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		<id>https://rimworldwiki.com/index.php?title=Quests&amp;diff=177998</id>
		<title>Quests</title>
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		<summary type="html">&lt;p&gt;Esredar: /* Bloodthirsty Parley */ typo&lt;/p&gt;
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{{Stub|reason=Could still be missing a few quests. Biotech quests possibly incomplete.}}&lt;br /&gt;
{{Image wanted|reason=All UI tabs and not in dev mode}}&lt;br /&gt;
'''Quests''' are a class of [[event]] where a challenge is performed in order to gain a reward.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
[[File:Quests_available.png|thumb|left|Quests UI on the 'Available' tab]]&lt;br /&gt;
Quests are found in the Quests tab. Most quests are offered by a [[faction]], but they can be offered by individual pawns or unaligned AI's. Most quests have to be accepted, but some are automatically given. Some quests have requirements to be accepted, and others have a time limit for acceptance. Quests can be &amp;quot;trashed&amp;quot; by clicking on the trash can icon, but is purely visual and can be reversed (Quests/Historical).&lt;br /&gt;
&lt;br /&gt;
Most quests are time sensitive, and have one or both of these timers:&lt;br /&gt;
*The first timer is the limit to ''accept'' the quest. If not accepted, the quest will be rejected.&lt;br /&gt;
*The second timer is the time to ''do'' the quest, or alternatively, how long a quest lasts for.&lt;br /&gt;
Not all quests have a time limit. The [[endings|endgame]] quests in particular (Ship to the Stars, Royal Ascent{{RoyaltyIcon}}, Archonexus{{IdeologyIcon}}, The Gravship{{OdysseyIcon}} and its subquests) can be done at any time.&lt;br /&gt;
&lt;br /&gt;
Some Quests, such as the beggars quest, are accepted automatically&lt;br /&gt;
&lt;br /&gt;
Without the [[Royalty DLC]], you will receive 1 quest every 10 day interval - this means that quests can be up to 19.9 days apart. With the Royalty DLC active, you will get 2 quests every 12 day interval, as this DLC introduces many more possible quests.{{Check Tag|Verify|Taken from XML files. Verification ingame needed}}&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
Quests use the [[raid points]] mechanic to determine quest size. In general, the larger the colony, the more difficult and more rewarding quests will be. Unlike standard Major Threats that only use the raid points of that map tile or caravan, quests use the total raid point value from all colonies and caravans. If multiple colonies are open simultaneously, carefully read which colony will encounter the quest threat.&lt;br /&gt;
&lt;br /&gt;
Quests can be from 1 to 3 stars. The more stars, the higher the raid point multiplier, and the harder the quest will be. One star quests are standard raid points. Two star quests are double Raid Points and Three Star is triple raid points. Quests also have a 30% raid point variance that causes quest threats to be up to 30% smaller or larger. These variation takes place on all Storytellers and the 50% Randy Random Raid Point multiplier does not apply to quests.&lt;br /&gt;
&lt;br /&gt;
The [[endings|endgame]] quests, exclusively, are listed as 4 stars. However, they do not scale in the same way as with other quests.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
{{Stub|section=1|reason=Table of all Options, with DLC, Core tag, commonalities etc, better description of how rewards are selected (select main reward, fill with filler etc), how to selected/deselected goodwill and honor, how honor is awarded (pawn selection, how away missions required the honored pawn to participate etc)}}&lt;br /&gt;
&lt;br /&gt;
There are a few reward types - from simple rewards such as [[plasteel]] and [[hyperweave]], to quest-exclusive items like [[tornado generator]]s and [[vanometric power cell]]s, to factional [[goodwill]] and new colonists. Sometimes, the quest is its own reward, such as solving a [[condition causer]]{{RoyaltyIcon}} or escaping the planet. Quests may only have 1 reward, or they can have a pool of 3 rewards to choose from. &lt;br /&gt;
&lt;br /&gt;
If you accept a quest for [[goodwill]] or [[honor]]{{RoyaltyIcon}}, those will be the only quest rewards, so you cannot receive both honor, goodwill and items from the same quest, excluding hospitality, bandit camp and crashed shuttle quests.&lt;br /&gt;
&lt;br /&gt;
Reward preferences can be altered at the bottom of the quest menu. This allows you to choose if you want [[goodwill]] or [[honor]]{{RoyaltyIcon}} from a specific faction. Disabling these rewards means you'll get another pool of rewards to choose from, but it is still possible to receive faction goodwill through keeping high moods during hospitality quests.&lt;br /&gt;
&lt;br /&gt;
Certain pawn join rewards - typically the ones offered by the pawn themselves, but all on console - will not give detailed information about the pawn themselves. You ''will'' be able to see their age and [[backstory]] before accepting. For example, a ''Nurse'' will always have some amount of Medical skill, but will almost always be incapable of Violence. However, others may allow you to preview them as if viewing their info tab.&lt;br /&gt;
&lt;br /&gt;
Main reward options:&lt;br /&gt;
* [[Honor]]&lt;br /&gt;
* [[Goodwill]]&lt;br /&gt;
* New [[colonists]]&lt;br /&gt;
* [[Flatscreen television]]&lt;br /&gt;
* [[Telescope]]&lt;br /&gt;
* [[Gladius]]&lt;br /&gt;
* [[Recurve bow]]&lt;br /&gt;
* [[Infinite chemreactor]]&lt;br /&gt;
* [[Psychic animal pulser]]&lt;br /&gt;
* [[Vanometric power cell]]&lt;br /&gt;
* [[Tornado generator]]&lt;br /&gt;
&lt;br /&gt;
==Failure==&lt;br /&gt;
Most quests can be failed in a couple of general ways:&lt;br /&gt;
#Not accepting it / Not completing it in time.&lt;br /&gt;
#Becoming hostile with the quest giver's faction.&lt;br /&gt;
#Becoming neutral with an enemy faction you were supposed to fight.&lt;br /&gt;
Quests can be failed in other ways, depending on the type of quest. No matter what, if you've gotten the quest reward, then you have the reward.&lt;br /&gt;
&lt;br /&gt;
=List of quests=&lt;br /&gt;
This section covers all the quests available in Core RimWorld. For DLC content, see [[#Royalty]], [[#Ideology]], [[#Biotech]], [[#Anomaly]], and [[#Odyssey]].&lt;br /&gt;
&lt;br /&gt;
==Bandit Camp==&lt;br /&gt;
A faction has contacted you about an outpost of a mutual enemy. Destroy it to be rewarded.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*An event space generates somewhere near your colony, with enemies inside. &lt;br /&gt;
**Timer starts as soon as the base is generated, and will remain the same regardless of when it is accepted.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot.&lt;br /&gt;
&lt;br /&gt;
==Downed Refugee==&lt;br /&gt;
A refugee has contacted you for help. They are [[downed]] and need your help. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the downed refugee. The refugee won't starve or bleed out before you reach the event space.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the refugee.&lt;br /&gt;
*Generally, the refugee won't have any bleeding wounds at all, meaning you have time to deal with any threats that appear. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
&lt;br /&gt;
Select a colonist, right click on the refugee, and click &amp;quot;offer help&amp;quot; in order to accept them into your colony. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Item Stash==&lt;br /&gt;
You have been contacted about items nearby your colony.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain time frame to reach the item stash.&lt;br /&gt;
*Any specified threats will be present. An unknown threat may appear as you approach the stash.&lt;br /&gt;
&lt;br /&gt;
==Peace Talks==&lt;br /&gt;
An enemy faction is willing to talk. Depending on your negotiator, they may become ease relations, or immediately attack you. This needs a hostile faction that is willing to become allies.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain, random time frame to reach the peace talk location. This time, which is not listed in the quest description, will be between 12 and 28 days. As soon as you reach the event tile, the event will trigger.&lt;br /&gt;
*This quest has various outcomes, increasing or decreasing [[goodwill]]. The chance of each outcome is determined randomly, influenced by the [[Negotiation Ability]] of the best pawn you set into the caravan, who will act as a negotiator for this quest.&lt;br /&gt;
**'''Triumph''' - Goodwill increases by 100-110, faction leaves a gift with total 500 - 1200 market value, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Success''' - Goodwill increases by 60-70, {{RoyaltyIcon}}negotiator get 1-4 [[Honor]] if Peace Talks were with the [[Empire]].&lt;br /&gt;
**'''Flounder''' - No change in relations.&lt;br /&gt;
**'''Backfire''' - Goodwill decreases by 10-20.&lt;br /&gt;
**'''Disaster''' - Goodwill decreases by 40-50, ''immediate attack'' on caravan party.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[Social|Social Skill]] !! [[Negotiation Ability]] !! Triumph Chance !! Success Chance !! Flounder Chance !! Backfire Chance !! Disaster Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0   || 40%     || 4.2%  || 23.0% || 23.5% || 32.9% || 16.4%&lt;br /&gt;
|-&lt;br /&gt;
| 3   || 62.5%   || 5.7%  || 31.6% || 24.2% || 25.7% || 12.8%&lt;br /&gt;
|-&lt;br /&gt;
| 6   || 85%     || 8.0%  || 43.8% || 23.1% || 16.7% || 8.4%&lt;br /&gt;
|-&lt;br /&gt;
| 9   || 107.5%  || 10.5% || 57.5% || 19.0% || 8.7%  || 4.3%&lt;br /&gt;
|-&lt;br /&gt;
| 12  || 130%    || 11.9% || 65.5% || 15.2% || 4.9%  || 2.4%&lt;br /&gt;
|-&lt;br /&gt;
| 15+ || 150%+   || 13.3% || 72.9% || 10.6% || 2.1%  || 1.1%&lt;br /&gt;
|}&lt;br /&gt;
Peace talks will give the negotiator 6000 Social skill experience regardless of the outcome, negotiator's passion, or [[Global Learning Factor]]. Even if peace talks were a &amp;quot;Triumph&amp;quot;, the faction may still be hostile to you. You can send gifts to increase goodwill to 0, where they will become neutral. You cannot ever gain goodwill with [[pirate]] factions or any faction listed as &amp;quot;hostile&amp;quot; in the Factions screen, so they will never offer you this quest.&lt;br /&gt;
&amp;lt;!--- Data is from the version 1.2.2753, but seems to be mostly up to date --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prisoner Rescue==&lt;br /&gt;
A prisoner has called you for help. If you can free them, then they will join the colony. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe to reach the prisoner camp. When you arrive, you'll need to defeat all enemies.&lt;br /&gt;
*The prisoner starts with some [[food]] in their cell. When rescued, they will gain the {{+|18}} ''Rescued'' [[mood]]let for 30 days.&lt;br /&gt;
In order to recruit the prisoner: first, defeat enemies. Then, claim the prison cell's [[door]], or just destroy the cell's walls. Select a colonist, right click on the prisoner, and click &amp;quot;Free Prisoner&amp;quot;. You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Threatened Joiner==&lt;br /&gt;
A pawn is threatened by some sort of mutual enemy. As a pawn join event, it will be less common as you gain more people.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The specified pawn will immediately join your colony.&lt;br /&gt;
*A [[major threat]] will arrive at the colony within a few hours. &lt;br /&gt;
**This can be enemy [[raider]]s, a [[manhunter pack]], a [[mech cluster]]{{RoyaltyIcon}}, an world event [[condition causer]]{{RoyaltyIcon}}, or a forced condition (like [[rain]], [[heat wave]], or [[volcanic winter]]) for a few days{{RoyaltyIcon}}. This threat is usually specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Request==&lt;br /&gt;
A [[faction base]] is requesting a special offer. You have a certain amount of time to get to the faction base and deliver the items.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will have to deliver the requested items. All items must be of normal [[quality]] or higher and cannot be tainted, but item {{HP}} does not matter. &lt;br /&gt;
**You can't send the items directly via [[transport pod]], but you can transport pod a pawn and the items to the location.&lt;br /&gt;
*A timer starts as soon as you accept this quest. The time limit does not compensate you if you accept the quest early; accepting the quest later is advantageous as it gives more time. &amp;lt;!-- Tested via devmode, requestDuration remains constant regardless of time passing. --&amp;gt;&lt;br /&gt;
