt; DONE&lt;br /&gt;
* &amp;quot;T9 Incendiary Launcher&amp;quot;: it have &amp;quot;burst(1)&amp;quot; shouldn't in be &amp;quot;single&amp;quot;? and again what does &amp;quot;burst speed: 182&amp;quot; mean in this case? &amp;lt;br/&amp;gt;posted: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 15:17, 25 December 2013 (UTC) &amp;lt;br/&amp;gt;edited: [[User:Sebbes333|Sebbes333]] ([[User talk:Sebbes333|talk]]) 16:05, 25 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mistake About Ranges ==&lt;br /&gt;
The following sentences in the Ranged Weapons category are incorrect: &amp;quot;These numbers are referring to the percent of the weapon's max range at which the range type begins. So for example, long range is between 50-100% of the weapon's max range.&amp;quot; Touch, short, medium, and long ranges are the same for all weapons. A weapon won't fire past its range, but within the range it operates at the accuracies listed. You can confirm this for yourself by seeing what happens when a pawn with a shotgun aims at targets at different distances. When the target is 17 tiles away, the accuracy tooltip says &amp;quot;cannot hit target.&amp;quot; But when it's 15 tiles away, the accuracy tooltip will read 87% weapon contribution, which is the shotgun's value for short range. Shotguns basically never fire at more than short range. What's confusing about it is that they have accuracy ratings for ratings they will never fire at.&lt;br /&gt;
&lt;br /&gt;
I propose replacing the whole paragraph with the following: &amp;quot;Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
If no one objects in the next couple days I'll make the change.&lt;br /&gt;
edit: Made the change.&lt;br /&gt;
--[[User:Strether|Strether]] ([[User talk:Strether|talk]]) 21:51, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table only shows Heavy SMG for ranged, and only Knife for melee ==&lt;br /&gt;
&lt;br /&gt;
https://i.imgur.com/i6oEuGI.png&lt;br /&gt;
&lt;br /&gt;
I don't remember removing all other weapons was in the changelogs of B19 ;)&lt;br /&gt;
&lt;br /&gt;
Most likely that the new wiki layout broke things- we'll get to that.&lt;br /&gt;
&lt;br /&gt;
In the meantime we might delete this page to renew it- there's a new discussion system in place. Reply below if you have seen this message.'''[[User:PigeonGuru|PigeonGuru]]''', Strategist  ( [[User_talk:PigeonGuru|talk]] | [[Special:Contributions/PigeonGuru|contribs]] | [[Guides|assist]] ) 14:19, 11 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken weapons table queries ==&lt;br /&gt;
&lt;br /&gt;
I see what [[User:PieTau|PieTau]] did with the queries for weapons pages so the table would auto-populate, but currently (2018-09-10) the table is broken and only shows the values matching the default name from the template, which is &amp;quot;Heavy SMG&amp;quot;. (It does seem to pull the values from the Heavy SMG page correctly, so maybe &amp;quot;?Name&amp;quot; isn't matching correctly anymore?&lt;br /&gt;
&lt;br /&gt;
I'm new to MediaWiki queries so I'm not sure how to fix it, or I would.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: This thread was created from content posted by [[User:ThrumboWrangler|ThrumboWrangler]] ([[User talk:ThrumboWrangler|talk]])''&lt;br /&gt;
~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:15, 12 September 2018 (UTC) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Table Needs An Update(?) ==&lt;br /&gt;
&lt;br /&gt;
I think the melee weapons table needs an update as it claims to use the &amp;quot;Normal&amp;quot; quality of each weapon but the Normal Persona Monosword has no attacks above 27 damage. Also I think it would be good to add the Actual DPS (for a non-upgraded pawn) besides the Listed Weapon DPS (see Melee Formulas section) as it gives a much more realistic picture of what the damage output will be.&lt;br /&gt;
I'm willing to update it, but I prefer to discuss it first as it is a lot of work (I need to fill in all weapon options in my calculator for each weapon).&lt;br /&gt;
&lt;br /&gt;
== Average AP value seems wrong for lots of melee weapons ==&lt;br /&gt;
&lt;br /&gt;
In the Melee Weapons table, the monosword and persona monosword have Average AP values over 100%, yet if you click through to their pages, the highest AP value of any individual attack is 90%.  I don't see how this is possible, and figure it must be wrong.  Similarly, the spear is listed with Average AP of 70.13%, but its attacks have AP values of 50% and 20%; the longsword is listed with 47.44% Average AP, but its attacks have 34% and 13% AP.  Knife and mace and breach axe seem wrong too, although the club and wood seem actually ok.  I haven't gone through the rest. [[User:Achtung|Achtung]] ([[User talk:Achtung|talk]]) 12:02, 22 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
^ It seems legendary instead of normal quality is used everywhere.&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=119014</id>
		<title>Infant illness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=119014"/>
		<updated>2022-11-21T14:11:43Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The '''Infant illness''' is a [[Death|deadly]] [[disease]] that affects human [[babies]] on a sick [[Reproduction#Birth|birth]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Infant illness comes at 4 levels: common, mild, major, and grave, in order of severity. Mild infant illness will regress on its own, but a grave illness is nearly impossible to survive. Every 1-3 days, the illness will switch to a random phase. &lt;br /&gt;
&lt;br /&gt;
The disease is cured after 10 days of survival, or if severity falls to 0.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
Infant illness can only be contacted at [[Reproduction#Birth|birth]], and is dependent on its quality. Performing labor in a clean room, with a skilled doctor and loved ones, reduces the chance of being sick. Fostering an [[embryo]] in a [[growth vat]] acts as a natural birth with a quality of 70%. The [[AI_Storytellers|storyteller setting]], ''[[AI_Storytellers#Biotech|Babies always healthy]]'' prevents sick births from happening at all.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
These are the following stages in which infant illness will progress through.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (minor)''' || 0 - 0.32 severity ||&lt;br /&gt;
* +5% [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (major)''' || 0.33 - 0.77 severity ||&lt;br /&gt;
* +8% Pain&lt;br /&gt;
* Vomiting (''MTB of 1 day'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.78 - 0.86 severity ||&lt;br /&gt;
* +12% [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.75 days'')&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.87 - 0.99 severity ||&lt;br /&gt;
* +85% [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.5 day'')&lt;br /&gt;
* Unconscious (Max. [[consciousness]] 10%)&lt;br /&gt;
* -5% [[Breathing]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 1.00 severity ||&lt;br /&gt;
* [[Death]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
*Severity increase depends on the severity of the disease. Without treatment:&lt;br /&gt;
** Severity increase for ''mild'' infant illness is -0.25 per day.&lt;br /&gt;
** Severity increase for ''common'' infant illness is 0.1 per day.&lt;br /&gt;
** Severity increase for ''bad'' infant illness is 0.3 per day.&lt;br /&gt;
** Severity increase for ''grave'' infant illness is 0.5 per day.&lt;br /&gt;
* Treatment slows progression by a maximum of 0.35 per day with 100% tend quality.&lt;br /&gt;
* Every 1-3 days the severity phase will change.&lt;br /&gt;
&lt;br /&gt;
The disease resolves after ten days or when severity reaches 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=119012</id>
		<title>Infant illness</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Infant_illness&amp;diff=119012"/>
		<updated>2022-11-21T14:07:38Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
The '''Infant illness''' is a [[Death|deadly]] [[disease]] that affects human [[babies]] on a sick [[Reproduction#Birth|birth]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Infant illness comes at 4 levels: common, mild, major, and grave, in order of severity. Mild infant illness will regress on its own, but a grave illness is nearly impossible to survive. Every 1-3 days, the illness will switch to a random phase. &lt;br /&gt;
&lt;br /&gt;
The disease is cured after 10 days of survival, or if severity falls to 0.&lt;br /&gt;
&lt;br /&gt;
=== Prevention ===&lt;br /&gt;
Infant illness can only be contacted at [[Reproduction#Birth|birth]], and is dependent on its quality. Performing labor in a clean room, with a skilled doctor and loved ones, reduces the chance of being sick. Fostering an [[embryo]] in a [[growth vat]] acts as a natural birth with a quality of 70%. The [[AI_Storytellers|storyteller setting]], ''[[AI_Storytellers#Biotech|Babies always healthy]]'' prevents sick births from happening at all.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
These are the following stages in which lung rot will progress through, and the effects it has on the victim. Note that the effects are generally doubled as lung rot usually occurs in both lungs at the same time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (minor)''' || 0 - 0.32 severity ||&lt;br /&gt;
* +5% [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (major)''' || 0.33 - 0.77 severity ||&lt;br /&gt;
* +8% Pain&lt;br /&gt;
* Vomiting (''MTB of 1 day'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.78 - 0.86 severity ||&lt;br /&gt;
* +12% [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.75 days'')&lt;br /&gt;
* -5% [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Infant illness (extreme)''' || 0.87 - 1.00 severity ||&lt;br /&gt;
* +85% [[Pain]]&lt;br /&gt;
* Vomiting (''MTB of 0.5 day'')&lt;br /&gt;
* Unconscious (Max. [[consciousness]] 10%)&lt;br /&gt;
* -5% [[Breathing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
*Severity increase depends on the severity of the disease. Without treatment:&lt;br /&gt;
** Severity increase for ''mild'' infant illness is -0.25 per day.&lt;br /&gt;
** Severity increase for ''common'' infant illness is 0.1 per day.&lt;br /&gt;
** Severity increase for ''bad'' infant illness is 0.3 per day.&lt;br /&gt;
** Severity increase for ''grave'' infant illness is 0.5 per day.&lt;br /&gt;
* Treatment slows progression by a maximum of 0.35 per day with 100% tend quality.&lt;br /&gt;
* Every 1-3 days the severity phase will change.&lt;br /&gt;
&lt;br /&gt;
The disease resolves after ten days or when severity reaches 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Nav/disease}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7c6moj2bizzawlp&amp;topic_revId=x7c6moj2bizzawlp&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7c6moj2bizzawlp&amp;topic_revId=x7c6moj2bizzawlp&amp;action=single-view"/>
		<updated>2022-11-21T13:30:52Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Erik111erik&quot; class=&quot;mw-userlink&quot; title=&quot;User:Erik111erik&quot;&gt;&lt;bdi&gt;Erik111erik&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Erik111erik&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Erik111erik (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Erik111erik&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Erik111erik&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:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7c6moj2bizzawlp#flow-post-x7c6moj2bizzawlp&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;I created it as it&amp;#039;s own page at first, but it was later merged. I wouldn&amp;#039;t mind having a page for it. There are plenty of specific mecha...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=118520</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=118520"/>
		<updated>2022-11-17T08:59:30Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: There actually were typo's :) After the undo some words had two s's again. Pumpss -&amp;gt; pumps and rechargerss &amp;gt; rechargers. Also Pump &amp;gt; pump to make the link work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub|reason = page is almost empty.}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Toxic wastepack&lt;br /&gt;
| image = Wastepack_a.png&lt;br /&gt;
| type = &lt;br /&gt;
| tech level = &lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
| mass base = 6&lt;br /&gt;
| stack limit = 5 &lt;br /&gt;
| hp = 100&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| marketvalue  = 0&lt;br /&gt;
| defName = Wastepack&lt;br /&gt;
| thingCategories = ItemsMisc&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}}&lt;br /&gt;
'''Toxic wastepacks''' are a byproduct created by mech-related buildings, the cleanup of [[Pollution]], .&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground generate Wastepacks. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Recharging and Gestation===&lt;br /&gt;
Toxic wastepacks are produced when Mechs utilize [[mech recharger]]s or [[large mech recharger]]s, and whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. &lt;br /&gt;
&lt;br /&gt;
1 wastepack per stack will disolve every 8 days, with the following factors:&lt;br /&gt;
* 0.5x if indoors&lt;br /&gt;
* 2x if in [[Weather|Rain]]&lt;br /&gt;
* 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point.&lt;br /&gt;
&lt;br /&gt;
===Pollution===&lt;br /&gt;
Wastepacks pollute 6 ground tiles of a colony, per wastepack, when they deteoriate. A full stack of 5 wastepacks pollutes 30 tiles. When burned or damaged, they release [[tox gas]], in addition to the pollution.{{Check Tag|Detail Needed|See CompProperties_GasOnDamage}} (What about natural walls / walls? Do they polute underneath?).&lt;br /&gt;
&lt;br /&gt;
When dropped in a [[caravan]] or unmanned [[transport pod]], they will lower [[goodwill]] of a nearby faction by some amount. There's no extra effect on an already hostile faction. Waste dropped this way immediately pollutes the ''world'' tile they're dropped on by 0.05% - it takes 2000 wastepacks to fill a hex. Dropping them on a water hex applies an 8x multiplier, meaning 250 wastepacks will fill it.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
===Disposal===&lt;br /&gt;
Most means of destroying wastepacks have some sort of consequence:&lt;br /&gt;
&lt;br /&gt;