Rewards are received as soon as items are delivered. Item rewards are inserted into the [[caravan]] that fulfilled the offer in the first place; make sure you can carry it back.&lt;br /&gt;
&lt;br /&gt;
==Ore Lump==&lt;br /&gt;
A [[long-range mineral scanner]] has found a lump of ore. You have a certain amount of time to get the ore before others retrieve it. Note: this quest ''only'' appears when using the long-range mineral scanner.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
*You have a certain timeframe (30 days) to reach the ore lump. You have 10 days to mine the ore before raids start arriving. &lt;br /&gt;
*Any specified threats will be present. An additional unknown threat may appear as you approach the ore lump.&lt;br /&gt;
The reward is that you get to mine the minerals you've scanned for. Many minerals are very heavy and need either [[pack animal]]s, [[transport pod]]s, [[Permits|imperial shuttle]],{{RoyaltyIcon}} or [[passenger shuttle]]{{OdysseyIcon}} to bring back.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Royalty=&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
==Royalty Intro Quests==&lt;br /&gt;
These quests appear only once, near the start of the game. These offer distinct interaction with the [[empire]] faction.&lt;br /&gt;
&lt;br /&gt;
===Noble Wimp===&lt;br /&gt;
{{RoyaltyIcon}} A [[noble]], either a knight or praetor, is being chased by a small, manhunting animal. This quest appears after 8 days, counting from the moment you've reached 3 colonists for the first time (including if you've started with more). This quest won't appear if you have under 3 colonists, any of your colonists reached the title of a [[Title#Titles|Yeoman]], if you have disabled honor in your Reward Preferences, or if you are in an extreme biome. &amp;lt;!-- See storytellers.xml or https://ludeon.com/forums/index.php?topic=52782.0 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An empire noble, always with the [[Wimp]] trait, joins your colony as a quest lodger. A single [[manhunter]] animal - [[rat]], [[squirrel]], or [[raccoon]] at largest, will be following them.&lt;br /&gt;
* After 3 hours from accepting the quest, an [[imperial shuttle]] will arrive to pick up the noble. The noble can be carried to the shuttle if they are [[downed]].&lt;br /&gt;
&lt;br /&gt;
This quest always gives 8 [[honor]], enough to get a pawn to the [[Title#Tiles|Novice]] rank.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' You can [[arrest]] the noble wimp, if so desired. The noble will have a ''massive'' amount of [[resistance]] due to their title (+75 for count), which makes it not worth it - unless you have a recruitment inspiration available.&lt;br /&gt;
* However, with the [[Ideology DLC]], they can be [[slave|enslaved]]{{IdeologyIcon}} with much less effort. Slavery removes the conceited work restrictions, and gives an innate [[mood]] buff that counters regular noble requirements. Meanwhile, being a wimp makes slave rebellions easy to quell. Slavery can be worth betraying the empire, if the noble has some very desirable [[psycast]]s, like [[berserk pulse]], [[farskip]], or [[neuroquake]].&lt;br /&gt;
&lt;br /&gt;
=== The Deserter ===&lt;br /&gt;
{{Recode|section=1|reason=Weapon list via tag system or alternatively just make a small pawnkind table}}&lt;br /&gt;
{{RoyaltyIcon}} Somebody has deserted the [[empire]]. Accepting them will mean that you'll become enemies with the empire. This quest appears after 26 days of the colony start. This quest won't appear if you are in an extreme biome. &amp;lt;!-- See storytellers.xml --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*The deserter joins you as a colonist. This deserter will be of the [[Raider#Empire|&amp;quot;Trooper&amp;quot;]] pawn type. They will always be capable of violence, and have a Shooting skill between 4 - 10 (before [[xenotype]]{{BiotechIcon}}).&lt;br /&gt;
** They will be wearing a [[flak vest]], [[flak jacket]], and have one of the following weapons: [[Assault rifle]], [[Chain shotgun]], [[Heavy SMG]], [[LMG]], [[Hellcat rifle]].{{AnomalyIcon}}&lt;br /&gt;
*{{--|200}} [[goodwill]] with the [[empire]]. (Goodwill has a cap of -100)&lt;br /&gt;
*You will have to fight the &amp;quot;loyalty squad&amp;quot; from the empire. Due to how early this quest appears, this is likely to be just 1 trooper.&lt;br /&gt;
*An empire outpost will be generated, with 2 [[psylink neuroformer]]s, along with other camp loot. This goes away after 60 days.&lt;br /&gt;
It does not matter what happens to the deserter pawn after you have accepted the quest. You will still have access to the neuroformer camp.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*There is nothing stopping you from befriending the empire later, by giving them gifts and/or doing quests for goodwill.&lt;br /&gt;
*Can be worth betraying the empire ''just'' for the gear the deserter brings, especially in [[scenario system#Naked Brutality|Naked Brutality]]. If you're lucky, then the loyalty squad will only be [[downed]], netting you a second pair of trooper gear.&lt;br /&gt;
&lt;br /&gt;
==Desperate Refugees==&lt;br /&gt;
{{RoyaltyIcon}} Desperate refugees are looking to stay at your colony to rest and regroup.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*Refugees join as quest lodgers, and will do work. These refugees will never be afiliated with any faction. The higher your current colonist population, the more refugees appear, but the less likely the quest is to generate.&lt;br /&gt;
**Refugees may offer to join the colony, especially if they are kept [[mood|happy]]. There is no penalty for not accepting this join offer.&lt;br /&gt;
**Refugees may betray you. They will become enemies, pick up any nearby weapons, and attack colonists as if they were raiders. They will never betray you on their own if you get a betrayal offer yourself.&lt;br /&gt;
**Refugees will never betray you if one of them is [[child]]{{BiotechIcon}} and the [[storyteller]] setting, [[AI Storytellers#Child enemies|Child enemies]] is turned off. &lt;br /&gt;
*If a refugee is arrested, experienced a harmful surgery, or killed for any reason, then the other refugees will either receive a {{--|12}} moodlet, leave your colony (failing the quest), or betray you immediately.&lt;br /&gt;
*If the refugees stay for the full period of time and they leave the map successfully, then there is a chance you will get a random, wealth-scaled reward in the future.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you ''really'' want a refugee to join your colony, then it's best to [[arrest]] one of them immediately, to avoid the chance of betrayal and subsequent death. [[Draft]] all the other refugees as far away as possible, for when they go hostile.&lt;br /&gt;
*If you plan on capturing refugees, you can apply anesthetic to them. This allows you to capture every one of them for [[human resources|whatever purposes you'll want]].&lt;br /&gt;
&lt;br /&gt;
=== Betrayal offer ===&lt;br /&gt;
A member of another faction has learned that the refugees are in your faction, and wants them dead.&lt;br /&gt;
*Gain a reward if you kill all members of the refugee group.&lt;br /&gt;
**If a refugee has joined the colony ''before'' the betrayal offer, then you don't need to kill them. If a refugee joins afterwards, or is [[arrest]]ed and then recruited, then the quest fails.&lt;br /&gt;
&lt;br /&gt;
== Build Monument ==&lt;br /&gt;
{{RoyaltyIcon}} A noble, leader, or machine persona has requested you to create a specific monument.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*You will immediately receive a monument marker through drop pod.&lt;br /&gt;
*Once the monument marker is installed, you will have to build the monument around the specified timeframe. The marker can be moved if so desired.&lt;br /&gt;
*Once the monument is built, then you will usually have to protect any part of the monument from being destroyed in X days. Otherwise, one of the two things can happen, depending on the quest:&lt;br /&gt;
**Loss of [[goodwill]] with the faction, if any.&lt;br /&gt;
**Any [[Events#Major Threats|major threat]] other than a raid. These are specified by the quest when it is generated.&lt;br /&gt;
*Putting any constructions in a completed monument will start a 24 hour timer, after which the monument will be considered destroyed. The monument may be used as a stockpile without issue.&lt;br /&gt;
You will get the reward when the monument is finished in the required timeframe, no matter what happens to it afterwards.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*If you want to preserve the monument, then watch out for [[fire]] burning up [[wood]]en structures.  Shuttles from shuttle quests also start the monument destruction timer.&lt;br /&gt;
*You can take the quest solely for the major threat that appears. You can break the monument to unleash a pack of [[manhunter|manhunting]] [[grizzly bear]]s to disrupt an enemy [[siege]], or to call in a [[sun blocker]] with a fluid [[ideoligion]]{{IdeologyIcon}}, in order to take advantage of the [[Combat in darkness]] precept.&lt;br /&gt;
&lt;br /&gt;
=== Title Inheritance ===&lt;br /&gt;
{{RoyaltyIcon}}&lt;br /&gt;
If a pawn with a [[noble]] title of novice and above dies, their designated heir will inherit their title. Their heir is randomly chosen, with extra weight given to the person's then-current spouse. If you want to change this title, you need to go to a [[comms console]] and request it.&lt;br /&gt;
&lt;br /&gt;
This is exactly the same as the build monument quest, but the only reward is that the heir is changed. No threat rewards on failure, just goodwill loss.&lt;br /&gt;
&lt;br /&gt;
== Ferried Bandit Camp == &lt;br /&gt;
{{RoyaltyIcon}} An NPC noble wants you to take out a camp of bandits, and will ferry your soldiers there in a shuttle. Identical to a normal [[#Bandit camp|bandit camp]] barring the means of travel.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* An [[imperial shuttle]] will arrive in your colony, requesting a specific amount of soldiers (no more, no less). The location is generally much too far away (~150+ world tiles) to be able to support the team with additional troops normally. Travel time takes only an in-game hour or so in either direction.&lt;br /&gt;
*The soldiers will be fed en route, and are given a generous time limit (several days) to take out the bandit camp.  &lt;br /&gt;
*The bandits will typically begin attacking your team of soldiers within a few minutes of landing, even if your soldiers have not attacked them or gotten near them yet.&lt;br /&gt;
As soon as the enemies are &amp;quot;fleeing&amp;quot; (&amp;gt;50% of enemies [[downed]] or [[death|killed]]), you will be rewarded at your colony. Plus, the camp itself can generate with some loot. ​The same shuttle can ferry them back. '''Nota bene:''' If [[Titles|honor]] is chosen as a reward, only a pawn that participated in the attack can be given it.&lt;br /&gt;
&lt;br /&gt;
Besides your initial team, the provided shuttle does not allow you to bring back any additional pawns, such as a downed enemy you may wish to capture. One of a good solution is to have the pawns carry enough material to make [[Pod launcher]], [[Transport pod]] and have enough [[Chemfuel]] to fuel the pod as far enough as possible. If not, try and launch the pod with a few able colonist inside and bring them back to main base.&lt;br /&gt;
&lt;br /&gt;
==Forced Weather==&lt;br /&gt;
{{RoyaltyIcon}} A noble of the empire, or a machine persona from space, is willing to cause a game condition on your colony for a few days.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A game condition will be forced on you for the listed duration. At low wealth, this will be a change of [[weather]]. At higher wealth, it can a [[cold snap]], [[heat wave]], or another [[condition causer]] effect, such as a [[psychic drone]] or [[EMI dynamo|EMI field]].&lt;br /&gt;
You will get the reward immediately upon accepting this quest.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
*Don't underestimate weather conditions. Forced rain will lower ranged accuracy and movement speed.&lt;br /&gt;
* Forced heat waves and cold snaps will stack with naturally-occurring ones.&lt;br /&gt;
* Forced fog will prevent the usual [[rain]] that appears when a [[fire]] gets too big. Wildfires can ravage the whole map, including your base.&lt;br /&gt;
&lt;br /&gt;
==Hospitality==&lt;br /&gt;
{{RoyaltyIcon}} A group is asking for you to house their pawns for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
*A pawn or multiple pawns will arrive at your base through [[drop pod]] or [[imperial shuttle]]. These can be [[animal]]s, [[prisoner]]s, or human visitors. You must keep them safe for the duration.&lt;br /&gt;
** If the pawn is a visitor, then you may have to keep their mood above a certain threshold. If average mood is too low for too long, then the quest fails. The quest may also specify ''they appreciate quality accommodation''; keeping average mood &amp;gt; 50% will increase [[goodwill]]. {{Check Tag|How much?}}&lt;br /&gt;
** If a pawn is a [[noble]], then you will need a bedroom suitable for their rank to accept the quest. You will ''also'' need another bedroom suitable for any of your own nobles. The quest won't fail if the visitor does not have a room assigned (except by lowering mood), you only strictly need an unassigned room that meets expectations to start the quest.&lt;br /&gt;
** The pawns may come with [[blood rot]]. Blood rot must be treated every day in order to be prevented. If it progresses to 1.00, the pawn dies. A tend quality of 40% or more is required to stop progression. Tends below 40% slow the disease; tends above 40% will reverse the progression of the disease.&lt;br /&gt;
** The pawns may come with [[paralytic abasia]]. They will be unable to move.&lt;br /&gt;
* There may be a specified [[major threat]] that arrives with the quest. This threat can arrive at any time during the hospitality stay. &lt;br /&gt;
** If there is a major threat, you may come with soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual.&lt;br /&gt;
&lt;br /&gt;
==Pawn Lending==&lt;br /&gt;
{{RoyaltyIcon}} A member of an outlander or empire faction is requesting a pawn from your colony.&lt;br /&gt;
&lt;br /&gt;
* An [[imperial shuttle]] will arrive to pick up specified amount of colonists. The amount requested is proportional to your current colonist count. The pawn must be age 13 or older. Slaves do not count.&lt;br /&gt;
*The shuttle will return in a specified amount of days. Colonists are usually safe, but if they had a pre-existing condition like the [[plague]], then they can die. They will be fed and tended to.&lt;br /&gt;
You will get the reward when requested colonists have left the colony.&lt;br /&gt;
&lt;br /&gt;
==Rewarded Warfare==&lt;br /&gt;
{{RoyaltyIcon}} A faction is asking you to fight a mutual enemy.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[major threat]] will be triggered in your colony. This can be a [[manhunter pack]], [[mechanoid cluster]], or one or multiple [[raid]]s.&lt;br /&gt;
** If there are multiple raids in this quest, the listed raid will be the ''first'' raid. The other raids will have the same [[raid points]], but not the same composition.&lt;br /&gt;
* You may receive soldiers under your control. They can die in battle without consequence and will have {{+|12}} ''On Duty'' moodlet. However, betraying them will lower goodwill as usual. They will leave once the threat has been cleared.{{Check Tag|All enemies, or the final wave?|One time, the support NPCs left as soon as the third wave of a three-wave quest had been driven off, despite the fact that the second wave was still hanging out near the map edge, preparing to attack.}} Note: If the threat is not cleared after ~10 days, the loaned soldiers will leave on their own.&lt;br /&gt;
* Soldier names like [[Empire#Janissary|janissary]] or [[Empire#Cataphract|cataphract]] correspond to their specific pawnkinds. See [[Raiders#human|Raiders]] for details.&lt;br /&gt;
For manhunters and raiders, you'll get the reward once all quest enemies are defeated or left the map. You do not need to actually kill any manhunters, for instance. For mech clusters, the reward appears after the &amp;quot;Mech cluster buildings have been defeated&amp;quot; message appears.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Crash==&lt;br /&gt;
{{RoyaltyIcon}} A [[crashed shuttle|shuttle]] of the [[empire]] has crashed and needs to land in your colony, along with the commander, their soldiers, and possible civilians. Raiders of a mutual enemy will come and attack the shuttle group.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A crashed shuttle appears on the map. Landing site unaffected by [[ship landing beacon]]s. The commander and civilians need to be saved. Soldiers do not need to be saved. Every person comes with [[biocoded]] weapons. Regardless of the outcome, this shuttle can be deconstructed for {{Icon Small|plasteel}} 35, {{Icon Small|steel}} 20, {{Icon Small|component}} 5 and, if the [[Odyssey DLC]] is enabled, a [[shuttle engine]]. {{OdysseyIcon}}&lt;br /&gt;
* Raiders will come in ~ 4 hours from the shuttle crashing. Raiders have the intent to kill the empire's pawns.&lt;br /&gt;
* The rescue shuttle will arrive within 8 hours of the shuttle crash. [[Downed]] people must be carried to the shuttle yourself.&lt;br /&gt;
* {{--|10}} goodwill with the empire if the shuttle commander is killed, or otherwise misses the shuttle. &lt;br /&gt;
** Another {{--|10}} goodwill if any amount of other occupants misses the shuttle.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The shuttle is worth a fair chunk of materials. This quest is often worth it for the shuttle alone.&lt;br /&gt;
* The empire's weapons are all [[biocoded]], with the possibility of the commander having a [[persona weapon]]. The armor isn't, but stripping will penalize goodwill, and [[death acidifier]]s prevent post-mortem retrieval. &lt;br /&gt;
* Against small raids, it is likely that the empire's fighters will be able to handle enemies on their own.&lt;br /&gt;
&lt;br /&gt;
==Condition Causer==&lt;br /&gt;
{{Main|Condition causer}}&lt;br /&gt;
{{RoyaltyIcon}} A [[condition causer]] has been deployed within 10 tiles in order to harass your colony. As long as it stands, the condition will continue. This is a [[major threat]] and not a quest, but it appears in the quests tab.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* The condition causer will appear, until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If a mechanoid cluster is deployed, you don't actually have to wake the cluster up. Claim a door on the enclosed building, destroy the causer, and leave the map. Just avoid [[proximity activator]]s on the way.&lt;br /&gt;
* Some condition causers can be desirable.&lt;br /&gt;
&lt;br /&gt;
==Noble Ceremony==&lt;br /&gt;
{{RoyaltyIcon}} Your [[noble]] has enough [[honor]] for a new title. In order to accept this title, you must have a [[throne room]] suitable of their title. The map must be clear of the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A bestower and a squad of janissaries will arrive via [[imperial shuttle]].&lt;br /&gt;
* If the bestower is [[downed]] via any means, then they'll drop 2 [[psylink neuroformer]]s. However, downing will lower [[goodwill]] with the empire faction regardless of who did it.&lt;br /&gt;
* Once the bestower has reached the throne room, select your noble pawn, right click the bestower, and the [[Titles#Bestowing_ceremony|Bestowing Ceremony]] ritual will begin.&lt;br /&gt;
You will get the reward once the bestowing ceremony finishes, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, regardless of outcome. Quality is determined by participant count and room impressiveness. You can get up to a maximum of 3 honor, at &amp;gt;90% quality.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Ritual Quality&lt;br /&gt;
! 0%&lt;br /&gt;
! 30%&lt;br /&gt;
! 60%&lt;br /&gt;
! 90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ideology =&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
== Ancient complex ==&lt;br /&gt;
{{IdeologyIcon}} This quest reveals an abandoned ancient complex on the world map, ready to be explored and looted by your colonists. There is also a variant of the quest whereby an [[imperial shuttle]] will be provided to take a specific number of colonists there. It takes off immediately once the correct number of colonists are inside, and usually lands at the edge of the map with the complex.&lt;br /&gt;
&lt;br /&gt;
You can reform the caravan once all opened rooms have been cleared of enemies. If your colonists arrived by shuttle, you can send them back, but only when there are no threats within the map.&lt;br /&gt;
&lt;br /&gt;
Ancient complexes are scaled to player wealth.{{Check Tag|Determined when?|Anecdotal evidence suggests that the point value is set when the location is first discovered and added to your quest list.}}&lt;br /&gt;
&lt;br /&gt;
The ancient complex is often littered with derelict structures and desiccated corpses with no information on how long they have been dead for and no decaying health. &lt;br /&gt;
&lt;br /&gt;
Some rooms are mostly empty, while others contain enemies:&lt;br /&gt;
* Room filled with [[insectoids]].&lt;br /&gt;
* Room filled with [[mechanoids]].&lt;br /&gt;
* Room containing [[ancient unstable fuel node]] that can explode.&lt;br /&gt;
* Room filled with derelict ancient caskets. These will always contain hostile [[ancients]] in suspended animation.&lt;br /&gt;
* Seemingly empty rooms that trigger an insectoid [[infestation]] incident upon entry.&lt;br /&gt;
&lt;br /&gt;
The threats may be dormant, waking or exploding upon entry, when crates or other special objects in the room are tampered with, or when a fuel node explode in an adjacent room. They will not be triggered if the door of the room is opened but the cell of the door is not stepped on.&lt;br /&gt;
As always, insectoids, mechanoids, and ancients are enemies and will try to kill each other on sight.&lt;br /&gt;
&lt;br /&gt;
You may run into [[Hermetic crate]]s (contain any item, including [[techprint]]s{{RoyaltyIcon}}), [[Security crate]]s (contain equipment), [[Ancient enemy terminal]]s (call enemy faction) and [[Ancient comms console]]s (call a drop beacon of loot from random places, with the chance of triggering a raid at the same time) in any of the rooms. All except the comms console have a [[Flammability]] of 0%{{Check Tag|Verify}}, making them immune to the fires often started by the explosive fuel nodes.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
[[File:Ancient complex sapping.png|thumb|Smashing the ancient complex wall to create a different route, after all routes has been blocked by mechanoids]]&lt;br /&gt;
It's usually possible to explore and loot the entire complex without fighting any enemy. Pay attention whenever a pawn is opening a door. If the new room contains a threat, immediately move them away to avoid triggering it and find another route around that room&lt;br /&gt;
&lt;br /&gt;
If all routes to the unexplored rooms are blocked by threats, you can still smash the wall from outside to create a different route.&lt;br /&gt;
&lt;br /&gt;
You can reduce the temperature of the fire caused by the fuel nodes by smashing walls to connect it to the outside.&lt;br /&gt;
&lt;br /&gt;
You only need to fight the threat when it's an infestation, or it's in the same room with something you need to interact with&lt;br /&gt;
&lt;br /&gt;
==Beggars==&lt;br /&gt;
{{IdeologyIcon}} Beggars have arrived in your colony, asking for goods. Beggars appear roughly once every 60 days.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* Some beggars will appear on your map. They are always unaffiliated with any faction.&lt;br /&gt;
* They will request a random material that you have, like [[silver]], [[herbal medicine]], or [[beer]]. They can request up to {{Icon Small|silver}} 700 [[silver]] worth of items. Right click the beggar with the question marks to give them the items. If you don't' give the items, they will leave after ~1 day.&lt;br /&gt;
* The beggars must leave the map healthy in order for the quest to complete. If a beggar is arrested or killed, you'll get the &amp;quot;Travelers Betrayed&amp;quot; notification. The group of beggars may then flee the map, become hostile, or remain in the colony with a negative mood modifier. &lt;br /&gt;
This quest gives no extrinsic reward, and betraying the beggars has no penalty. However, it interacts with the Charity [[precept]].&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Beggars can be arrested, and have ''very'' low base resistance (4-8 with low population). If you find a beggar with desirable characteristics, don't be hesitant to capture one.&lt;br /&gt;