*'''Letting it deteroriate naturally.''' Pollution is localized - wastepacks that deteroriate away from your base won't have an impact, at least for a while. [[Insectoid]]s may come due to overall pollution.&lt;br /&gt;
*'''Dumping it''' via [[caravan]]. Dumping within 4 tiles of your colony will still cause some pollution to spread back.&lt;br /&gt;
**Dumping near a faction will lower [[goodwill]] proportional to distance, wastepacks, and current goodwill.&lt;br /&gt;
**If the wastepack is &amp;quot;unintentionally&amp;quot; lost due to all pawns in a caravan dying, there won't be any goodwill penalties. This comes at the cost of a colonist, any [[pack animal]]s, and the respective [[mood]] penalty.&lt;br /&gt;
*'''Dumping via [[transport pod]]s'''. This costs [[steel]] and [[chemfuel]] for each launch: to send 25 wastepacks takes {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]]. Pods allow you to easily drop waste to a hostile, faraway base, where goodwill simply doesn't matter.&lt;br /&gt;
*'''Dumping via [[shuttle]]s'''.{{RoyaltyIcon}} You can load [[Empire]] [[titles#Call transport shuttle|shuttles]] with toxic wastepacks. As shuttles have a carrying capacity of 1000kg, this allows the movement of 166 wastepacks at a time, provided you are on good terms with the empire. Normal goodwill penalties will apply if wastepacks are delivered within 15 tiles of another faction's settlement, but there is no goodwill hit from the Empire for merely using the shuttle for the delivery.&lt;br /&gt;
*'''[[Wastepack atomizer]]s''' have no explicit consequences. However, they are expensive to create, expensive in [[power]], and aren't fast. One atomizer can support 4.6 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.&lt;br /&gt;
*'''[[Polux tree]]s''', which are another clean form of pollution removal. They can't be grown manually, and only appear if there's a lot of pollution, already.&lt;br /&gt;
&lt;br /&gt;
[[File:urxiy5rm3nw91.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;credit to /u/BenightedAlizar on r/rimworld&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wastepack_a.png&lt;br /&gt;
File:Wastepack_b.png&lt;br /&gt;
File:Wastepack_c.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=117786</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paramedic&amp;diff=117786"/>
		<updated>2022-11-10T11:53:00Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Work */ Fixing typo (I think?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}&lt;br /&gt;
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Paramedic&lt;br /&gt;
| image = Paramedic east.png&lt;br /&gt;
| description = A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 3.8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 800&lt;br /&gt;
| armorblunt = 10&lt;br /&gt;
| armorsharp = 20&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bodysize = 0.7&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = &amp;lt;!-- May not be applicable, or may need custom implementation, if unsure, tag page with {{Stub}} and any known details --&amp;gt;&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack1chancefactor = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = High mechtech&lt;br /&gt;
| production facility 1 = Mech gestator&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = High subcore&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As mechanoids, paramedics are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will &amp;quot;adapt&amp;quot; for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth.&lt;br /&gt;
&lt;br /&gt;
===Work===&lt;br /&gt;
Paramedics are light mechanoids, and require [[Research#High Mechtech|High mechtech]] to be researched. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant.&lt;br /&gt;
&lt;br /&gt;
Mechs under player control require power: paramedics use 10% of their power per day while active.  If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up.&lt;br /&gt;
&lt;br /&gt;
Paramedics will do tasks under the Doctoring tab, though can also feed [[prisoner]]s. Paramedics have an effective Medical skill of 10. They will rescue pawns before tending to them. They have a base [[Global Work Speed]] of 50% and naturally move slower than a human.&lt;br /&gt;
&lt;br /&gt;
===Abilities===&lt;br /&gt;
When drafted, paramedics have the ability to long jump up to 16 tiles away. It can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is not [[downed]].&lt;br /&gt;
&lt;br /&gt;
They also have access to a [[firefoam pop pack]] equivalent. It takes {{ticks|30}} to deploy, but then has a 5 day cooldown.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Paramedics work slowly without a [[mech booster]], so are often a poor choice to tend pawns in imminent danger of bleeding out. Although work speed can be increased (see below), a healthy pawn with high Medical skill will always be superior in all of: tend speed, tend quality, and surgery success. When triaging situations where numerous pawns are in need of medical attention, assign more capable doctors for critical cases, leaving the paramedic for less dire cases.&lt;br /&gt;
&lt;br /&gt;
Regardless of this major drawback, Paramedics do have some advantages over human doctors. They do not suffer from mental breakdowns, are immune to illnesses that human doctors are susceptible to, and only 'sleep' for 24 hours out of every 6 days. They will help keep things manageable whenever a large group of pawns are injured or sick. If no doctors are above Medical 10 Paramedics can do surgeries for your colony with reasonable reliability. Paramedics are also capable of feeding prisoners and resting patients, saving time for your active colonists.&lt;br /&gt;
&lt;br /&gt;
You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanatiors should keep paramedics active, and consider having more than one.&lt;br /&gt;
&lt;br /&gt;
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Work Speed===&lt;br /&gt;
	&lt;br /&gt;
Paramedics have a base work speed of 50%. Being in range of a [[mech booster]] increases the work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in the Mechanitor increases the work speed by 6%, up to a maximum of +36%. Control Sublinks and mech boosters combined allow Paramedics to reach 111% Work Speed. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters.&lt;br /&gt;
	&lt;br /&gt;
Getting 3 sublinks and 3 high sublinks will require acquiring a total of 3 signal chips, 3 powerfocus chips, 21 components, and 9 advanced components.&lt;br /&gt;
	&lt;br /&gt;
All values are for 50%+ lighting conditions.&lt;br /&gt;
	&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Control Sublinks !! Work Speed !! Mech Boosted&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 50% || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 56%  || 81%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 62%  || 87%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 68%  || 93%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 74% || 99%	&lt;br /&gt;
|-	&lt;br /&gt;
| 5 || 80% || 105%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 86% || 111%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Specify body type when known.&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;br /&gt;
[[Category:Mechanoids]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Babies&amp;diff=117481</id>
		<title>Babies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Babies&amp;diff=117481"/>
		<updated>2022-11-07T15:59:16Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
Babies are human pawns up to age 3. By default, they age at a 400% speed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food. Keeping the babies in the colony happy provided a decent mood boost for your colonies, by up to +8. The opposite is also true: crying babies can reduce mood by -8. This effect differs between the parents and other colonists. Parents are less bothered by their baby crying, and happier when their baby is giggling. &lt;br /&gt;
&lt;br /&gt;
====Food====&lt;br /&gt;
Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. &lt;br /&gt;
&lt;br /&gt;
====Sleep====&lt;br /&gt;
Once babies are tired, they will automatically go to sleep. &lt;br /&gt;
&lt;br /&gt;
====Play====&lt;br /&gt;
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need. &lt;br /&gt;
&lt;br /&gt;
===Giggling and crying===&lt;br /&gt;
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Babies&amp;diff=117480</id>
		<title>Babies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Babies&amp;diff=117480"/>
		<updated>2022-11-07T15:55:38Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
Babies are human pawns up to age 3. By default, they age at a 400% speed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food. Keeping the babies in the colony happy provided a decent mood boost for your colonies, by up to +8. The opposite is also true: crying babies can reduce mood by -8. This effect differs between the parents and other colonists. Parents are less bothered by their baby crying, and happier when their baby is giggling. &lt;br /&gt;
&lt;br /&gt;
====Food====&lt;br /&gt;
Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. &lt;br /&gt;
&lt;br /&gt;
====Sleep====&lt;br /&gt;
Once babies are tired, they will automatically go to sleep. &lt;br /&gt;
&lt;br /&gt;
====Play====&lt;br /&gt;
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need. &lt;br /&gt;
&lt;br /&gt;
===Giggling and crying===&lt;br /&gt;
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Babies&amp;diff=117479</id>
		<title>Babies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Babies&amp;diff=117479"/>
		<updated>2022-11-07T15:49:16Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Giggling and crying */  Additional graph for ratio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
Babies are human pawns up to age 3. By default, they age at a 400% speed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food. &lt;br /&gt;
&lt;br /&gt;
====Food====&lt;br /&gt;
Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. &lt;br /&gt;
&lt;br /&gt;
====Sleep====&lt;br /&gt;
Once babies are tired, they will automatically go to sleep. &lt;br /&gt;
&lt;br /&gt;
====Play====&lt;br /&gt;
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need. &lt;br /&gt;
&lt;br /&gt;
===Giggling and crying===&lt;br /&gt;
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying occurance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling to crying ratio (higher is better)&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.011, 0.042, 1, 8, 32 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Occurance of giggling per time crying&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Babies&amp;diff=117478</id>
		<title>Babies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Babies&amp;diff=117478"/>
		<updated>2022-11-07T15:41:31Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Giggling and crying */ Inverted values for a more natural feel (from mtbdays to avg. occurance per day)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
Babies are human pawns up to age 3. By default, they age at a 400% speed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food. &lt;br /&gt;
&lt;br /&gt;
====Food====&lt;br /&gt;
Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. &lt;br /&gt;
&lt;br /&gt;
====Sleep====&lt;br /&gt;
Once babies are tired, they will automatically go to sleep. &lt;br /&gt;
&lt;br /&gt;
====Play====&lt;br /&gt;
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need. &lt;br /&gt;
&lt;br /&gt;
===Giggling and crying===&lt;br /&gt;
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.125, 0.25, 1, 2, 4 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=12, 6, 1, 0.25, 0.125 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Average occurance (times per day)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Babies&amp;diff=117477</id>
		<title>Babies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Babies&amp;diff=117477"/>
		<updated>2022-11-07T15:36:59Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added graphs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
Babies are human pawns up to age 3. By default, they age at a 400% speed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food. &lt;br /&gt;
&lt;br /&gt;
====Food====&lt;br /&gt;
Babies have different options when it comes to food. The easiest way to feed them is by having their mother or other lactating pawn breastfeed them. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. &lt;br /&gt;
&lt;br /&gt;
====Sleep====&lt;br /&gt;
Once babies are tired, they will automatically go to sleep. &lt;br /&gt;
&lt;br /&gt;
====Play====&lt;br /&gt;
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need. &lt;br /&gt;
&lt;br /&gt;
===Giggling and crying===&lt;br /&gt;
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Giggling chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=8, 4, 1, 0.5, 0.25 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Mean time between (days)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crying chance&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 25, 50, 75, 100&lt;br /&gt;
|y=0.083, 0.166, 1, 4, 8 &lt;br /&gt;
|xAxisTitle = Baby mood (%)&lt;br /&gt;
|yAxisTitle = Mean time between (days)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Babies&amp;diff=117468</id>
		<title>Babies</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Babies&amp;diff=117468"/>
		<updated>2022-11-07T13:59:01Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Babies are human pawns up to age 3. By default they age at a 400% speed.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Babies can be born either by natural or artificial means. They can also be choses as a starting colonist, as long as at least one other pawn is chosen that is at least 3 years old. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Babies are helpless creatures that cannot yet do anything themselves. They only have three basic needs: play, sleep, and food. &lt;br /&gt;
&lt;br /&gt;
====Food====&lt;br /&gt;
Babies have different options when it comes to food. The easiest way to feed them is by having their mother breastfeed them. However, if you have multiple lactating pawns they can feed the baby too. Another option is to feed them [[milk]] or [[insect jelly]], or to cook baby food from regular ingredients. &lt;br /&gt;
&lt;br /&gt;
====Sleep====&lt;br /&gt;
Once babies are tired, they will automatically go to sleep. &lt;br /&gt;