* After arresting one beggar, the rest will run and become unable to be arrested, but will fight back when attacked, unlike both [[prison break]]s and fleeing raiders&lt;br /&gt;
&lt;br /&gt;
==Work Site==&lt;br /&gt;
{{Main|Work site}}&lt;br /&gt;
{{IdeologyIcon}} A work site has appeared near your colony, potentially owned by another faction. You can raid it for resources. Note that this is a world map event and not a proper quest.&lt;br /&gt;
&lt;br /&gt;
When this quest appears:&lt;br /&gt;
* An event space will appear near your colony. It will contain resources stated by the camp, further resources, and the enemies on the map.&lt;br /&gt;
* The site can be owned by a Neutral, Allied, Hostile, or 'minor' faction. Work Sites owned by minor factions can be attacked without diplomatic consequences.&lt;br /&gt;
&lt;br /&gt;
The reward is the items on the map. Also counts as a raid for the Raiding [[precept]].&lt;br /&gt;
&lt;br /&gt;
==Relic Hunt==&lt;br /&gt;
{{See also|Relic}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} This quest is a unique main quest, which requires you to do 5 sub-quests by hacking into terminals during said quests. You must first accept the main quests, and then sub-quests will appear over time. After completing enough sub-quests, the relic's location will appear, guarded by hostile mechanoids.&lt;br /&gt;
&lt;br /&gt;
=== The Villagers ===&lt;br /&gt;
 '' You've learned of an ancient terminal that contains information about the '''''&amp;lt;RELIC NAME&amp;gt;'''''. However, the terminal is surrounded by a tribal village, and the locals venerate it. They aren't part of any major faction.''&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to the [[tribe]]'s base. The tribe are initially neutral towards you, but any harm befalling them, attempting to hack the interface or staying for 10 hours or more will immediately render them hostile and attack your colonist.&lt;br /&gt;
&lt;br /&gt;
Dispatch the faction and get a colonist to hack the terminal to conclude the mission. Be wary that tarrying too long in the base (2 hours) will cause a lot of tribal members from said faction to appear.&lt;br /&gt;
&lt;br /&gt;
=== Cryptodrone Intel Hack ===&lt;br /&gt;
 '' You've detected an orbiting spacedrone that may contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. You have the code that will force it to land at '''''&amp;lt;COLONY NAME&amp;gt;'''''.  To get the information, hack into the drone's computer. Hacking takes time, but those strong in intellectual skill can speed up the process. After landing, the spacedrone will self-destruct in 30 days. ''&lt;br /&gt;
&lt;br /&gt;
Alternative quest title: '''Orbital Cryptodrone Hack'''&lt;br /&gt;
&lt;br /&gt;
This sub-quest will force a [[spacedrone|cryptodrone space ship]] to land, usually far away from the main base. Send a colonist to try and hack the drone whilst setting up a defense perimeter. A selected hostile (usually permanently hostile) faction will arrive 10 hours after the crypto drone lands, and every 8 hours after that in an attempt to destroy the drone, with half of them aiming after any nearby colonist, whereas the other half attacks the drone.&lt;br /&gt;
&lt;br /&gt;
Upon successfully hacking the cryptodrone, the quest concludes, but the drone will initiate a self-destruct sequence within 30 seconds after its hacked, after which it will explode.&lt;br /&gt;
&lt;br /&gt;
Remarkably, it is possible to finish hacking the drone before the first raid arrives, if this is done while the drone has not self-destructed yet, they will spawn, but leave as soon as the drone self-destructs. In order to hack the drone in time, you need a pawn with 300% hacking speed, which is achievable by a level 20 intellectual pawn with the neurotic trait on a work frenzy. If the opposing faction's goodwill was raised to neutral before accepting the quest, then no raid will happen at all, despite the game's upcoming raid timer.&lt;br /&gt;
&lt;br /&gt;
=== Ancient complex ===&lt;br /&gt;
 '' You've learned of an ancient complex nearby. It is said to contain information about '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Self-travel description&lt;br /&gt;
&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''', has discovered an ancient complex a long distance away. He/She believes it contains information about the relic known as '''''&amp;lt;RELIC NAME&amp;gt;'''''. '' - Shuttle-travel description&lt;br /&gt;
&lt;br /&gt;
This sub-quest requires you to send your colonist to an abandoned ancient complex map. In terms of enemies and other challenges, it's similar to a regular [[Ancient complex]] quest. To conclude the sub-quest, hack all the [[ancient terminal]]s within the map.&lt;br /&gt;
&lt;br /&gt;
The effects of starting or finishing a terminal hack can be quite unpredictable. Sometimes it triggers a fuel node explosion in a completely different room, and sometimes it doesn't even wake up the mechanoids sleeping right next to the terminal. &lt;br /&gt;
&lt;br /&gt;
The terminals have a [[flammability]] of 0%, making them immune to the fires often started by [[Ancient unstable fuel node|unstable fuel node]] explosions.&lt;br /&gt;
&lt;br /&gt;
=== Relic Retrieval ===&lt;br /&gt;
Once you have completed 5 subquests, the location will appear. It will be defended by [[mechanoid]]s, who will wake up in 3 days.&lt;br /&gt;
&lt;br /&gt;
The relic will be inside a [[reliquary]]. It takes 5 seconds to get the relic, in which case any mechanoid defenders will be alarmed.&lt;br /&gt;
&lt;br /&gt;
== Pilgrims ==&lt;br /&gt;
{{Stub|section=1|reason=Missing almost all detail on pilgrim mechanics, gifts, what they do, what pawns can show up, ideoligion effects etc.}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Once a relic has been acquired, Pilgrims will come on occasion. They will stay for a few hours&lt;br /&gt;
&lt;br /&gt;
They may offer gifts or join your colony, similar to the refugees quest&lt;br /&gt;
&lt;br /&gt;
=Biotech=&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
== Ancient Transport ==&lt;br /&gt;
 '' You have decrypted an ancient transponder, revealing the location of a mechanoid ship in orbit. The ship is badly damaged but you can signal it to land nearby. The ship contains the remains of a long-dead mechanitor. Mechanitor can create and control mechanoids for work and combat. By extracting the deceased mechanitor's mechlink, you can turn one of your colonist into a mechanitor. Beware - the ship also contains hostile mechanoids. The mechanoid group is composed of: (Mechanoid list, usually 1 [[Tesseron]] or [[Militor]]) ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest appears after destroying an [[ancient exostrider midsection]], and using its [[mechanoid transponder]]. You can then choose to accept the quest at your leisure.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A [[spacedrone|cryptodrone space ship]] will land in your colony, along with a hostile [[mechanoid]] force. The mechs will prepare for a while, and then attack.&lt;br /&gt;
The reward is the [[mechanitor]] corpse that the ship drops. You can extract the [[mechlink]] from this corpse, allowing one of your colonists to become a mechanitor themselves.&lt;br /&gt;
&lt;br /&gt;
Having &amp;quot;Disable exostrider remains&amp;quot; as part of the scenario will prevent this quest from appearing, due to the absence of the exostrider midsection. This is intended as part of The Mechanitor and The Gravship [[scenario]].&lt;br /&gt;
&lt;br /&gt;
== Ancient Mechanitor Complex ==&lt;br /&gt;
 '' You've learned of an ancient complex nearby that contains the remains of a long-dead mechanitor. Mechanitor can create, control and manipulate mechanoids for work and combat. If you can break into the complex and collect the mechanitor's corpse, you can extract their mechlink and turn one of your colonists into a mechanitor. Be warned - these kinds of structures contains a variety of threats, and your activity at the complex might draw unwanted attention. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} Similarly to [[#Ancient complex|ancient complex]] quest, the mechanitor complex consists of similar items you normally found inside an ancient complex. The key difference is one of the desiccated corpses is a mechanitor with a mechlink currently in its corpses, which can be extracted for its mechlink.&lt;br /&gt;
&lt;br /&gt;
This is the primary method of obtaining more than one [[mechanitor]] in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== Bloodthirsty Parley ==&lt;br /&gt;
 '' A sanguophage named '''''&amp;lt;PAWN NAME&amp;gt;''''' is looking for a safe place to meet with 3 other sanguophages where they won't be tracked. Their leader '''''&amp;lt;PAWN NAME&amp;gt;''''' is asking for you to host the meeting at '''''&amp;lt;COLONY NAME&amp;gt;'''''. If you accept, 4 sanguophages will arrive at '''''&amp;lt;COLONY NAME&amp;gt;''''' from different directions. They will spend several hours discussing their secret issues before departing. They promise to give you reward before they leave. You may betray the sanguophages and attack them. Downed sanguophages can be forced to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} [[Sanguophage]]s are looking to congregate at your colony. As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* Up to 4 sanguophages will arrive inside your colony, arriving in different directions where pathing isn't blocked (i.e. not mountain). &lt;br /&gt;
* They will reach a set location inside your base, and place a [[blood torch]]. After several hours they will leave. Sanguophages may choose to join your colony on their own volition.&lt;br /&gt;
* The sanguophages may be attacked by a [[raid]]. If any sanguophages are downed by the raiders, then the quest will fail.&lt;br /&gt;
&lt;br /&gt;
The first reward will always be &amp;quot;Gene implantation&amp;quot;; the requested pawn can turn a colonist of your choice into a sanguophage. Be wary, they will not tarry for long and will leave 7 hours after meeting if you do not volunteer a colonist for it.&lt;br /&gt;
&lt;br /&gt;
Sanguophages, unless you have picked the aforementioned gene option, will always start with the ''Genes Extracted'' hediff. If a sanguophage is downed, you can force them to give their genome, but this kills the original sanguophage in the process. If the gene implantation reward is picked, only the rewarder sanguophage will not have this status. In addition, any colonists that accepts a gene implantation will get ''Gene Extracted'' for ~1.2 years.&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a chance that the sanguophages will spawn with both the sanguophage xenotype and a germline xenotype.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
== Sanguophage Transport ==&lt;br /&gt;
 '' You have intercepted a distress signal! A hostile shuttle carrying a sanguophage master and a number of thralls is having trouble with its engines. You can use the signals to draw it down to a crash near '''''&amp;lt;COLONY NAME&amp;gt;'''''. Once the ship has crashed, you can fight the sanguophage and his/her minions. If you can capture the master, you can force him/her to turn one of your colonist into a sanguophage. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} This quest will force a [[crashed shuttle|shuttle]] to crash on your colony, forcing a pawn with the [[sanguophage]] xenotype and a number of mortal thrall pawns to exit the [[crashed shuttle]].  As a sanguophage quest, it will not appear until at least 1 year from colony start, and will have a 3 year cooldown between appearances.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A shuttle crashes. After a while, the sanguophage will attack.&lt;br /&gt;
* During or after the attack, thrall reinforcements may appear via [[drop pod]]. They can land inside your base.&lt;br /&gt;
The reward is: &lt;br /&gt;
* The [[downed]] sanguophage (assuming that their brain isn't destroyed)&lt;br /&gt;
* The [[downed]] thralls&lt;br /&gt;
You can then decide what to do with the sanguophage:&lt;br /&gt;
* Force a downed sanguophage to give a [[Gene implanter|gene implantation]]. This allows you to turn one of your colonists into a sanguophage. You can also use them for other [[human resources]]. &lt;br /&gt;
* If you imprison and then recruit the sanguophage, you can cast Implant genes with it.&lt;br /&gt;