&lt;br /&gt;
====Play====&lt;br /&gt;
Babies need to be played with. As long as there is a pawn with a high priority on child care, this will happen automatically once the needs bar is almost empty. There are diffent activities that will fulfill the baby's play need. &lt;br /&gt;
&lt;br /&gt;
===Giggling and crying===&lt;br /&gt;
Babies can giggle and cry which gives a mood boost or penalty to other colonists up to (?) tiles away. The ratio between giggling and crying is directly related with the baby's mood. &lt;br /&gt;
&lt;br /&gt;
//insert graph here&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;MentalFitDef&amp;gt;&lt;br /&gt;
    &amp;lt;defName&amp;gt;Crying&amp;lt;/defName&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;crying&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;mentalState&amp;gt;Crying&amp;lt;/mentalState&amp;gt;&lt;br /&gt;
    &amp;lt;developmentalStageFilter&amp;gt;Baby&amp;lt;/developmentalStageFilter&amp;gt;&lt;br /&gt;
    &amp;lt;mtbDaysMoodCurve&amp;gt;&lt;br /&gt;
      &amp;lt;points&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0, .083)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0.25, .166)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0.50, 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0.75, 4)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(1.00, 8)&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/points&amp;gt;&lt;br /&gt;
    &amp;lt;/mtbDaysMoodCurve&amp;gt;&lt;br /&gt;
  &amp;lt;/MentalFitDef&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;MentalFitDef&amp;gt;&lt;br /&gt;
    &amp;lt;defName&amp;gt;Giggling&amp;lt;/defName&amp;gt;&lt;br /&gt;
    &amp;lt;label&amp;gt;giggling&amp;lt;/label&amp;gt;&lt;br /&gt;
    &amp;lt;mentalState&amp;gt;Giggling&amp;lt;/mentalState&amp;gt;&lt;br /&gt;
    &amp;lt;developmentalStageFilter&amp;gt;Baby&amp;lt;/developmentalStageFilter&amp;gt;&lt;br /&gt;
    &amp;lt;mtbDaysMoodCurve&amp;gt;&lt;br /&gt;
      &amp;lt;points&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0, 8)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0.25, 4)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0.50, 1)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(0.75, 0.5)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(1.00, 0.25)&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;/points&amp;gt;&lt;br /&gt;
    &amp;lt;/mtbDaysMoodCurve&amp;gt;&lt;br /&gt;
  &amp;lt;/MentalFitDef&amp;gt;&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Health_Difficulties&amp;diff=117467</id>
		<title>Health Difficulties</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Health_Difficulties&amp;diff=117467"/>
		<updated>2022-11-07T13:17:37Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added beam burn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;:''Main article: [[Health Difficulties]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;These are the general types of [[Injury|injuries]] that can be inflicted on a [[colonist]]. A bladed weapon would cut you, while a firearm would inflict gunshots, etc.&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;A table of the default [[health]] difficulties for RimWorld damage.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! [[Pain]]&amp;lt;ref&amp;gt;Pain per point of damage. See [[pain]] for how it works. Injuries to artificial parts do not cause any pain.&amp;lt;/ref&amp;gt; !! Scar pain&amp;lt;ref&amp;gt;Pain per point of damage from scars. See [[pain]] for how it works.&amp;lt;/ref&amp;gt; !! Old Label !! Combines?&amp;lt;ref&amp;gt;Whether or not this injury stacks to become something like 'Burn &amp;amp;times;2'&amp;lt;/ref&amp;gt; !!  Bleeding !!  Infection Chance &amp;lt;ref&amp;gt;Base chance of getting infected if left untreated.&amp;lt;/ref&amp;gt;!!  Become Old Chance !!  Naturally Heals !!  Destroyed&amp;lt;ref&amp;gt;Prefix for external injuries that result in body part loss (e.g. Shot off left arm).&amp;lt;/ref&amp;gt; !!  Destroyed Out&amp;lt;ref&amp;gt;Prefix for internal injuries that result in body part loss (e.g. Torn out kidney).&amp;lt;/ref&amp;gt; !!  Treated !!   Inner Treated !!  Solid Treated&lt;br /&gt;
|-&lt;br /&gt;
!Beam Burn&lt;br /&gt;
| 1.25 || 0.625 || Old beam wound || No|| 6% || 30% || ?% || Yes || Burned off || Burned out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Burn&lt;br /&gt;
| 1.875 || 0.625 || Burn scar || Yes || 0% || 30% || 1% || Yes || Burned off || Burned out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Chemical Burn&amp;lt;ref&amp;gt;Used when a pawn with [[Death acidifier]] hediff is killed.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1.875 || 0.625 || Burn scar || Yes || 0% || 30% || 1% || Yes || Burned off (chemical)|| Burned out (chemical)|| Bandaged || Tended || Tended&lt;br /&gt;
|-&lt;br /&gt;
!Crush&lt;br /&gt;
| 1.25  || 0.625 || Scar || Yes || 1% || 15% || 1% || Yes || Crushed || Crushed || Bandaged || Sutured || Set &lt;br /&gt;
|-&lt;br /&gt;
!Crack&lt;br /&gt;
| 1.0   || 0.625 || Scar || ?&amp;lt;ref&amp;gt;Not defined in the files whether or not it combines.&amp;lt;/ref&amp;gt; || 0% || 0% || 0% || Yes || Shattered || Shattered || Set || Set || Set&lt;br /&gt;
|-&lt;br /&gt;
!Cut&lt;br /&gt;
| 1.25  || 0.625 || Cut scar || Yes || 6% || 15% || 1% || Yes || Cut off || Cut out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Surgical Cut&lt;br /&gt;
| 1.25  || 0.625 || Cut scar || Yes || 6% || 15% || 1% || Yes || Cut off || Cut out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Scratch&lt;br /&gt;
| 1.25 || 0.625  || Scratch scar || No || 6%  || 15% || 1% || Yes || Torn off || Torn out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Bite&lt;br /&gt;
| 1.25 || 0.625  || Bite scar || No || 6%  || 30% || 1% || Yes || Bitten off || Bitten out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Stab&lt;br /&gt;
| 1.25 || 0.625  || Stab scar || No || 6%  || 15% || 1% ||  Yes || Cut off || Cut out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Gunshot&lt;br /&gt;
| 1.25 || 0.625  || Old gunshot || No || 6%  || 15% || 1% || Yes || Shot off || Shot out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Shredded&lt;br /&gt;
| 1.25 || 0.625  || Scar || Yes || 6%  || 20% ||  1% || Yes || Torn off || Torn out || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Bruise&lt;br /&gt;
| 1.25 || 0.625 || Old bruise || No || 0% || 0% || 0% || Yes || Destroyed || Destroyed || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Frostbite&lt;br /&gt;
| 1.25 || 0.625 || Frostbite scar || Yes || 0% || 25% ||  1% || Yes || Lost to frostbite || N/A &amp;lt;ref&amp;gt;Internal organs cannot be affected by frostbite.&amp;lt;/ref&amp;gt; || Bandaged || Sutured || Set&lt;br /&gt;
|-&lt;br /&gt;
!Missing Body Part&amp;lt;ref&amp;gt;Only applies to missing limbs. No values provided besides a name. Cannot be treated except for limb/organ transplants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| - || - || - || -|| 12% || - || -|| -|| Gone || Gone || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
!Misc&amp;lt;ref&amp;gt;Default/debug damage type. Doesn't occur in the normal game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1.25 || 0.0 || Scar || No || 6% || ? &amp;lt;ref&amp;gt;Undefined.&amp;lt;/ref&amp;gt; || 1% || Yes || Destroyed || Destroyed || Bandaged || Sutured || Set&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=117465</id>
		<title>User:Erik111erik</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Erik111erik&amp;diff=117465"/>
		<updated>2022-11-07T10:12:24Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Created page with &amp;quot;Using this page for new templates and/or texts I am working on.  -- Revision of body parts template --  {| {{STDT| sortable c_08 text-center}} !Part Name!! Health!! Quantity!!...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Using this page for new templates and/or texts I am working on.&lt;br /&gt;
&lt;br /&gt;
-- Revision of body parts template --&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name!! Health!! Quantity!!Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;!!Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;!!Subpart of||Internal!!Group&amp;lt;ref&amp;gt;What apparel coverage covers this body part.&amp;lt;/ref&amp;gt;!!Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;!!Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT torso&amp;quot;&lt;br /&gt;
![[#Torso|Torso]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*40}}||1||100%||15%||''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt;||{{Cross}}||Torso||-||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
![[#Neck|Neck]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||7.5%||1.5%||[[#BPT torso|Torso]]||{{Cross}}||Neck||[[Breathing]]&amp;lt;br&amp;gt;[[Eating]]&amp;lt;br&amp;gt;[[Talking]] ||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
![[#Head|Head]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||80%||1.7%||[[#BPT neck|Neck]]||{{Cross}}||UpperHead&amp;lt;br&amp;gt;FullHead&amp;lt;br&amp;gt;HeadAttackTool|| - ||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT skull&amp;quot;&lt;br /&gt;
![[#Skull|Skull]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||18.0%||0.22%||[[#BPT head|Head]]||{{Check}}||UpperHead&amp;lt;br&amp;gt;Eyes&amp;lt;br&amp;gt;FullHead|| - ||Cannot be destroyed &amp;lt;br&amp;gt; Increasing Pain based on damage.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT brain&amp;quot;&lt;br /&gt;
![[#Brain|Brain]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}||1||80.0%||0.86%||[[#BPT skull|Skull]]||{{Check}}||UpperHead&amp;lt;br&amp;gt;Eyes&amp;lt;br&amp;gt;FullHead||[[Consciousness]]||Death&amp;lt;br&amp;gt;Damage always results in [[Health#Scarring|scarring]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT eye&amp;quot;&lt;br /&gt;
![[#Eye|Eye]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}||2||7.0%||0.42%||[[#BPT head|Head]]||{{Cross}}||Eyes&amp;lt;br&amp;gt;FullHead||[[Sight]]||-25% Sight. -100% if both lost.&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty.&amp;lt;br&amp;gt;0% Hit Chance against [[Damage Types#Blunt|Blunt]] damage. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT ear&amp;quot;&lt;br /&gt;
![[#Ear|Ear]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*12}}||2||7.0%||0.42%||[[#BPT head|Head]]||{{Cross}}||UpperHead&amp;lt;br&amp;gt;FullHead||[[Hearing]]||-25% Hearing. -100% if both lost.&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT nose&amp;quot;&lt;br /&gt;
![[#Nose|Nose]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}||1||10.0%||0.6%||[[#BPT head|Head]]||{{Cross}}||FullHead||-||-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT jaw&amp;quot;&lt;br /&gt;
![[#Jaw|Jaw]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||15.0%||0.9%||[[#BPT head|Head]]||{{Cross}}||Teeth&amp;lt;br&amp;gt;FullHead||[[Eating]]&amp;lt;br&amp;gt;[[Talking]]||-100% Talking and -90% Eating&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT tongue&amp;quot;&lt;br /&gt;
![[#Tongue|Tongue]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}&amp;lt;ref name=&amp;quot;No coverage&amp;quot;&amp;gt;This part has no coverage and cannot be damaged.&amp;lt;/ref&amp;gt;||1||0%||0%||[[#BPT jaw|Jaw]]||{{Check}}||FullHead||[[Eating]]&amp;lt;br&amp;gt;[[Talking]]||-100% Talking and -50% Eating&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT waist&amp;quot;&lt;br /&gt;
![[#Waist|Waist]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}&amp;lt;ref name=&amp;quot;No coverage&amp;quot;/&amp;gt;||1||0%||0%||[[#BPT torso|Torso]]||{{Cross}}||Waist|| - ||N/A&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT spine&amp;quot;&lt;br /&gt;
![[#Spine|Spine]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Moving]]||-100% Moving&amp;lt;ref&amp;gt;If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT ribcage&amp;quot;&lt;br /&gt;
![[#Ribcage|Ribcage]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||1||3.6%||3.6%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Breathing]]|| Cannot be destroyed &amp;lt;br&amp;gt; Up to -48% Breathing&amp;lt;Br&amp;gt; Increasing Pain based on damage.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT sternum&amp;quot;&lt;br /&gt;
![[#Sternum|Sternum]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||1.5%||1.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Breathing]]||Cannot be destroyed &amp;lt;br&amp;gt; Up to -48% Breathing &amp;lt;br&amp;gt; Increasing Pain based on damage.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT heart&amp;quot;&lt;br /&gt;
![[#Heart|Heart]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*15}}||1||2%||2%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Blood Pumping]]||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT lung&amp;quot;&lt;br /&gt;
![[#Lung|Lung]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*15}}||2||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Breathing]]||-50% Breathing. Death if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT stomach&amp;quot;&lt;br /&gt;
![[#Stomach|Stomach]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Metabolism]]||-50% Metabolism&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT liver&amp;quot;&lt;br /&gt;
![[#Liver|Liver]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Blood Filtration]]&amp;lt;br&amp;gt;[[Metabolism]]||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT kidney&amp;quot;&lt;br /&gt;
![[#Kidney|Kidney]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*15}}||2||1.7%||1.7%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Blood Filtration]]||-50% Blood Filtration. Death if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT shoulder&amp;quot;&lt;br /&gt;
![[#Shoulder|Shoulder]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||2||12.0%||1.7%||[[#BPT torso|Torso]]||{{Cross}}||Shoulders||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT arm&amp;quot;&lt;br /&gt;
![[#Arm|Arm]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||2||77.0%||6.1%||[[#BPT shoulder|Shoulder]]||{{Cross}}||Arms||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT clavicle&amp;quot;&lt;br /&gt;
![[#Clavicle|Clavicle]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||9%||1.1%||[[#BPT shoulder|Shoulder]]||{{Check}}||Torso||[[Manipulation]]||Cannot be destroyed &amp;lt;br&amp;gt; Up to -48% Manipulation &amp;lt;br&amp;gt; Increasing Pain based on damage taken.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT humerus&amp;quot;&lt;br /&gt;
![[#Humerus|Humerus]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||0.92%||[[#BPT arm|Arm]]||{{Check}}||Arms||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT radius&amp;quot;&lt;br /&gt;
![[#Radius|Radius]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||2||10.0%||0.92%||[[#BPT arm|Arm]]||{{Check}}||Arms||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT hand&amp;quot;&lt;br /&gt;
![[#Hand|Hand]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||2||14.0%||0.83%||[[#BPT arm|Arm]]||{{Cross}}||Hands||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT pinky finger&amp;quot;&lt;br /&gt;
![[#Pinky Finger|Pinky Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||6.0%||0.08%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive&amp;gt;Only the relevant choice of LeftHand OR RightHand will apply, not both.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT ring finger&amp;quot;&lt;br /&gt;
![[#Ring Finger|Ring Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||7.0%||0.09%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT middle finger&amp;quot;&lt;br /&gt;
![[#Middle Finger|Middle Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||8.0%||0.1%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;MiddleFingers||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT index finger&amp;quot;&lt;br /&gt;
![[#Index Finger|Index Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||7.0%||0.09%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT thumb&amp;quot;&lt;br /&gt;
![[#Thumb|Thumb]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||8.0%||0.1%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT pelvis&amp;quot;&lt;br /&gt;
![[#Pelvis|Pelvis]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Moving]]||Cannot be destroyed &amp;lt;br&amp;gt; Up to -96% Moving.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
![[#Leg|Leg]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||2||14.0%||9.8%||[[#BPT torso|Torso]]||{{Cross}}||Legs||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT femur&amp;quot;&lt;br /&gt;
![[#Femur|Femur]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||1.4%||[[#BPT leg|Leg]]||{{Check}}||Legs||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT tibia&amp;quot;&lt;br /&gt;
![[#Tibia|Tibia]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||1.4%||[[#BPT leg|Leg]]||{{Check}}||Legs||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
![[#Foot|Foot]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||0.85%||[[#BPT leg|Leg]]||{{Cross}}||Feet||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT little toe&amp;quot;&lt;br /&gt;
![[#Little Toe|Little Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||6.0%||0.08%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT fourth toe&amp;quot;&lt;br /&gt;
![[#Fourth Toe|Fourth Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||7.0%||0.10%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT middle toe&amp;quot;&lt;br /&gt;
![[#Middle Toe|Middle Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||8.0%||0.11%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT second toe&amp;quot;&lt;br /&gt;
![[#Second Toe|Second Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||9.0%||0.13%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT big toe&amp;quot;&lt;br /&gt;
![[#Big Toe|Big Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||9.0%||0.13%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Customized table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rot_stink&amp;diff=116540</id>
		<title>Rot stink</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rot_stink&amp;diff=116540"/>
		<updated>2022-11-04T19:05:43Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Added contracting lung rot mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|reason=Needs a general gas format standard that can also be used for blind smoke and tox gas - below is a rough suggestion but only a suggestion}}&lt;br /&gt;
&lt;br /&gt;
'''Rot stink''' is a [[gas]] created by rotting [[food]] and [[corpse]]s. It can cause [[Disease#Fatal_diseases|Lung rot]]. &lt;br /&gt;
&lt;br /&gt;
== Causes ==&lt;br /&gt;
&amp;lt;what causes it and how much e.g. does 1 rice create as much as 1 thrumbo corpse&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Like other gasses, it's density is showed as a percentage. In small or indoor spaces the amount of rot stink builds up quickly, which causes the severity to raise quickly as well. A higher severity increases the chance of contracting [[lung rot]], going up to a mtb of 8 days at 50% severity up to a mtb of 0.5 at 100% severity. &lt;br /&gt;
&lt;br /&gt;
When not exposed to the gas, the severity slowly drops with 15% per day.&lt;br /&gt;
&lt;br /&gt;
Minor: visible when reaching 15%, up to 35%&lt;br /&gt;
Major: 35-50%&lt;br /&gt;
Serious: 50%&lt;br /&gt;
&lt;br /&gt;
Rot stink also induces negative thoughts: &lt;br /&gt;
&lt;br /&gt;
*Rot stink. - 10 mood debuff (&amp;quot;A rotten stink invades my nostrils and sticks to my skin. It makes me sick.&amp;quot;)&lt;br /&gt;
*Awful rot stink. -16 mood debuff (&amp;quot;The stench of rot is so thick I almost feel like I'm swimming in it. I can hardly breathe in this filth!&amp;quot;)&lt;br /&gt;
*Rot stink lingering. -6 mood debuff (&amp;quot;That rot stink was horrible - and it feels like it's still stuck to me.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Effects and gas mechanics here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&amp;lt;Uses, risks, management, strategies etc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lung_rot&amp;diff=116537</id>
		<title>Lung rot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lung_rot&amp;diff=116537"/>
		<updated>2022-11-04T18:32:38Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Stages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Treatment, causes, general}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
'''Lung rot''' is a long-lasting [[disease]] that can be fatal if untreated.&lt;br /&gt;
&lt;br /&gt;
Unlike other diseases, it doesn't appear on its own, but rather after prolonged exposure to [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
These are the following stages in which blood rot will progress through, and the effects it has on the victim. Note that the effects are generally doubled as lung rot usually occurs in both lungs at the same time.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Lung rot (minor)''' || 0 - 0.59 severity ||&lt;br /&gt;
* +5% [[pain]]&lt;br /&gt;
* -5% [[breathing]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lung rot (major)''' || 0.6 - 0.84 severity ||&lt;br /&gt;
* +5% pain&lt;br /&gt;
* -10% breathing&lt;br /&gt;
|-&lt;br /&gt;
| '''Lungrot (Extreme)''' || 0.85 - 0.99 severity ||&lt;br /&gt;
* +10% pain&lt;br /&gt;
* -15% breathing&lt;br /&gt;
* -10% [[consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lungrot (Extreme)''' || 1.00 severity ||&lt;br /&gt;
* Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
*Severity increases by ? per day.&lt;br /&gt;
*Treatment slows progression by a maximum of ? per day.&lt;br /&gt;
**This means the disease will regress by ? per day at this rate.&lt;br /&gt;
**Note that good treatment will not cause the disease to go away on its own.&lt;br /&gt;
&lt;br /&gt;
The disease resolves after 6-8 days, independent of the patient's immune functioning.{{Check Tag|Fact Check|Does it depend on immune functioning?}}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Treatment can be done using medicine which suppresses the disease, preventing it from reaching fatal stages.&lt;br /&gt;
&lt;br /&gt;
An immediate cure is expensive, requiring 10 [[glitterworld medicine]] and a doctor with medical skill 5 or above. (?)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* 1.4 - Added in Core as part of the 1.4 update.&lt;br /&gt;
{{Nav/disease}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=116534</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=116534"/>
		<updated>2022-11-04T18:24:31Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Natural pregnancy */  Added morning sickness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|section=1|reason=There is ongoing discussion on Talk Page regarding whether this article should be split into multiple parts.}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Children can be obtained via several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Artificially, through [[growth vat|growth vats]].&lt;br /&gt;
#  Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
#  Kidnapping them from other settlements.&lt;br /&gt;
#  Receiving them from [[quests]].&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
=== Natural pregnancy ===&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's fertility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can adjust a pawn's pregnancy odds by opening the pawn's social tab and clicking the icon at the right of another pawn's listing. It will open up a dropdown, allowing you to choose to &amp;quot;Try for baby&amp;quot; (x4 chance) or &amp;quot;Avoid pregnancy&amp;quot; (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings. They may also receive the &amp;quot;morning sickness&amp;quot; condition, causing the pawn to throw up approximately every 2 hours (vomitMtbDays = 0.075) for as long as the condition persists, which lasts 4 to 8 ingame hours.&lt;br /&gt;
&lt;br /&gt;
Morning sickness:&lt;br /&gt;
* [[Consciousness]]: {{--|20%}}&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted Reproductive Techniques ==&lt;br /&gt;
After Fertility Procedures has been researched, an ovum can be extracted from a fertile female pawn, be they [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]]. It may then fertilized by a fertile male colonist or slave ''only'' to produce an embryo. The resulting embryo can then be implanted{{Check Tag|In Whom?|Which of colonists, slaves or prisoners can be implanted?}} to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
==== Surrogacy ====&lt;br /&gt;
A female pawn, who does not have to be the donor of the ovum, may be implanted with a fertilized embryo, giving the pawn a change to become pregnant. The chance of success depends on the surrogate's own fertility.&lt;br /&gt;
&lt;br /&gt;
If the pregnant mother is not the one who supplied the ovum, they will be considered the child's birth mother.&lt;br /&gt;
&lt;br /&gt;
The pregnancy is largely the same as a natural pregnancy. {{Check Tag|Not thoroughly checked, quick devmode run to write this section}}.&lt;br /&gt;
&lt;br /&gt;
====Growth Vats====&lt;br /&gt;
[[Growth vat]]s are an alternative to Surrogacy, allowing an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of nutrition{{Check Tag|How much?}} and power to ensure survival of the fetus.&lt;br /&gt;
&lt;br /&gt;
Post-birth, child growth can continue to be accelerated inside the growth vat up and until a pawn turns 18. However, they will not accrue progress on growth tiers whilst inside, leading to worse options during growth moments.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e. The father). The baby can be named within 1 age day to another name before the name stays, so ensure the baby is given a name prior to that.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by &amp;quot;Grave Infant Illness&amp;quot; which often starts off as major and makes everyone who are not Psychopath trait with negative mood due to the baby always sad. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth (regardless whether the baby is/are born healthy or sick) then lactate and can feed their child milk. After 10 days of not breastfeeding a child, they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
At the default setting, children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking.&lt;br /&gt;
&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need.  The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum 180 growth score in each growth stage (though 162 is the highest score that can be displayed).  Adjusting the child aging rate in storyteller settings will proportionately adjust daily point gain to maintain this.  Therefore, it is possible to roughly predict the final growth tier for a child based solely on average learning need, assuming the child completes the entire growth stage within the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Finally, their Learning need is replaced with the Recreation need. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Radio Talking ====&lt;br /&gt;
Chat with people over the radio. Requires a powered comms console.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=116532</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=116532"/>
		<updated>2022-11-04T18:17:05Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Natural pregnancy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Move|section=1|reason=There is ongoing discussion on Talk Page regarding whether this article should be split into multiple parts.}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Children can be obtained via several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Artificially, through [[growth vat|growth vats]].&lt;br /&gt;
#  Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
#  Kidnapping them from other settlements.&lt;br /&gt;
#  Receiving them from [[quests]].&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
=== Natural pregnancy ===&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's fertility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can adjust a pawn's pregnancy odds by opening the pawn's social tab and clicking the icon at the right of another pawn's listing. It will open up a dropdown, allowing you to choose to &amp;quot;Try for baby&amp;quot; (x4 chance) or &amp;quot;Avoid pregnancy&amp;quot; (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester as seen in the chart below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| First trimester ||&lt;br /&gt;
&lt;br /&gt;
* Hunger rate offset: {{++|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Second trimester ||&lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|10%}}&lt;br /&gt;
* [[Manipulation]]: {{--|5%}}&lt;br /&gt;
* Hunger rate offset: {{++|30%}}&lt;br /&gt;
|-&lt;br /&gt;