 '''Note:''' using this ability while the sanguophage's genes are still regrowing kills the sanguophage. Therefore, if you want to keep the sanguophage, it is worth waiting until the gene regrowth process finishes.&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]] is enabled, an [[Ideoligion]] with [[File:Cannibal.png|32px]] &amp;quot;Cannibal&amp;quot; as their main [[meme]] will be created which will be set on all pawns that exits the shuttle.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sanguophage Transport.png|Crashed shuttle with the sanguophage master and two thralls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wastepack Dumping ==&lt;br /&gt;
 '' '''''&amp;lt;PAWN NAME&amp;gt;''''', '''''&amp;lt;PAWN TYPE&amp;gt;''''' of '''''&amp;lt;FACTION NAME&amp;gt;''''' has a special request. Someone has dumped an abundance of toxic wastepacks near one of his/her settlements and he/she is unable to safely store them. If you accept, '''''&amp;lt;PAWN NAME&amp;gt;''''' will deliver '''''&amp;lt;NUMBER&amp;gt;''''' toxic [[wastepack]] by transport pod. If not kept frozen, toxic wastepacks will dissolve over time, polluting nearby terrain. ''&lt;br /&gt;
&lt;br /&gt;
{{BiotechIcon}} A faction is asking permission to dump toxic waste into your colony.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest:&lt;br /&gt;
* A set amount of [[toxic wastepack]]s are deployed near the edges of your colony.&lt;br /&gt;
The reward is given as soon as the wastepacks land. You can choose to store the wastepacks, send them somewhere else, or live with some [[pollution]] in your colony.&lt;br /&gt;
&lt;br /&gt;
= Anomaly =&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Update with other Anomaly quests.}}&lt;br /&gt;
&lt;br /&gt;
== Mysterious cargo ==&lt;br /&gt;
This quest can generate once at least 10 days have passed since game start, the Monolith is at at least level 1, and the storyteller can afford 200 [[raid points]]. Subsequent occurrences are subject to a 4-year cooldown.&lt;br /&gt;
&lt;br /&gt;
A faction is asking permission to dump a dangerous item onto your map.&lt;br /&gt;
&lt;br /&gt;
When accepting this quest, ''one'' of three items will be dropped: &lt;br /&gt;
* An [[unnatural corpse]],&lt;br /&gt;
* A [[revenant spine]], or &lt;br /&gt;
* A [[golden cube]]. &lt;br /&gt;
The selection is random and all three are valid options with just a level 1 Monolith. This is the only way a cube or corpse can spawn without upgrading the Monolith to level 2. The reward is given as soon as the mysterious cargo lands. &lt;br /&gt;
&lt;br /&gt;
If left uncontained, the spine will regenerate into a [[revenant]]. The spine can be carried to a [[holding platform]] to reform and resurrect the revenant in a containment cell. &lt;br /&gt;
&lt;br /&gt;
When the golden cube lands, one (randomly chosen) pawn will develop a cube addiction.&lt;br /&gt;
&lt;br /&gt;
== Distress signal ==&lt;br /&gt;
You've intercepted a distress signal from a nearby camp of a faction.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the camp, you will find it overrun with [[Fingerspike]]s, [[Toughspike]]s, and [[Trispike]]s. Members of the calling faction will be scattered around the map, dead. There are also unconfirmed reports of still-living faction members.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
The map will be partially covered in fleshmass, with [[flesh sack]]s and [[fleshbulb]]s as well. One of the fleshsacks will contain a [[shard]].&lt;br /&gt;
&lt;br /&gt;
If possible, there will be at least 2 tiles between the camp and the player settlement on the [[world map]], but no more than 7. The faction chosen for the camp must be a human faction that is not a permanent enemy. The quest also excludes factions that don't have a defined list of pawns to generate for purposes like combat, traders, or settlements. This excludes factions like [[ancients]], [[beggars]], or [[pilgrims]]. [[Empire]] can only be chosen if the quest has at least 2000 [[raid points]].&lt;br /&gt;
&lt;br /&gt;
There is a 75% chance that an ambush will happen after arriving, causing more fleshbeasts to arrive from pit burrows. It will happen after anywhere between {{ticks|2400}} and {{ticks|4800}}.&lt;br /&gt;
&lt;br /&gt;
This quest can generate even if the Monolith has not been activated.&lt;br /&gt;
&lt;br /&gt;
= Odyssey =&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{stub|section=1|reason=Verify all quests covered. Once complete, add stub tag to individual wuests as necessary}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid Signal ==&lt;br /&gt;
 '' You've detected a signal from a mechanoid ship in orbit. The ship has malfunctioned and is slowly losing altitude.\n\nBy falsely responding to the signal you can make the ship crashland nearby, letting you salvage valuable grav tech. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A mechanoid ship is crashing down onto the surface.&lt;br /&gt;
&lt;br /&gt;
Accepting this quest will sends down a [[grav engine]], a few dead [[mechanoids]] and some spacecraft chunks. By inspecting the engine, you unlock the Basic gravtech [[research]], allowing you to starting constructing a [[gravship]]. Deconstructing the spacecraft chunks will grant you [[Gravlite panel]]s for your ship.&lt;br /&gt;
&lt;br /&gt;
== The Gravship == &lt;br /&gt;
 '' You've discovered a mechanoid grav engine! You can use this to build a gravship to quickly move around the planet.&amp;lt;br&amp;gt;The engine includes tech that passively scans for nearby gravship technology. If you obtain this gravship tech, you can upgrade your gravship over time. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You are now in the possession of a [grav engine].&lt;br /&gt;
&lt;br /&gt;
Once you have inspected the [grav engine], this quest is immediately activated. While the engine is on the map, you'll passively get new sub-quests to receive new [[gravcore]]s and [[gravlite panel]]s to expand and upgrade your gravship. &lt;br /&gt;
&lt;br /&gt;
These quests can spawn very far away from where your colony was when you receive them. Most quests can be as far as 160 tiles away from your colony. Some quests may require you to stay for many days, often in harsh conditions like the [[Scarlands]] or even in [[orbit]]. As such, traveling with a gravship is very recommended. Make sure your gravship has enough resources, food, medicine, as well as fully pressurized living areas if you're going to space.&lt;br /&gt;
&lt;br /&gt;
Once any 7 of these sub-quests are completed, you'll receive the location for the [[mechanoid hive]]. &lt;br /&gt;
&lt;br /&gt;
On non-Grav Ship scenario starts, the Initial Grav Ship quest fires on Day 6. The first sub-quest will fire roughly 1 day after investigating the Grav Ship Engine.&lt;br /&gt;
&lt;br /&gt;
On the Grav Ship Scenario, the first sub-quest will fire between days 5 and 8.&lt;br /&gt;
&lt;br /&gt;
Later sub-quests will fire every 15 to 30 days, weighted to have an average time between of 20 days. Grav Ship sub-quests only if the player has an installed Grav Engine and the player has less than 3 sub-quests available. &lt;br /&gt;
&lt;br /&gt;
Sub-quests will fire indefinitely until the player completes the Mech Hive quest. Once the Mech Hive is completed, Grav Cores can still be obtained through random quests.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Relay ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. It is powering a relay that is part of a huge mechanoid communication net. You can disassemble the relay, but the process will take days to complete. The relay itself will be heavily defended by mechanoids. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A relay nearby is containing valuable gravship technology.&lt;br /&gt;
&lt;br /&gt;
One single [[mechanoid relay]] will be present on the map along with 3 stabilizers guarded by initially dormant mechanoids. To be able to deconstruct the relay, you must disable the stabilizers by either hacking or destroying them.&lt;br /&gt;
*Hacking will immediately wake up the nearby mechanoids. Kill these mechanoids first before you begin hacking. Often times, your hacking will be detected and you won't be able to continue hacking it until a few hours go by. To save time, clear the map of dormant mechanoids first, then begin hacking all three at once, to minimize downtime from lockout.&lt;br /&gt;
*Destroying a stabilizer is much quicker, however doing this will immediately spawn reinforcements mechanoids - often more than the numbers of initial guarding mechanoids. Should you choose this option, make sure you're prepared to defend yourself and your gravship.&lt;br /&gt;
&lt;br /&gt;
Once all three stabilizers are disabled, you can disassemble the relay, granting you a [[gravcore]] and some [[gravlite panel]]s. One last reinforcement will drop down soon after the &lt;br /&gt;
relay went down.&lt;br /&gt;
&lt;br /&gt;
=== Insect Lair ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal emanates from a cave system deep underground. The entrance to the cave system is marked on the world map. Subterranean caves can be extremely dangerous and may take days to explore. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden deep beneath the surface inside of a cave.&lt;br /&gt;
&lt;br /&gt;
Note: 3 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest will only spawn on a mountainous tile. Multiple hives and insects colonies will be present within the caverns. Located inside the caverns is a single entrance to a underground insectoid cave. Clear your way through inside the cave, and you'll eventually find the [[gravcore]], guarded by a [[hive queen]].&lt;br /&gt;
&lt;br /&gt;
=== Ancient Reactor ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient decaying reactor. The location is marked on the world map. Cracks in the reactor's shielding are leaking harmful material, bathing the nearby area in toxic fallout. The reactor itself will be heavily guarded by ancient security systems. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located inside a leaking ancient reactor.&lt;br /&gt;
&lt;br /&gt;
This quest will always spawn within a [[Scarlands]] biome. While you're on this tile, [[toxic fallout]] will cover the area. Explore the ancient complex until you find the reactor. Destroying it will give you a [[gravcore]], and also make the toxic fallout dissipate. You can also find [[gravlite panel]]s within crates inside the complex.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Stockpile ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal originates from an ancient underground stockpile. The location is marked on the world map. Underground stockpiles must be hacked to enter. This process can take days to complete. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside an ancient stockpile.&lt;br /&gt;
&lt;br /&gt;
Three different underground stockpiles are present on the map. To enter, you must hack the entrances, which can takes a few days. Underneath all entrances are stockpiles containing loots as well as dangerous traps and security turrets. Only one of these stockpiles will contain the [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
=== Crashed Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from the wreckage of a crashed orbital platform. Scans reveal a heavy mechanoid presence. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located near a crash site of a mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
Note: 2 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
=== Frozen Terraformer ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The gravcore is powering a malfunctioning ancient terraformer. Its location is marked on the world map. The terraformer is cooling the local region to dangerously low temperatures. Be prepared for cold weather and a long stay. Obtain gravcores and gravlite panels to increase the size of your gravship. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is hidden inside a frozen complex.&lt;br /&gt;
&lt;br /&gt;
Note: 1 other sub-quest must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
This quest can spawn on Glacial Plains, Ice Sheet and Tundra. In the middle of the map is an ancient complex, hidden within thick walls of ice. Dig through the ice and you'll find the complex. Destroy the terraformer located inside will grant you a [[gravcore]].&lt;br /&gt;
&lt;br /&gt;