| Third trimester || &lt;br /&gt;
&lt;br /&gt;
* [[Moving]]: {{--|50%}}&lt;br /&gt;
* [[Manipulation]]: {{--|10%}}&lt;br /&gt;
* Hunger rate offset: {{++|50%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Throughout their pregnancy, they will also occasionally gain mood buffs or debuffs due to hormonal induced mood swings. They may also receive the &amp;quot;morning sickness&amp;quot; condition, causing the pawn to throw up for as long as the condition persists, which is generally a few hours{{Check Tag|How many hours?}}.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Assisted Reproductive Techniques ==&lt;br /&gt;
After Fertility Procedures has been researched, an ovum can be extracted from a fertile female pawn, be they [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]]. It may then fertilized by a fertile male colonist or slave ''only'' to produce an embryo. The resulting embryo can then be implanted{{Check Tag|In Whom?|Which of colonists, slaves or prisoners can be implanted?}} to initiate a pregnancy, placed in a growth vat, or sold.&lt;br /&gt;
&lt;br /&gt;
==== Surrogacy ====&lt;br /&gt;
A female pawn, who does not have to be the donor of the ovum, may be implanted with a fertilized embryo, giving the pawn a change to become pregnant. The chance of success depends on the surrogate's own fertility.&lt;br /&gt;
&lt;br /&gt;
If the pregnant mother is not the one who supplied the ovum, they will be considered the child's birth mother.&lt;br /&gt;
&lt;br /&gt;
The pregnancy is largely the same as a natural pregnancy. {{Check Tag|Not thoroughly checked, quick devmode run to write this section}}.&lt;br /&gt;
&lt;br /&gt;
====Growth Vats====&lt;br /&gt;
[[Growth vat]]s are an alternative to Surrogacy, allowing an embryo to be born in 9 days, half the time of a natural pregnancy. Active vats must be given a constant supply of nutrition{{Check Tag|How much?}} and power to ensure survival of the fetus.&lt;br /&gt;
&lt;br /&gt;
Post-birth, child growth can continue to be accelerated inside the growth vat up and until a pawn turns 18. However, they will not accrue progress on growth tiers whilst inside, leading to worse options during growth moments.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e. The father). The baby can be named within 1 age day to another name before the name stays, so ensure the baby is given a name prior to that.&lt;br /&gt;
&lt;br /&gt;
If the baby is born sick, they are affected by &amp;quot;Grave Infant Illness&amp;quot; which often starts off as major and makes everyone who are not Psychopath trait with negative mood due to the baby always sad. If left untreated before 10 days is up, the baby dies, but if it lives through 10 days after birth, the illness will no longer affect the baby.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth (regardless whether the baby is/are born healthy or sick) then lactate and can feed their child milk. After 10 days of not breastfeeding a child, they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
At the default setting, children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking.&lt;br /&gt;
&lt;br /&gt;
Each day, children will raise their growth score (shown at the bottom of the screen when a child is selected) proportionate to their Learning need.  The growth score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
A child with constantly fully-satisfied Learning need would achieve a hypothetical maximum 180 growth score in each growth stage (though 162 is the highest score that can be displayed).  Adjusting the child aging rate in storyteller settings will proportionately adjust daily point gain to maintain this.  Therefore, it is possible to roughly predict the final growth tier for a child based solely on average learning need, assuming the child completes the entire growth stage within the colony.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion || Min Av Learning&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || - || 17%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || - || 31%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || - || 44%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options || 56%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options || 67%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options || 83%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options || 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Finally, their Learning need is replaced with the Recreation need. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Radio Talking ====&lt;br /&gt;
Chat with people over the radio. Requires a powered comms console.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=116422</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=116422"/>
		<updated>2022-11-04T16:47:52Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Herbal Medicine */ Decreased market value from 12 to 10 based on game files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{Stub|reason = Sanitation - How it affects surgery, and infection likelihood; Physical well-being's effect on this too; Hospital design}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Doctoring''' is a type of work performed by colonists assigned as a doctor in the [[Work|Work menu]]. The [[Medical]] skill is required and is the primary factor for success. Colonists incapable of Caring cannot perform doctor tasks.&lt;br /&gt;
&lt;br /&gt;
Doctoring includes treating injuries and diseases, performing surgical operations, and taking care of patients (entertaining and feeding). How well a colonist performs in doctoring mainly depends on their medicine skill and medicine used, but their physical well-being plays an important role too: A healthy colonist with a lower medicine skill will perform better at doctoring than a colonist with a missing arm or eye and a higher medicine skill. Similarly, a doctor on consciousness-reducing [[drugs]] won't perform as well as a sober doctor. The speed at which a doctor performs medical operations is shown by the [[Medical Operation Speed]] stat.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions. &amp;lt;br&amp;gt;&lt;br /&gt;
They can treat themselves at 70% effectiveness. Disabled by default, the self-tend option can be enabled on Health | Overview.&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. All values in this table take post-processing into account where necessary.&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;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
!Base Treatment Quality&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 90% || | 100% || | 105% || | 110% || | 115% || | 120% || | 125% || | 130% || | 135% || | 140% || | 145% || | 150% || | 152.5% || | 155%&lt;br /&gt;
|-&lt;br /&gt;
!Base Healing Speed&lt;br /&gt;
| 40% || | 46% || | 52% || | 58% || | 64% || | 70% || | 76% || | 82% || | 88% || | 94% || | 100% || | 106% || | 112% || | 118% || | 124% || | 130% || | 136% || | 142% || | 148% || | 152% || | 160%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success Chance&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 85% || | 90% || | 92% || | 93% || | 94% || | 95% || | 95.5% || | 96% || | 96.5% || | 97% || | 97.5% || | 98% || | 98.5% || | 99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
!Colonist !! Medicine Skill !! Base Treatment Quality !! Manipulation &amp;lt;ref&amp;gt;90% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Sight &amp;lt;ref&amp;gt;70% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Final Treatment Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || | 80% || | 100% || | 100% || | '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
!B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || | 200% || | 60% || | 30% || | '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
!C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || | 50% || | 190% || | 140% || | '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
!D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || | 130% || | 50% || | 100% || | '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}}&lt;br /&gt;
&lt;br /&gt;
==Medicines==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing the performing of surgery. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the bog standard [[medicine]], and the coveted [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
In Alpha 17 it is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
&lt;br /&gt;
===Treatment Options===&lt;br /&gt;
&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. &lt;br /&gt;
&lt;br /&gt;
===No medical care===&lt;br /&gt;
Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Doctor care, but no medicine===&lt;br /&gt;
[[File:Doctor care but no medicine.png|none]]&lt;br /&gt;
&lt;br /&gt;
Sometimes when supplies are short, or you need to save your stocks of medicine for better purposes, doctors will attempt to improvise a treatment. '''Note''' that it is not possible to do surgeries without medicine, and treatment is much slower than with any form of medicine, especially being unable to treat multiple wounds in a single treatment. Expect many infections from the poor treatment quality.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 30% || | N/A || | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 6% || | 15% || | 24% || | 31.5% || | 36% || | 40.5% || | 45% || | 46.5%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| - || | - || | - || | - || | - || | - || | - || | - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Herbal Medicine===&lt;br /&gt;
[[File:Herbal_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Herbal medicine is an organic medicine which can be grown from [[healroot]] , or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 60% || | 10 || | 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 12% || | 30% || | 48% || | 63% || | 72% || | 81% || | 90% || | 93% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 12% || | 30% || | 48% || | 55.2% || | 57% || | 57.9% || | 58.8% || | 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
[[File:Medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Standard medicine is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise cancerous growths using ordinary medicine due to its 0.7x success factor and 25% death chance on failure- unless your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) - which translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 100% || | 18 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 20% || | 50% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 20% || | 50% || | 80% || | 92% || | 95% || | 96.5% || | 98% || | 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Glitterworld Medicine===&lt;br /&gt;
[[File:Glitterworld_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glitterworld Medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
&lt;br /&gt;
Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 160% || | 50 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
&lt;br /&gt;
Each individual treatment can have any quality from 0 - 130%, depending on the medicine used. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
&lt;br /&gt;
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Any doctor can perform most types of surgery (excising carcinomas requires 10 medical skill), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable to use herbal medicine in surgery unless you have an exceptionally good doctor.&lt;br /&gt;
&lt;br /&gt;
=== Available targets ===&lt;br /&gt;
Surgeons can perform surgery on colonists, prisoners or guests. Performing any kind of violating surgery (such as organ removal) on guests will anger the faction. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Injury#Incapacitation|Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot.&lt;br /&gt;
&lt;br /&gt;
Surgeons can also perform a 'medical' operation on downed mechanoids to remove body parts and to shut them down for good.&lt;br /&gt;
&lt;br /&gt;
=== Success chance ===&lt;br /&gt;
{{Rewrite | reason = Formulae need to be double-checked, reconciled with each other and cleaned up; values here contradict values in other articles (e.g. &amp;quot;outside&amp;quot; base 60% or 85%?), where are bed factors added?}}&lt;br /&gt;
Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used. &lt;br /&gt;
&lt;br /&gt;
'''The formula (simplified from the game's code) for the room cleanliness' effect on surgery success chance is effectively as follows''' ...&lt;br /&gt;
: C = 0.6 + (0.9 * ((c + 5) / 10)) &lt;br /&gt;
: if C &amp;lt; 0.6, then C = 0.6 &lt;br /&gt;
: or if C &amp;gt; 1.5, then C = 1.5&lt;br /&gt;
: ...where C is Room Cleanliness Factor; and c is room cleanliness.&lt;br /&gt;
&lt;br /&gt;
Surgery success chance is measured based on the medical bed/ sleeping spot's location.&lt;br /&gt;
&lt;br /&gt;
'''The basic surgery success chance formula for the surgeon is as follows...&lt;br /&gt;
* S = min(0.98, (D*M)*C)&lt;br /&gt;
: ...where S is Actual Surgery Success Chance; D is Doctor's [[Surgery Success Chance]]; M is Medical Potency; C is Room Cleanliness Factor, and min is a function that selects the minimum of the two options separated by a comma.&lt;br /&gt;
&lt;br /&gt;
'''Note that this means that all surgeries have a minimum 2% chance of failure no matter the skill of the doctor, quality of the hospital, or even [[inspirations]] present.'''&lt;br /&gt;
&lt;br /&gt;
For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist. His base success chance is 70%, and he is using regular medicine, with a potency of 100%. The hospital in use has a cleanliness stat of 0 with clean wood floor.&lt;br /&gt;
&lt;br /&gt;
If we plug in the numbers, we have to split the equation into two parts: room cleanliness, and getting the actual, surgery success chance.&lt;br /&gt;
:* C = 0.6 + (0.9 * ((0 + 5) / 10)) = 1.05&lt;br /&gt;
:* S = (0.7 * 1) * 1.05 = 0.735&lt;br /&gt;
&lt;br /&gt;
So John only has a 73.5% chance of successfully completing an operation, yikes!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this will be further affected by the success chance of the particular operation being performed - inherently difficult operations like removing a carcinoma will be lower success chance, easier ones like harvesting organs will have a higher success chance, and in the case of anaesthetize and especially euthanize by cut, only doctors who are both incompetent and unlucky will ever fail them. &lt;br /&gt;