Be careful of the cold weather, make sure you have enough food and warm clothes for your colonists.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an orbital mechanoid platform. Scans reveal a heavy defensive presence. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on mechanoid platform.&lt;br /&gt;
&lt;br /&gt;
=== Abandoned Orbital Platform ===&lt;br /&gt;
 '' You have detected the energy signature of a gravcore. The signal is coming from an abandoned orbital platform. You can travel to orbital platforms using gravships, shuttles, or transport pods. Be careful, orbital locations are extremely dangerous. Equip your colonists with vacsuits. Plan your return trip, as living in orbit for long periods is very difficult. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A gravcore is located up on an ancient platform.&lt;br /&gt;
&lt;br /&gt;
Note: 5 other sub-quests must be given before this quest can spawn.&lt;br /&gt;
&lt;br /&gt;
== Gravcore Mechhive ==&lt;br /&gt;
{{Main|Endings#The_Mechhive}}&lt;br /&gt;
 '' You have detected a huge gravtech energy spike originating from a mechhive in orbit. Its location is marked on the world map. This mechhive is the center of mechanoid intelligence on this planet. Shutting it down will disable all murderous mechanoids planet-wide. Alternatively, you may be able to use the mechhive for your own purposes. The mechhive is defended with anti-ship weapons. Build a signal jammer before approaching it. Be warned, mechhives are extremely dangerous. Finish exploring other locations first and ensure you're prepared for a long stay in orbit. '' &lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You have located the location of the mechhive.&lt;br /&gt;
&lt;br /&gt;
== Gravship Wreckage ==&lt;br /&gt;
 '' You've intercepted the distress beacon from a crashed gravship. The wreckage contains valuable gravtech. Be careful - it is guarded by hostile mechanoids. ''&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} You detected a gravship crashed nearby.&lt;br /&gt;
&lt;br /&gt;
If you do not have a [[grav engine]], and do not have the initial &amp;quot;Mechanoid Signal&amp;quot; quest available, after a while a faction leader, or a royal title holder will tell you the location of a new engine. If none is available (due to having no friendly factions) the quest will say that you intercepted its distress beacon instead.&lt;br /&gt;
&lt;br /&gt;
The gravship wreckage quest will fire like any other quest assuming the conditions are met. Because the Gravship quest fires like any other quest, it may take a long time to fire. Once the quest fires, it has a 2 year cooldown before it can fire again.&lt;br /&gt;
&lt;br /&gt;
A player should only be able to have 1 grav engine at a time.&lt;br /&gt;
&lt;br /&gt;
==Space sites==&lt;br /&gt;
{{stub|section=1|reason=More detail for these, as well as the planet sites. Possibly have each site have its own subsection}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} Like the [[long-range mineral scanner]], these quests will only generate from an active [[orbital scanner]] or [[ancient uplink]]. Each location is in [[orbit]].&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources. It it more common than the other quests.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with no minable ores, but a hollow core containing structures with loot.&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[salvagers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity. Less common than the other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s and inside drones.&lt;br /&gt;
&lt;br /&gt;
==Planet sites==&lt;br /&gt;
{{OdysseyIcon}} These quests can be given by interfacing with visitors and inbound caravans, or by reading [[book]]s that have a discover quest reward (only once per book). &lt;br /&gt;
&lt;br /&gt;
*'''Ancient mercenaries:''' Hostile ancients are in the area, one of them wielding a [[unique weapon]].&lt;br /&gt;
*'''Ancient structure:''' Generates a [[landmark]] on a given tile, even if it wasn't there before. Options include [[ancient warehouse]]s, [[ancient garrison]]s, [[ancient launch site]]s, and [[infested settlement]]s.&lt;br /&gt;
*'''Alpha thrumbo spotting:''' An [[alpha thrumbo]] and herd of regular thrumbos will be in the area.&lt;br /&gt;
&lt;br /&gt;
The above methods can also discover [[#Item stash|item stash]]es, [[#Bandit camp|bandit camps]], and [[#Ancient complex|ancient complexes]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Orbital fugitive==&lt;br /&gt;
{{stub|section=1|reason=General}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} A fugitive has hid on an abandoned orbital platform, and the quest giver wants them dead. The reward will be a gravship building, e.g., a [[fuel optimizer]] or [[pilot subpersona core]].&lt;br /&gt;
&lt;br /&gt;
=Endgame=&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Main|Endings}}&lt;br /&gt;
There are 5 distinct ways to see the credits screen:&lt;br /&gt;
* Finding or building a ship to [[#Ship to the Stars|take you to the stars]]&lt;br /&gt;
* [[#Royal Ascent|Joining the court]] of the High Stellarch of [[Empire|the Empire]] {{RoyaltyIcon}}&lt;br /&gt;
* [[#The Archonexus|Awakening the archonexus]] {{IdeologyIcon}}&lt;br /&gt;
* [[#The Void|Awakening the void]] {{AnomalyIcon}}&lt;br /&gt;
* [[#The Mechhive|Storming the mechhive]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
==Ship to the Stars==&lt;br /&gt;
{{Main|Endings#Ship to the Stars}}&lt;br /&gt;
&lt;br /&gt;
The A.I Charlon Whitestone has contacted you. If you can reach the journey offer and activate the ship, you can escape this hellish planet. The Ship to the Stars quest is functionally the same as constructing your own [[ship]]. This journey offer just gives you a way to leave the planet, without having to [[research]] and gather resources for that ship. &lt;br /&gt;
&lt;br /&gt;
This quest appears roughly 20 days from game start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
* Travel to the journey offer. The journey offer will try to spawn as far away from you as possible. This means that this quest is much easier with 30% [[World_generation#Create_world|map coverage]] than with 100% coverage. Even in a 30% world, it can take months or years to reach the event destination.&lt;br /&gt;
* Prepare defenses and activate the [[ship reactor]], which takes 15 days. During this time, you will be assaulted by countless [[raid]]s - anywhere from 15 to 25 in total. This is completely independent from, and in addition to, your [[storyteller]], who will send their own raids on their normal schedule. This means that you should expect a ''minimum'' of 1 raid per day, often multiple.&lt;br /&gt;
&lt;br /&gt;
Each colonist or animal requires their own [[ship cryptosleep casket]] to leave the planet, which may be desired on a personal level. The journey offer ship has space for 18 colonists.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
* Destruction of any vital ship part. If you have the ability to create ship parts, then you can potentially repair the ship. However, if the [[ship reactor]] is destroyed, then you will need to start the 15 day activation process again.&lt;br /&gt;
* Doing [[#The Archonexus|The Archonexus]] chain of quests. Accepting the first part of the archonexus quest will invalidate the journey offer (&amp;quot;the ship will fly away as you're settling the new colony&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For tips on traveling to the journey offer and defending Whitestone's ship, see [[Endings#Ship to the stars|Endings]].&lt;br /&gt;
&lt;br /&gt;
After the ship reactor has activated, all you have to do is load your colonists and escape the planet.&lt;br /&gt;
&lt;br /&gt;
== Royal Ascent ==&lt;br /&gt;
{{Main|Endings#Royal Ascent}}&lt;br /&gt;
&lt;br /&gt;
{{RoyaltyIcon}} The High Stellarch of the [[empire]] is willing to perform a customary visit to any [[noble]] of the Count rank or higher. If all goes well, then your colonists can leave to space via [[imperial shuttle]]. &lt;br /&gt;
&lt;br /&gt;
This quest will appear roughly 35 days from colony start.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
*Have a colonist of [[Titles#Count/Countess|Count]] rank and not be hostile to the [[empire]] faction.&lt;br /&gt;
*Have a spare bedroom suitable for a stellarch at the time of acceptance (see [[Titles#Table of Requirements]]). Your count must also have a suitable bedroom.&lt;br /&gt;
*House the High Stellarch for 12 days, a controllable guest. You can't just use a [[cryptosleep casket]] to preserve the stellarch until the end.&lt;br /&gt;
*Like the ship launch, you will be assaulted by a massive quantity of raiders during the 12 days. &lt;br /&gt;
*The High Stellarch must be kept above 25% average mood for the duration of his stay.&lt;br /&gt;
&lt;br /&gt;
You will also receive 4 cataphract-level soldiers ([[Raiders#Empire|Stellic Wardens or Defenders]]). These soldiers can die without consequence. Like any other soldier guest, they will have the {{+|12}} ''On Duty'' [[mood]]let. However, some of them will be conceited nobles. This includes the ability to use [[psycast]]s.&lt;br /&gt;
&lt;br /&gt;
'''Failure conditions:'''&lt;br /&gt;
*High Stellarch dies.&lt;br /&gt;
*High Stellarch mood is too low for too long.&lt;br /&gt;
*The [[empire]] faction becomes hostile to you.&lt;br /&gt;
Your count/countess does ''not'' have to stay alive in order succeed the quest. &lt;br /&gt;
&lt;br /&gt;
The Royal Ascent quest will be offered again periodically if it is failed. It takes roughly 22 days from failure to get this quest again. This quest technically fails if you abandon the colony it asks for, but it will refire again.&lt;br /&gt;
&lt;br /&gt;
If you've completed this quest, then an [[imperial shuttle]] will come pick up the stellarch and your colonists into the imperial ranks. Note that while the shuttle UI has a limit of 2,000 kg, you can fit as many colonists as you want by selecting the colonist and right clicking &amp;quot;Get into shuttle&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Archonexus==&lt;br /&gt;
{{Main|Endings#The Archonexus}}&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} The [[archonexus core]] is waiting to be found. Gather 3 map fragments - each fragment given in exchange for your entire colony - and you can go activate it.&lt;br /&gt;
&lt;br /&gt;
This quest first appears once you reach $150,000 colony [[wealth]].&lt;br /&gt;
&lt;br /&gt;
'''Part 1''':&lt;br /&gt;
&lt;br /&gt;
 '' A group of wild people/'''''&amp;lt;FACTION NAME&amp;gt;''''' are/is looking to expand their territory, and are interested in taking over '''''&amp;lt;COLONY NAME&amp;gt;''''' with all its wealth. If you can increase your total wealth to $350000, they will take the settlement. In trade, they offer you part of a map showing the location of an ancient archotech nexus. '' - Part 1 Description &lt;br /&gt;
&lt;br /&gt;
In order to accept this quest, you must have a colony [[wealth]] of $350,000 (in a single colony). If there is a valid alliable faction on the map, you must be allied with one in order to proceed. &lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. &lt;br /&gt;
** You can bring 5 colonists, 5 [[animal]]s, 1 [[relic]], and 7 stacks of items. You can bring different amounts of different items; the list can be seen at [[Endings#List of items|List of items]]. In addition, you will start with supplies from your [[scenario]]. Food, equipment, but not building materials from scenario are given.&lt;br /&gt;
*Whitestone's ship for the [[#Ship to the Stars|Ship to the Stars]] quest will fly away, failing the actual quest. You can still build your own [[ship]], if so desired.&lt;br /&gt;
&lt;br /&gt;
No time passes during the travel to the new location. Pregnant animals will have the same stage of pregnancy on arrival.  Growing season at the destination might affect the player's timing for accepting the quest.&lt;br /&gt;
&lt;br /&gt;
Once your colonists have landed in their new colony, the [[major archotech structure]] be present in the center of the map. It must be studied in order to continue.&lt;br /&gt;
&lt;br /&gt;
'''Part 2''':&lt;br /&gt;
&lt;br /&gt;
 '' The map to the archonexus has three parts, and you hold one of them. '''''&amp;lt;FACTION A NAME&amp;gt;''''' and '''''&amp;lt;FACTION B NAME&amp;gt;''''' also each hold parts of the map. They'll trade their parts to you for a wealthy new colony and all of its recorded research. The next map part is encoded in a very strange way. In order to interpret it, you must first learn more about archotechnology by studying the structure here. '' - Part 2 Description &lt;br /&gt;