&lt;br /&gt;
The environment where the surgery is performed also has an effect on the overall [[Surgery Success Chance Factor|surgery success chance]]. Unsurprisingly, good light is also an important factor in optimizing your odds; 50% or better light (easily achievable with standard [[standing lamp]]s) is the goal.&lt;br /&gt;
&lt;br /&gt;
In any environment defined as &amp;quot;outdoors&amp;quot;, the success factor is always 60% no matter how clean the surroundings are.&lt;br /&gt;
&lt;br /&gt;
To find out the success chance of a specific operation, multiply the result from the previous formula by the surgery success chance in the info tab for that operation.&lt;br /&gt;
&lt;br /&gt;
=== Surgery failure ===&lt;br /&gt;
If a surgery fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of surgery, while for the aptly named ridiculous ones they can be found anywhere in the body.&lt;br /&gt;
&lt;br /&gt;
There are 3 kinds of surgery failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
&lt;br /&gt;
In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies.&lt;br /&gt;
&lt;br /&gt;
==Sanitation==&lt;br /&gt;
The cleanliness rating of a room has a major impact on the infection chance of a pawn, and a comparatively minor, but still significant impact on the success chance of surgery. It also affects other things, like research speed and food poisoning chance&lt;br /&gt;
&lt;br /&gt;
Infection&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. Averting death by a thousand cuts will quickly become agonizing death by 100 infections in such circumstances.&lt;br /&gt;
&lt;br /&gt;
It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
&lt;br /&gt;
One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
&lt;br /&gt;
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
&lt;br /&gt;
== Doctoring strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
&lt;br /&gt;
# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't receive the deadman's apparel debuff. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
&lt;br /&gt;
If left undirected, doctors will automatically tend in order:&lt;br /&gt;
&lt;br /&gt;
# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
&lt;br /&gt;
Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
&lt;br /&gt;
=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
&lt;br /&gt;
You can also manually forbid medicine so they will be forced to use lower-tier medicine, so you can save your better medicine for later.&lt;br /&gt;
&lt;br /&gt;
You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
&lt;br /&gt;
=== Hospital design ===&lt;br /&gt;
[[File:8 hospital beds compact.png|150px|thumb|left|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]]. &lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible due to lower cost and work requirements, as well as being unlocked by a research project that is far more generally useful. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place additional sleeping spots in case of overflow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
*  Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=116421</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=116421"/>
		<updated>2022-11-04T16:46:53Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: /* Glitterworld Medicine */  Updated glitterworld medicine market value from 100 to 50 based on game files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{Stub|reason = Sanitation - How it affects surgery, and infection likelihood; Physical well-being's effect on this too; Hospital design}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Doctoring''' is a type of work performed by colonists assigned as a doctor in the [[Work|Work menu]]. The [[Medical]] skill is required and is the primary factor for success. Colonists incapable of Caring cannot perform doctor tasks.&lt;br /&gt;
&lt;br /&gt;
Doctoring includes treating injuries and diseases, performing surgical operations, and taking care of patients (entertaining and feeding). How well a colonist performs in doctoring mainly depends on their medicine skill and medicine used, but their physical well-being plays an important role too: A healthy colonist with a lower medicine skill will perform better at doctoring than a colonist with a missing arm or eye and a higher medicine skill. Similarly, a doctor on consciousness-reducing [[drugs]] won't perform as well as a sober doctor. The speed at which a doctor performs medical operations is shown by the [[Medical Operation Speed]] stat.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions. &amp;lt;br&amp;gt;&lt;br /&gt;
They can treat themselves at 70% effectiveness. Disabled by default, the self-tend option can be enabled on Health | Overview.&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. All values in this table take post-processing into account where necessary.&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;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
!Base Treatment Quality&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 90% || | 100% || | 105% || | 110% || | 115% || | 120% || | 125% || | 130% || | 135% || | 140% || | 145% || | 150% || | 152.5% || | 155%&lt;br /&gt;
|-&lt;br /&gt;
!Base Healing Speed&lt;br /&gt;
| 40% || | 46% || | 52% || | 58% || | 64% || | 70% || | 76% || | 82% || | 88% || | 94% || | 100% || | 106% || | 112% || | 118% || | 124% || | 130% || | 136% || | 142% || | 148% || | 152% || | 160%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success Chance&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 85% || | 90% || | 92% || | 93% || | 94% || | 95% || | 95.5% || | 96% || | 96.5% || | 97% || | 97.5% || | 98% || | 98.5% || | 99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
!Colonist !! Medicine Skill !! Base Treatment Quality !! Manipulation &amp;lt;ref&amp;gt;90% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Sight &amp;lt;ref&amp;gt;70% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Final Treatment Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || | 80% || | 100% || | 100% || | '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
!B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || | 200% || | 60% || | 30% || | '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
!C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || | 50% || | 190% || | 140% || | '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
!D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || | 130% || | 50% || | 100% || | '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}}&lt;br /&gt;
&lt;br /&gt;
==Medicines==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing the performing of surgery. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the bog standard [[medicine]], and the coveted [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
In Alpha 17 it is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
&lt;br /&gt;
===Treatment Options===&lt;br /&gt;
&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. &lt;br /&gt;
&lt;br /&gt;
===No medical care===&lt;br /&gt;
Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Doctor care, but no medicine===&lt;br /&gt;
[[File:Doctor care but no medicine.png|none]]&lt;br /&gt;
&lt;br /&gt;
Sometimes when supplies are short, or you need to save your stocks of medicine for better purposes, doctors will attempt to improvise a treatment. '''Note''' that it is not possible to do surgeries without medicine, and treatment is much slower than with any form of medicine, especially being unable to treat multiple wounds in a single treatment. Expect many infections from the poor treatment quality.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 30% || | N/A || | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 6% || | 15% || | 24% || | 31.5% || | 36% || | 40.5% || | 45% || | 46.5%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| - || | - || | - || | - || | - || | - || | - || | - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Herbal Medicine===&lt;br /&gt;
[[File:Herbal_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Herbal medicine is an organic medicine which can be grown from [[healroot]] , or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 60% || | 12 || | 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 12% || | 30% || | 48% || | 63% || | 72% || | 81% || | 90% || | 93% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 12% || | 30% || | 48% || | 55.2% || | 57% || | 57.9% || | 58.8% || | 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
[[File:Medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Standard medicine is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise cancerous growths using ordinary medicine due to its 0.7x success factor and 25% death chance on failure- unless your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) - which translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 100% || | 18 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 20% || | 50% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 20% || | 50% || | 80% || | 92% || | 95% || | 96.5% || | 98% || | 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Glitterworld Medicine===&lt;br /&gt;
[[File:Glitterworld_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glitterworld Medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
&lt;br /&gt;
Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 160% || | 50 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
&lt;br /&gt;
Each individual treatment can have any quality from 0 - 130%, depending on the medicine used. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
&lt;br /&gt;
After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Any doctor can perform most types of surgery (excising carcinomas requires 10 medical skill), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable to use herbal medicine in surgery unless you have an exceptionally good doctor.&lt;br /&gt;
&lt;br /&gt;
=== Available targets ===&lt;br /&gt;
Surgeons can perform surgery on colonists, prisoners or guests. Performing any kind of violating surgery (such as organ removal) on guests will anger the faction. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Injury#Incapacitation|Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot.&lt;br /&gt;
&lt;br /&gt;
Surgeons can also perform a 'medical' operation on downed mechanoids to remove body parts and to shut them down for good.&lt;br /&gt;
&lt;br /&gt;
=== Success chance ===&lt;br /&gt;
{{Rewrite | reason = Formulae need to be double-checked, reconciled with each other and cleaned up; values here contradict values in other articles (e.g. &amp;quot;outside&amp;quot; base 60% or 85%?), where are bed factors added?}}&lt;br /&gt;
Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used. &lt;br /&gt;
&lt;br /&gt;
'''The formula (simplified from the game's code) for the room cleanliness' effect on surgery success chance is effectively as follows''' ...&lt;br /&gt;
: C = 0.6 + (0.9 * ((c + 5) / 10)) &lt;br /&gt;
: if C &amp;lt; 0.6, then C = 0.6 &lt;br /&gt;
: or if C &amp;gt; 1.5, then C = 1.5&lt;br /&gt;
: ...where C is Room Cleanliness Factor; and c is room cleanliness.&lt;br /&gt;
&lt;br /&gt;
Surgery success chance is measured based on the medical bed/ sleeping spot's location.&lt;br /&gt;
&lt;br /&gt;
'''The basic surgery success chance formula for the surgeon is as follows...&lt;br /&gt;
* S = min(0.98, (D*M)*C)&lt;br /&gt;
: ...where S is Actual Surgery Success Chance; D is Doctor's [[Surgery Success Chance]]; M is Medical Potency; C is Room Cleanliness Factor, and min is a function that selects the minimum of the two options separated by a comma.&lt;br /&gt;
&lt;br /&gt;
'''Note that this means that all surgeries have a minimum 2% chance of failure no matter the skill of the doctor, quality of the hospital, or even [[inspirations]] present.'''&lt;br /&gt;
&lt;br /&gt;
For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist. His base success chance is 70%, and he is using regular medicine, with a potency of 100%. The hospital in use has a cleanliness stat of 0 with clean wood floor.&lt;br /&gt;
&lt;br /&gt;
If we plug in the numbers, we have to split the equation into two parts: room cleanliness, and getting the actual, surgery success chance.&lt;br /&gt;
:* C = 0.6 + (0.9 * ((0 + 5) / 10)) = 1.05&lt;br /&gt;
:* S = (0.7 * 1) * 1.05 = 0.735&lt;br /&gt;
&lt;br /&gt;
So John only has a 73.5% chance of successfully completing an operation, yikes!&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this will be further affected by the success chance of the particular operation being performed - inherently difficult operations like removing a carcinoma will be lower success chance, easier ones like harvesting organs will have a higher success chance, and in the case of anaesthetize and especially euthanize by cut, only doctors who are both incompetent and unlucky will ever fail them. &lt;br /&gt;
&lt;br /&gt;
The environment where the surgery is performed also has an effect on the overall [[Surgery Success Chance Factor|surgery success chance]]. Unsurprisingly, good light is also an important factor in optimizing your odds; 50% or better light (easily achievable with standard [[standing lamp]]s) is the goal.&lt;br /&gt;
&lt;br /&gt;
In any environment defined as &amp;quot;outdoors&amp;quot;, the success factor is always 60% no matter how clean the surroundings are.&lt;br /&gt;
&lt;br /&gt;
To find out the success chance of a specific operation, multiply the result from the previous formula by the surgery success chance in the info tab for that operation.&lt;br /&gt;
&lt;br /&gt;
=== Surgery failure ===&lt;br /&gt;
If a surgery fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of surgery, while for the aptly named ridiculous ones they can be found anywhere in the body.&lt;br /&gt;
&lt;br /&gt;
There are 3 kinds of surgery failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
&lt;br /&gt;
In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies.&lt;br /&gt;
&lt;br /&gt;
==Sanitation==&lt;br /&gt;
The cleanliness rating of a room has a major impact on the infection chance of a pawn, and a comparatively minor, but still significant impact on the success chance of surgery. It also affects other things, like research speed and food poisoning chance&lt;br /&gt;
&lt;br /&gt;
Infection&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. Averting death by a thousand cuts will quickly become agonizing death by 100 infections in such circumstances.&lt;br /&gt;
&lt;br /&gt;
It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
&lt;br /&gt;
One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
&lt;br /&gt;
Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
&lt;br /&gt;
== Doctoring strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
&lt;br /&gt;
=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
&lt;br /&gt;
# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't receive the deadman's apparel debuff. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
&lt;br /&gt;
If left undirected, doctors will automatically tend in order:&lt;br /&gt;
&lt;br /&gt;
# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
&lt;br /&gt;
Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
&lt;br /&gt;
=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
&lt;br /&gt;
You can also manually forbid medicine so they will be forced to use lower-tier medicine, so you can save your better medicine for later.&lt;br /&gt;
&lt;br /&gt;
You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
&lt;br /&gt;
=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
&lt;br /&gt;
=== Hospital design ===&lt;br /&gt;
[[File:8 hospital beds compact.png|150px|thumb|left|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]]. &lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible due to lower cost and work requirements, as well as being unlocked by a research project that is far more generally useful. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place additional sleeping spots in case of overflow.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
*  Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=116420</id>
		<title>Doctoring</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doctoring&amp;diff=116420"/>
		<updated>2022-11-04T16:44:59Z</updated>

		<summary type="html">&lt;p&gt;Erik111erik: Undo revision 116419 by Erik111erik (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, fact check, [[Template:Verified|verification]]}}&lt;br /&gt;
{{Stub|reason = Sanitation - How it affects surgery, and infection likelihood; Physical well-being's effect on this too; Hospital design}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Doctoring''' is a type of work performed by colonists assigned as a doctor in the [[Work|Work menu]]. The [[Medical]] skill is required and is the primary factor for success. Colonists incapable of Caring cannot perform doctor tasks.&lt;br /&gt;
&lt;br /&gt;
Doctoring includes treating injuries and diseases, performing surgical operations, and taking care of patients (entertaining and feeding). How well a colonist performs in doctoring mainly depends on their medicine skill and medicine used, but their physical well-being plays an important role too: A healthy colonist with a lower medicine skill will perform better at doctoring than a colonist with a missing arm or eye and a higher medicine skill. Similarly, a doctor on consciousness-reducing [[drugs]] won't perform as well as a sober doctor. The speed at which a doctor performs medical operations is shown by the [[Medical Operation Speed]] stat.&lt;br /&gt;
&lt;br /&gt;
Doctors can heal other colonists, guests, prisoners or animals and will prioritize life-threatening wounds and illnesses before tending minor conditions. &amp;lt;br&amp;gt;&lt;br /&gt;
They can treat themselves at 70% effectiveness. Disabled by default, the self-tend option can be enabled on Health | Overview.&lt;br /&gt;
&lt;br /&gt;
==Skill==&lt;br /&gt;
The Medicine skill is the center skill of doctoring in RimWorld. It directly multiplies the treatment quality as well as surgery success chance and healing speed before other factors are taken in. All values in this table take post-processing into account where necessary.&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;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12 !! 13 !! 14 !! 15 !! 16 !! 17 !! 18 !! 19 !! 20&lt;br /&gt;
|-&lt;br /&gt;
!Base Treatment Quality&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 90% || | 100% || | 105% || | 110% || | 115% || | 120% || | 125% || | 130% || | 135% || | 140% || | 145% || | 150% || | 152.5% || | 155%&lt;br /&gt;
|-&lt;br /&gt;
!Base Healing Speed&lt;br /&gt;
| 40% || | 46% || | 52% || | 58% || | 64% || | 70% || | 76% || | 82% || | 88% || | 94% || | 100% || | 106% || | 112% || | 118% || | 124% || | 130% || | 136% || | 142% || | 148% || | 152% || | 160%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success Chance&lt;br /&gt;
| 20% || | 30% || | 40% || | 50% || | 60% || | 70% || | 80% || | 85% || | 90% || | 92% || | 93% || | 94% || | 95% || | 95.5% || | 96% || | 96.5% || | 97% || | 97.5% || | 98% || | 98.5% || | 99%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following table documents a few of many possible combinations of how factors play into a colonist's performance at doctoring (needs updating for A17):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
!Colonist !! Medicine Skill !! Base Treatment Quality !! Manipulation &amp;lt;ref&amp;gt;90% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Sight &amp;lt;ref&amp;gt;70% importance in treatment quality, effective up to 140%&amp;lt;/ref&amp;gt; !! Final Treatment Quality &amp;lt;ref&amp;gt;To 2 decimal places&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!A &amp;lt;ref&amp;gt;Healthy, practitioner in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6 || | 80% || | 100% || | 100% || | '''80%'''&lt;br /&gt;
|-&lt;br /&gt;
!B &amp;lt;ref&amp;gt;Bad back, frail, and cataracts, visionary in medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18 || | 200% || | 60% || | 30% || | '''62.72%'''&lt;br /&gt;
|-&lt;br /&gt;
!C &amp;lt;ref&amp;gt;Fully bionic trauma savant, basic familiarity with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3 || | 50% || | 190% || | 140% || | '''89.6%'''&lt;br /&gt;
|-&lt;br /&gt;
!D &amp;lt;ref&amp;gt;Missing an arm, strong expert with medicine&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11 || | 130% || | 50% || | 100% || | '''71.5%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}}&lt;br /&gt;
&lt;br /&gt;
==Medicines==&lt;br /&gt;
Medicine is used to improve the results of doctoring, therefore improving recovery from injuries and disease, and also allowing the performing of surgery. Another perk to using medicine is that medicine is typically able to heal multiple low severity injuries (up to max of 20 damage worth of severity), which is something that 'dry-bandaging' can't do.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of medicine in RimWorld: the organic [[herbal medicine]], the bog standard [[medicine]], and the coveted [[glitterworld medicine]] - in order from least potent to most potent.&lt;br /&gt;
&lt;br /&gt;
In Alpha 17 it is possible to change the default healthcare given to pawns. Defaults to best meds for colonists and herbal meds for everybody else.&lt;br /&gt;
&lt;br /&gt;
===Treatment Options===&lt;br /&gt;
&lt;br /&gt;
Five treatment options are available; none at all, doctor care, herbal medicine or worse, regular medicine or worse, or best quality medical care. &lt;br /&gt;
&lt;br /&gt;
For prisoners and guests the default is herbal medicine; colonists default to best care available.&lt;br /&gt;
&lt;br /&gt;
In the early game, however, it is ideal to set the medical policy so that all pawns on the map only get basic doctor treatment. This allows precious medicine to be stockpiled for emergencies an operations rather than wasted on minor injuries. &lt;br /&gt;
&lt;br /&gt;
===No medical care===&lt;br /&gt;
Somewhat straightforward, this option prevents pawns from receiving any sort of medical care. This will leave them to succumb to their wounds, or die of diseases without anyone to treat them.&lt;br /&gt;
&lt;br /&gt;
As doctor care does not require any medicine, this option is not recommended unless your intent is to let the pawn die.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Doctor care, but no medicine===&lt;br /&gt;
[[File:Doctor care but no medicine.png|none]]&lt;br /&gt;
&lt;br /&gt;
Sometimes when supplies are short, or you need to save your stocks of medicine for better purposes, doctors will attempt to improvise a treatment. '''Note''' that it is not possible to do surgeries without medicine, and treatment is much slower than with any form of medicine, especially being unable to treat multiple wounds in a single treatment. Expect many infections from the poor treatment quality.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 30% || | N/A || | N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 6% || | 15% || | 24% || | 31.5% || | 36% || | 40.5% || | 45% || | 46.5%&lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| - || | - || | - || | - || | - || | - || | - || | - &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Herbal Medicine===&lt;br /&gt;
[[File:Herbal_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Herbal medicine is an organic medicine which can be grown from [[healroot]] , or purchased from tribal traders. It is not very powerful, and its best application is in treating injuries, the flu, and chronic diseases - but it can be good at treating more severe diseases when used by a skilled and/or enhanced doctor. It's not recommended to use herbal medicine for surgery, but you might just about be able to get away with it if your surgeon is fully bionic and of a very good skill level (at least level 12), but don't expect any miracles.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 60% || | 12 || | 0.35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 12% || | 30% || | 48% || | 63% || | 72% || | 81% || | 90% || | 93% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 12% || | 30% || | 48% || | 55.2% || | 57% || | 57.9% || | 58.8% || | 59.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
[[File:Medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Standard medicine is the benchmark of medical treatment solutions, and is also producible at a [[drug lab]] by combining herbal medicine, [[neutroamine]], and [[cloth]]. It can additionally be purchased from outlanders and orbital traders, and is occasionally dropped by pirate raiders and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Medicine is best used for treating severe injuries or illnesses. It also works good enough for most surgeries, though the risk of failure is still present. Odds can be improved by as little as a shot of [[go-juice]] or [[luciferium]] for boosted consciousness.&lt;br /&gt;
&lt;br /&gt;
It's not the best idea to excise cancerous growths using ordinary medicine due to its 0.7x success factor and 25% death chance on failure- unless your surgeon has at least a surgery success chance of 128.5% (achievable with a pair of bionic arms) - which translates to a roughly 90% success chance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 100% || | 18 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 20% || | 50% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 20% || | 50% || | 80% || | 92% || | 95% || | 96.5% || | 98% || | 99% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Glitterworld Medicine===&lt;br /&gt;
[[File:Glitterworld_medicine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glitterworld Medicine is the most powerful medicine out of the three types available, and can only be produced on high-tech Glitterworlds. Despite the high price, Glitterworld Medicine carries a value which no other medicine can carry: enhanced medical potency. Naturally, due to the cost, Glitterworld Medicine isn't worth the price for treating trivial diseases or injuries - but it makes surgery ''significantly'' easier, and allows even mediocre doctors to guarantee success in operations.&lt;br /&gt;
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Whether it be bringing somebody from the jaws of death from the plague or excising cancerous growths, or installing bionics: Glitterworld Medicine is your answer. Injuries and more secure situations with diseases: ordinary medicine will cut it, or even herbal (especially for the former).&lt;br /&gt;
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{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Attributes !! Medical Potency !! Market Value !! Mass (kg)&lt;br /&gt;
|-&lt;br /&gt;
!Values&lt;br /&gt;
| 160% || | 100 || | 0.5&lt;br /&gt;
|}&lt;br /&gt;
====Treatment Quality====&lt;br /&gt;
{| {{STDT| c_10 text-center}}&lt;br /&gt;
!Doctor Level !! 0 !! 3 !! 6 !! 9 !! 12 !! 15 !! 18 !! 20 &lt;br /&gt;
|-&lt;br /&gt;
!Base Avg. Quality&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|-&lt;br /&gt;
!Base Surgery Success&lt;br /&gt;
| 32% || | 80% || | 100% || | 100% || | 100% || | 100% || | 100% || | 100% &lt;br /&gt;
|}&lt;br /&gt;
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== Treatment ==&lt;br /&gt;
Basic medical work involving tending to wounds and illnesses. Treating wounds stop them from bleeding and reduce the chance of infections, while tending to illnesses slows them down allowing your colonists' immune systems to catch up and pull ahead.&lt;br /&gt;
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Each individual treatment can have any quality from 0 - 130%, depending on the medicine used. Higher quality makes infections less likely and slows down illnesses more.&lt;br /&gt;
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After each treatment there will be text feedback showing the wound/illness tended and the quality of the treatment. Only 1 injury will generate feedback at a time even if multiple are treated at once.&lt;br /&gt;
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== Surgery ==&lt;br /&gt;
[[File:Installing bionic arm.png|right|300px]]&lt;br /&gt;
Surgery is a medical operation which involves removal and addition of body parts, or excising carcinomas. Any doctor can perform most types of surgery (excising carcinomas requires 10 medical skill), and herbal medicine is the minimum required medicine for most surgical operations, although it's not advisable to use herbal medicine in surgery unless you have an exceptionally good doctor.&lt;br /&gt;
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=== Available targets ===&lt;br /&gt;
Surgeons can perform surgery on colonists, prisoners or guests. Performing any kind of violating surgery (such as organ removal) on guests will anger the faction. &amp;lt;br&amp;gt;&lt;br /&gt;