&lt;br /&gt;
Like with the first part of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the major archotech structure.&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*All progress will be reset. Research will be reset to industrial levels. Any colonies you had will be procured by the faction in question. &lt;br /&gt;
*You will start a new colony, anywhere on the map. Same items as last time.&lt;br /&gt;
&lt;br /&gt;
On the third colony (2nd restart), you will have a [[grand archotech structure]] instead of a major archotech structure. This is functionally the same building, but you'll need to spend more time studying it.&lt;br /&gt;
&lt;br /&gt;
'''Part 3''':&lt;br /&gt;
&lt;br /&gt;
 '' You have two parts of the archonexus map. '''''&amp;lt;FACTION B NAME&amp;gt;''''' have the last piece of the map, passed down from the time their ancestors survived the cataclysm. They'll give it to you if you give them a wealthy new colony in exchange. As before, the map part is encoded. In order to decode it, you must first study the archotech structure. '' - Part 3 Description&lt;br /&gt;
&lt;br /&gt;
Like with the other parts of this quest, you must have another colony at $350,000 wealth, be allied with a specific faction (if present). You must also study the grand archotech structure. &lt;br /&gt;
&lt;br /&gt;
'''Unlike the other parts of this quest, you don't need to restart the colony for a 3rd time. In order to activate the archonexus core, you will need a ''total'' of 3 colonies at $350,000 wealth and need to reset 2 times.'''&lt;br /&gt;
&lt;br /&gt;
When accepting this part of the quest:&lt;br /&gt;
*Progress will ''not'' be reset. You must travel to the archonexus core, as indicated on the world map.&lt;br /&gt;
*Once you have reached the [[archonexus core]], all you have to do is activate it. There will be hostile [[mechanoid]]s, but these can be ignored.&lt;br /&gt;
&lt;br /&gt;
Once activating the core, the game will end, permanently. You are unable to continue with colonists left behind, unlike the other endings. (However you can reload a previous save, if desired).&lt;br /&gt;
&lt;br /&gt;
==Anomaly Monolith==&lt;br /&gt;
{{Main|Endings#The_Void}}&lt;br /&gt;
{{AnomalyIcon}} You've activated the monolith. It is a conduit for psychic energy, just barely cracked open now.&lt;br /&gt;
&lt;br /&gt;
'''Entity Codex''':&lt;br /&gt;
{{Main|Anomaly_(DLC)#Entities}}&lt;br /&gt;
The quest starts upon activation of the monolith, the study of which is progressed by observing the different entities. Once a certain number of entities have been discovered, the monolith may be upgraded.&lt;br /&gt;
&lt;br /&gt;
'''Activated Monolith/Void Onslaught.''':&lt;br /&gt;
&lt;br /&gt;
When the monolith fully activates, the map will settle into eternal darkness and hordes of [[Entities]] will come to attack your colony.&lt;br /&gt;
&lt;br /&gt;
'''Ending''':&lt;br /&gt;
&lt;br /&gt;
A node will form above the monolith, and a colonist may be sent in to either disrupt the link or embrace the void. &lt;br /&gt;
{{Main|Endings#Embrace_the_void}} {{Main|Endings#Disrupt_the_link}}&lt;br /&gt;
*If the colonist accepts the void, They will gain the Void Touched and Inhumanization hediffs, as well as the abilities of Void Terror and Death Refusal.&lt;br /&gt;
*If the colonist disrupts the link, all (Non-permanently hostile) factions will gain 50 goodwill and void related incidents will return to pre-monolith levels&lt;br /&gt;
*Both endings will cause the monolith to crumble, and kill all entities on the map.&lt;br /&gt;
&lt;br /&gt;
=Version history=&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - New world site components, Used in various situations:Sleeping mechanoids, Animal ambush, Enemy ambush.&lt;br /&gt;
* Beta 19/1.0 - World quests now appear about 2.5x more often and start from 6 days instead of 15 days. Rewards generation totally reworked to more consistently generate valuable, unique, and interesting rewards. Trade requests will give more time and much richer rewards, especially for poor colonies. Increase the time limit by 50% for all time limited world quests. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Quest tab with information about available, active, and historical quests added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Royal Ascent quest no longer fails when Stellarch dies of old age. Hunting Decrees no longer ask to kill quest-related animals. If a lent colonist dies, the player is now notified, and the colonist's corpse is dropped via drop pod* &lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase rewards per points for quests game-wide. Fix: Lodgers with blood rot and abasia spawn with equipment that immediately gets dropped.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Shuttle defense, Refugee hospitality, and Bandit camp quests added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - [[Trade]] requests will no longer request patchleather. Fix: Colonist pods returning from a 'pawn lend' quest can roof punch. Fix: Rescuing downed noble ends shuttle rescue [[quest]].&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Betraying temporary colonists, such as for the [[#Refugee Hospitality|Refugee Hospitality]] quest, now display a timer. Before this it was possible to see if they would betray or not based on the presence of the timer.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Fix: ProblemCauser quest can fire with mech cluster even if mechanoids disabled.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Improve some charity quest-related message texts.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added a search bar to the quests list. Limit noble wimp to knight or praetor. Beggar quest asks for max 700 market value items. Fix: Bestower shuttle won't leave if one of the guards is downed or left the map. Fix: Shuttle stays forever if all passengers cannot get on board. Fix: Shuttle crash quest fails if you have VIP boarded.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Adjust some quest text to be a bit less dark. &lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Spacedrone hack quest can spawn a spacedrone with an interaction spot in an inaccessible spot.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Quest lodgers can do the &amp;quot;give up and exit&amp;quot; mental break.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Reduced the frequency of [[sanguophage]]-related quests. Increased frequency of [[genepack]]s in quest rewards.&lt;br /&gt;
* [[Version/1.4.3558|1.4.3558]] - Updated the reward frequency for various items. Add flatscreen TV, telescope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed. Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards. Reworked how many beggars show up depending on colony population. Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=177955</id>
		<title>Landmarks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Landmarks&amp;diff=177955"/>
		<updated>2026-03-22T07:22:11Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Terraforming scar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
[[File:LandmarkExpanding.png|thumb|right|World Icon]]&lt;br /&gt;
&lt;br /&gt;
'''Landmarks''' are special named generated tiles on the world map that come with features that modify or add to the map when settled. The features may include natural landforms such as lakes, fjords, and atolls, or artificial structures such as abandoned colonies, ancient garrisons, and city ruins. Some features may also be modifiers rather than placed structures, such as higher fertility, fogginess, or higher levels of pollution. Most features can be found in any biome.&lt;br /&gt;
&lt;br /&gt;
== Landmark-defining features ==&lt;br /&gt;
Every landmark is associated with a specific feature, or in some cases a set of features. Optionally landmarks can have additional features which can also be found on non-landmark tiles. Features of both types can be searched for with the Search tool, but it only shows results for landmark tiles, settlements and quest sites. Landmark-defining features do not occur on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
Landmark-defining features can be combined under some conditions. The primary feature determines the name of the landmark and the way it is drawn on the world map. For example a landmark with the cliffs and lake features will be displayed as a cliffs tile with a cliffs-related name. The primary feature also defines the likelihood of specific additional features to occur. Using the same example, there is no chance of an increased fish feature, which is possible with a lake landmark, because cliffs don't have it.&lt;br /&gt;
&lt;br /&gt;
=== Comparison table ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_09 text-valign:top}}&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Flat&amp;quot;&amp;gt;Fl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Small hills&amp;quot;&amp;gt;SH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Large hills&amp;quot;&amp;gt;LH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Mountainous&amp;quot;&amp;gt;Mt&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Secondary features&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
[[File:Basin in temperate forest.jpg|64px]]&lt;br /&gt;
| ''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
[[File:Cavern in desert.jpg|64px]]&lt;br /&gt;
| ''A network of caves formed by various geological processes.''&lt;br /&gt;
----&lt;br /&gt;
* Always present on ancient quarry landmarks.&lt;br /&gt;
* Siege raids disabled.&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| frequent: [[#Bay|bay]]&lt;br /&gt;
rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
[[File:Chasm in desert.jpg|64px]]&lt;br /&gt;
|''Geological movement has caused deep fissures in this mountain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| frequent: [[#Bay|bay]]&lt;br /&gt;
rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Cliffs&lt;br /&gt;
[[File:Cliffs.png|64px]]&lt;br /&gt;
|''Steep cliffs surround three sides of this area.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Crevasse&lt;br /&gt;
[[File:Crevasse.png|64px]]&lt;br /&gt;
|''A massive rift created by glacial movement.''&lt;br /&gt;
----&lt;br /&gt;
* The only type of caves found in crevasses is ice caves.&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Dunes&lt;br /&gt;
[[File:Dunes.png|64px]]&lt;br /&gt;
|''A barren expanse of sand. This area is extremely inhospitable.''&lt;br /&gt;
----&lt;br /&gt;
* No geysers&lt;br /&gt;
* No soil for farming and no plants. The ground is made of sand and soft sand.&lt;br /&gt;
* Nothing to mine, but there are stone chunks on the ground.&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Hollow&lt;br /&gt;
[[File:Hollow in desert.jpg|64px]]&lt;br /&gt;
|''A small open area surrounded by cliffs.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| occasional: [[#Oasis|oasis]]&lt;br /&gt;
rare: [[#Wetland|wetland]], [[#Pond|pond]]&lt;br /&gt;
|-&lt;br /&gt;
! Ice dunes&lt;br /&gt;
[[File:Ice Dunes.png|64px]]&lt;br /&gt;
|''Massive rolling hills made from compacted windswept snow.''&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Lava flow&lt;br /&gt;
[[File:Lava Flow.png|64px]]&lt;br /&gt;
|''The surrounding landscape routinely funnels large amounts of lava into this area, making it extremely inhospitable.''&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Lava lake&lt;br /&gt;
[[File:Lava Lake.png|64px]]&lt;br /&gt;
|''A lake of deep lava terrain surrounded by volcanic rock.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Plateau&lt;br /&gt;
[[File:Plateau.png|64px]]&lt;br /&gt;
|''A small rise with sharp cliffs and a flat top.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]], [[#Pond|pond]]&lt;br /&gt;
|-&lt;br /&gt;
! Terraforming scar&lt;br /&gt;
[[File:Terraforming Scar.png|64px]]&lt;br /&gt;
|''A misaligned blast from an ancient terraforming device has warped the earth into serpentine spirals. The area has since recovered, though the twisted and deformed hills remain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
| rare: [[#Pond|pond]]&lt;br /&gt;
|-&lt;br /&gt;
! Valley&lt;br /&gt;