Tamed animals can be operated on as well, though there are limited options. [[Injury#Incapacitation|Downed]] non-tamed animals can also be operated on once dragged to an animal sleeping spot.&lt;br /&gt;
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Surgeons can also perform a 'medical' operation on downed mechanoids to remove body parts and to shut them down for good.&lt;br /&gt;
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=== Success chance ===&lt;br /&gt;
{{Rewrite | reason = Formulae need to be double-checked, reconciled with each other and cleaned up; values here contradict values in other articles (e.g. &amp;quot;outside&amp;quot; base 60% or 85%?), where are bed factors added?}}&lt;br /&gt;
Surgery success chance is determined by several factors: The Surgeon's Medicine skill, Manipulation, Sight (until 100%), Room Cleanliness, and Medical Potency of the Medicine used. &lt;br /&gt;
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'''The formula (simplified from the game's code) for the room cleanliness' effect on surgery success chance is effectively as follows''' ...&lt;br /&gt;
: C = 0.6 + (0.9 * ((c + 5) / 10)) &lt;br /&gt;
: if C &amp;lt; 0.6, then C = 0.6 &lt;br /&gt;
: or if C &amp;gt; 1.5, then C = 1.5&lt;br /&gt;
: ...where C is Room Cleanliness Factor; and c is room cleanliness.&lt;br /&gt;
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Surgery success chance is measured based on the medical bed/ sleeping spot's location.&lt;br /&gt;
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'''The basic surgery success chance formula for the surgeon is as follows...&lt;br /&gt;
* S = min(0.98, (D*M)*C)&lt;br /&gt;
: ...where S is Actual Surgery Success Chance; D is Doctor's [[Surgery Success Chance]]; M is Medical Potency; C is Room Cleanliness Factor, and min is a function that selects the minimum of the two options separated by a comma.&lt;br /&gt;
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'''Note that this means that all surgeries have a minimum 2% chance of failure no matter the skill of the doctor, quality of the hospital, or even [[inspirations]] present.'''&lt;br /&gt;
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For example, we have John, a healthy doctor with a medicine skill of 5, installing a bionic arm on a fellow colonist. His base success chance is 70%, and he is using regular medicine, with a potency of 100%. The hospital in use has a cleanliness stat of 0 with clean wood floor.&lt;br /&gt;
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If we plug in the numbers, we have to split the equation into two parts: room cleanliness, and getting the actual, surgery success chance.&lt;br /&gt;
:* C = 0.6 + (0.9 * ((0 + 5) / 10)) = 1.05&lt;br /&gt;
:* S = (0.7 * 1) * 1.05 = 0.735&lt;br /&gt;
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So John only has a 73.5% chance of successfully completing an operation, yikes!&lt;br /&gt;
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Keep in mind that this will be further affected by the success chance of the particular operation being performed - inherently difficult operations like removing a carcinoma will be lower success chance, easier ones like harvesting organs will have a higher success chance, and in the case of anaesthetize and especially euthanize by cut, only doctors who are both incompetent and unlucky will ever fail them. &lt;br /&gt;
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The environment where the surgery is performed also has an effect on the overall [[Surgery Success Chance Factor|surgery success chance]]. Unsurprisingly, good light is also an important factor in optimizing your odds; 50% or better light (easily achievable with standard [[standing lamp]]s) is the goal.&lt;br /&gt;
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In any environment defined as &amp;quot;outdoors&amp;quot;, the success factor is always 60% no matter how clean the surroundings are.&lt;br /&gt;
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To find out the success chance of a specific operation, multiply the result from the previous formula by the surgery success chance in the info tab for that operation.&lt;br /&gt;
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=== Surgery failure ===&lt;br /&gt;
If a surgery fails then the colonist will take damage, and materials (including prosthetics) will be wasted. For lesser failures, damage is concentrated near the site of surgery, while for the aptly named ridiculous ones they can be found anywhere in the body.&lt;br /&gt;
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There are 3 kinds of surgery failure in-game.&lt;br /&gt;
*Minor: Deals a little damage, and will not destroy any body parts.&lt;br /&gt;
*Catastrophic: Deals great damage, and usually destroys body parts outright.&lt;br /&gt;
*Ridiculous: Deals great damage scattered across the entire body.&lt;br /&gt;
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In addition, each surgery has a death on failure chance, meaning that when it fails it is possible that the colonist instantly dies.&lt;br /&gt;
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==Sanitation==&lt;br /&gt;
The cleanliness rating of a room has a major impact on the infection chance of a pawn, and a comparatively minor, but still significant impact on the success chance of surgery. It also affects other things, like research speed and food poisoning chance&lt;br /&gt;
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Infection&lt;br /&gt;
When a bed is set to be medical, selecting it shows the infection chance modifier of the room. The overall chance of infection is affected by tend quality, and then multiplied by the aforementioned number. Any bed, no matter what it is, has a 100% modifier on infection when outdoors, and only an incredibly dirty room can get close to this number. However, even at an 80% modifier, wounds tended by an unskilled doctor using herbal meds is likely to be around 10-20% infection chance '''per wound'''. Averting death by a thousand cuts will quickly become agonizing death by 100 infections in such circumstances.&lt;br /&gt;
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It is much better to make the hospital as clean as possible. Start by covering or removing all natural floors (dirt, sand etc. but excluding stone) and ensure that the hospital is cleaned before tending to pawns. Keep all pawns, especially animals out to keep the room as clean as possible. Infection chance multiplier will likely become around the 40-50% mark or even lower. Next, unlock sterile tiles. A room with 0.6 cleanliness can have multipliers near 30%. To see the cleanliness of rooms, toggle on the room stats view on the bottom right corner and then mouse over the hospital (or any other room for that matter). Dirt, animal filth among other things drastically reduces cleanliness, and it also reduces beauty. This makes it possible to locate and prioritize cleaning through the beauty view. Remember to clean before the treatment when possible.&lt;br /&gt;
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One of the most difficult things about keeping a hospital clean is bleeding. Bleeding colonists will leave blood on the floor, and blood reduces cleanliness. Someone hemorrhaging to death may create 4 or 5 blood splatters on the floor in a very short time, and if this is happening to multiple colonists after a disastrous raid, your doctor alone may not be enough to keep the room clean. Bring in another colonist or two to clean up after other patients awaiting treatment. What is important is the cleanliness at the time of treatment.&lt;br /&gt;
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Other things like the presence of hospital beds and better medicine/doctors can reduce infection chance to next to nothing, and make it a non-issue when it does occasionally arise.&lt;br /&gt;
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== Doctoring strategies ==&lt;br /&gt;
You will often need to make the most out of the doctors you have, to ensure maximum doctoring efficiency and colonist survival rate/ well-being.&lt;br /&gt;
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=== Triage ===&lt;br /&gt;
You should have doctors prioritize treating patients according to their illness/infection/injury severity.&lt;br /&gt;
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# Bleeding colonists should receive priority care as they may bleed to death or receive nasty infections. Always prioritize colonists closer to death.&lt;br /&gt;
#* Colonists about to die (&amp;lt;1 hours until death) are generally not worth saving unless you have extremely good bionic-enhanced doctors that can reach and patch them up in time.&lt;br /&gt;
#** Strip them to recover their clothes so they won't receive the deadman's apparel debuff. How you will deal with the dead colonist is up to you.&lt;br /&gt;
#* Colonists that are very close (1-4 hours till death) to dying should have the best doctors care over them.&lt;br /&gt;
#* Colonists with around 5-8 hours before death can be treated by regular doctors, or by good doctors without medicine.&lt;br /&gt;
#* Colonists with 12 hours or more till death can wait.&lt;br /&gt;
# Colonists sick with deadly diseases should also receive priority care, especially those with wound [[infection]]s or the [[plague]].&lt;br /&gt;
# Non-bleeding colonists aren't in a great risk of both infections or blood loss; they should be put on the bottom of your priority list.&lt;br /&gt;
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If left undirected, doctors will automatically tend in order:&lt;br /&gt;
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# The nearest patients that will die from blood loss in 18 hours&lt;br /&gt;
# The nearest human patients&lt;br /&gt;
# Himself/herself if self-tend is enabled&lt;br /&gt;
# (Feed patients in bed)&lt;br /&gt;
# (Surgeries)&lt;br /&gt;
# (Rescue downed colonists and pets by taking them to bed)&lt;br /&gt;
# The nearest non-human patients&lt;br /&gt;
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Note that this automatic priority does not take into account the overall severity and lethality of all the illnesses, infections, and injuries afflicting patients, other than the death from blood loss in 18 hours limit. Nor does it prioritize colonists over prisoners or visitors. If imminent death is a concern, it's not a good idea to rely on this default behavior.&lt;br /&gt;
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=== Medicine allocation ===&lt;br /&gt;
Doctors will always tend to use the best medicine possible by default. To counteract this, set colonists' healthcare to Normal medicine or worse. Switch to Glitterworld medicine only if the colonist is down with a fast-working illness and you don't have a decent doctor on board, or they are about to receive a difficult operation.&lt;br /&gt;
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You can also manually forbid medicine so they will be forced to use lower-tier medicine, so you can save your better medicine for later.&lt;br /&gt;
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You should try to split your medicine apart into many stacks. If a doctor is about to treat a patient and someone else is getting medicine from a stack, your doctor will use medicine from another stack, or if there's none, he will try to dry-bandage the injured colonist. To combat this, you can draft doctors to go towards the medicine stacks, and manually un-draft and assign them to treat colonists when a doctor is finished taking the medicine.&lt;br /&gt;
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=== Positioning ===&lt;br /&gt;
Medicine should always be put near the hospital. Don't put them right inside the hospital as it reduces beauty unless you're willing to build a shelf to put them in. &lt;br /&gt;
If you're anticipating the need for a treatment, have a doctor stand near your stocks of medicine. You can immediately get the doctor to heal them without having to have him go to the medicine storage and back, saving time. If using primarily herbal meds then it is best to cool the room. It will rarely be necessary to freeze them, but it could make the difference&lt;br /&gt;
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=== Hospital design ===&lt;br /&gt;
[[File:8 hospital beds compact.png|150px|thumb|left|Compact placement of 8 hospital beds around a [[vitals monitor]].]]&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
* Assuming you're constructing new beds, or comparing beds of the same quality, prioritize [[hospital bed]]s over other bed types, and beds over [[bedroll]]s. Avoid using [[sleeping spot]]s unless necessary. However, also see the note on quality below.&lt;br /&gt;
* Compare the stats of the beds placed in the hospital - while Immunity Gain Speed Factor depends solely on the type of bed, Surgery Success Chance Factor is dependent on [[quality]]. A surgery is more likely to succeed on a Good [[Bed]] than an Awful Hospital Bed, but the opposite is true for surviving or recovering from [[diseases]]. &lt;br /&gt;
* A well-equipped hospital will have one or more [[vitals monitor]]s, which give a bonus to several doctoring-related values, including fighting [[infection]]s and general healing.&lt;br /&gt;
* [[Sterile tile]]s improve cleanliness and thus outcomes. [[Steel tile]]s offer a lesser but still significant buff, and are significantly more accessible due to lower cost and work requirements, as well as being unlocked by a research project that is far more generally useful. &lt;br /&gt;
* Ensure that that every bed has 50% [[light]] around it. Consider lighting the entire room to allow you to safely place additional sleeping spots in case of overflow.&lt;br /&gt;
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== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Surgery can fail now, sometimes catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.&lt;br /&gt;
*  Beta 18 - all surgeries now have a minimum 2% chance of failure, no matter how good everything is.&lt;br /&gt;
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[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Erik111erik</name></author>
	</entry>
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