[[File:Valley in desert.jpg|64px]]&lt;br /&gt;
|''A steep valley carved through a mountain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Bay|bay]], [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Archipelago&lt;br /&gt;
[[File:Archipelago.png|64px]]&lt;br /&gt;
|''A network of several small islands dotting the coast.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Bay&lt;br /&gt;
[[File:Bay.png|64px]]&lt;br /&gt;
|''A large indentation in the coastline that provides shelter from strong coastal winds.''&lt;br /&gt;
----&lt;br /&gt;
* Always present on harbor landmarks&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Coastal atoll&lt;br /&gt;
[[File:Coastal Atoll.png|64px]]&lt;br /&gt;
|''An island surrounding a large lagoon. There's very little land to build on here.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Coastal island&lt;br /&gt;
[[File:Coastal island in arid shrubland.jpg|64px]]&lt;br /&gt;
|''A large island near the shore.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Fjord&lt;br /&gt;
[[File:Fjord.png|64px]]&lt;br /&gt;
|''A long, narrow sea inlet surrounded by steep terrain.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Peninsula&lt;br /&gt;
[[File:Peninsula.png|64px]]&lt;br /&gt;
|''An outcropping of land surrounded by ocean.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Iceberg&lt;br /&gt;
[[File:Iceberg.png|64px]]&lt;br /&gt;
|''A floating mass of ice, detached from the larger ice sheet.''&lt;br /&gt;
----&lt;br /&gt;
* Average temperature always below freezing. &lt;br /&gt;
* No geysers, even when there is coastal land on the map.&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Dry lake&lt;br /&gt;
[[File:Dry Lake.png|64px]]&lt;br /&gt;
|''The remains of a former lake.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Hot springs&lt;br /&gt;
[[File:Hot Springs.png|64px]]&lt;br /&gt;
|''A hot water spring, heated by geothermal activity.''&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| occasional: [[#Valley|valley]], [[#Cavern|cavern]], [[#Chasm|chasm]], [[#Terraforming scar|terraforming scar]]&lt;br /&gt;
rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Lake&lt;br /&gt;
[[File:Lake.png|64px]]&lt;br /&gt;
|''A large body of fresh water.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Lake with island&lt;br /&gt;
[[File:Lake with island in temperate forest.jpg|64px]]&lt;br /&gt;
|''A large body of fresh water encircles one or more islands.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Oasis&lt;br /&gt;
[[File:Oasis in extreme desert.jpg|64px]]&lt;br /&gt;
|''A lush spring featuring abundant plant life and water.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Pond&lt;br /&gt;
[[File:Pond.png|64px]]&lt;br /&gt;
|''A small body of fresh water.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Wetland|wetland]]&lt;br /&gt;
|-&lt;br /&gt;
! Toxic lake&lt;br /&gt;
[[File:Toxic Lake.png|64px]]&lt;br /&gt;
|''A body of water that has been poisoned by chemicals leaching out of the ground. The water will cause toxic buildup.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Wetland&lt;br /&gt;
[[File:Wetland in tropical rainforest.jpg|64px]]&lt;br /&gt;
|''Large interconnected waterways dominate the area.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient chemfuel refinery&lt;br /&gt;
[[File:Ancient chemfuel refinery in tundra.png|64px]]&lt;br /&gt;
|''An abandoned industrial installation containing large quantities of chemfuel. It may also contain dangerous security systems.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient garrison&lt;br /&gt;
[[File:Ancient garrison in temperate forest (no fog).jpg|64px]]&lt;br /&gt;
|''A long-abandoned military structure. It may still contain valuable items, as well as active security systems. Use caution while exploring these ruins.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient launch site&lt;br /&gt;
[[File:Ancient launch site in boreal forest (no fog).jpg|64px]]&lt;br /&gt;
|''An abandoned collection of launch pads used to deliver supplies to orbital platforms. It contains working transport pods.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient warehouse&lt;br /&gt;
[[File:Ancient warehouse in desert (no fog).jpg|64px]]&lt;br /&gt;
|''An abandoned warehouse. It still contains valuables. It may also contain dangerous security systems.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Ancient heat vent&lt;br /&gt;
[[File:Ancient heat vent in desert.jpg|64px]]&lt;br /&gt;
|''Ancient ducts will regularly vent heat from an underground megastructure, dramatically raising the temperature of the surrounding area.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient smoke vent&lt;br /&gt;
[[File:Ancient smoke vent in boreal forest.jpg|64px]]&lt;br /&gt;
|''This area has a number of massive exhaust vents. An ancient mechanism buried deep beneath the earth will occasionally vent large amounts of smoke, blocking out the sun for days at a time.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient toxic vent&lt;br /&gt;
[[File:Ancient toxic vent in desert.jpg|64px]]&lt;br /&gt;
|''Massive toxic vents will regularly spew toxic fallout into the air. The vents connect to an ancient substructure buried deep beneath the earth.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Ancient quarry&lt;br /&gt;
[[File:Ancient quarry in tundra.jpg|64px]]&lt;br /&gt;
|''This area was once mined for its natural resources, and the remains of the ancient quarry are still here.''&lt;br /&gt;
----&lt;br /&gt;
* always has the ore-rich additional feature as a landmark, but not as a secondary feature&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| always: [[#Cavern|cavern]]&lt;br /&gt;
rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Harbor&lt;br /&gt;
[[File:Harbor.png|64px]]&lt;br /&gt;
|''An abandoned coastal settlement.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| always: [[#Bay|bay]]&lt;br /&gt;
|-&lt;br /&gt;
! Ruins&lt;br /&gt;
[[File:Ruins in grassland (no fog).jpg|64px]]&lt;br /&gt;
|''The remains of an ancient settlement. These ruins may contain a wide variety of possible threats.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Frozen ruins&lt;br /&gt;
[[File:Frozen Ruins.png|64px]]&lt;br /&gt;
|''The ruins of an ancient settlement, now encased in solid ice. These ruins may contain untold dangers.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned colony&lt;br /&gt;
[[File:Abondoned colony in tropical swamp.png|64px]]&lt;br /&gt;
|''A recently abandoned colony.''&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| occasional: [[#Bay|bay]], [[#Valley|valley]], [[#Cavern|cavern]], [[#Chasm|chasm]]&lt;br /&gt;
rare: [[#Plateau|plateau]], [[#Pond|pond]], [[#Lake|lake]], [[#Lake with island|lake with island]], [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|-&lt;br /&gt;
! Infested settlement&lt;br /&gt;
[[File:Infested settlement in arid shrubland.png|64px]]&lt;br /&gt;
|''A once-prosperous settlement that was destroyed by an insect infestation. It may still contain valuable resources.''&lt;br /&gt;
----&lt;br /&gt;
* contains dormant insect hives guarded by insects.&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| rare: [[#Hot springs|hot springs]], [[#Ancient smoke vent|ancient smoke vent]], [[#Ancient toxic vent|ancient toxic vent]], [[#Ancient heat vent|ancient heat vent]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biome compatibility ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_09 }}&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Forest&amp;quot;&amp;gt;TF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Swamp&amp;quot;&amp;gt;TS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Rainforest&amp;quot;&amp;gt;TrR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Swamp&amp;quot;&amp;gt;TrS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Arid Shrubland&amp;quot;&amp;gt;AS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Desert&amp;quot;&amp;gt;D&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Extreme Desert&amp;quot;&amp;gt;ED&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Boreal Forest&amp;quot;&amp;gt;BF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Cold Bog&amp;quot;&amp;gt;CB&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tundra&amp;quot;&amp;gt;T&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Ice Sheet&amp;quot;&amp;gt;ISh&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Sea Ice&amp;quot;&amp;gt;SI&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glacial plain&amp;quot;&amp;gt;GP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glowforest&amp;quot;&amp;gt;Gl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Grassland&amp;quot;&amp;gt;Gr&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Lava field&amp;quot;&amp;gt;L&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Scarlands&amp;quot;&amp;gt;S&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Cliffs&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Crevasse&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Dunes&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hollow&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Dunes&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lava flow&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lava lake&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Plateau&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Terraforming scar&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Valley&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Archipelago&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Bay&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Coastal atoll&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Coastal island&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Fjord&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Peninsula&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Iceberg&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Dry lake&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hot springs&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lake&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Lake with island&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Oasis&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Pond&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Toxic lake&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Wetland&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient chemfuel refinery&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient garrison&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient launch site&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient warehouse&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient heat vent&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient smoke vent&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient toxic vent&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Ancient quarry&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Harbor&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ruins&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|-&lt;br /&gt;
! Frozen ruins&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Abandoned colony&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Infested settlement&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
| {{Cross}} || {{Cross}}&lt;br /&gt;
| {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Geographic features ===&lt;br /&gt;
==== Basin ====&lt;br /&gt;
[[File:Basin in temperate forest.jpg|thumb|Basin feature]]&lt;br /&gt;
''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
&lt;br /&gt;
Basins are found exclusively on mountainous terrain, in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[boreal forest]], [[cold bog]], [[tundra]], [[glacial plain]], [[glowforest]], [[grassland]], [[lava field]] and [[scarlands]] biomes. They are occasionally combined with the wetland or ancient quarry features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Basin, Alpine Lake&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cavern ====&lt;br /&gt;
[[File:Cavern in desert.jpg|thumb|Cavern feature in a desert biome]]&lt;br /&gt;
''A network of caves formed by various geological processes.''&lt;br /&gt;
&lt;br /&gt;
Caverns are found exclusively on mountainous terrain. They are occasionally combined with the bay, pond, lake, lake with island or wetland features. They can also appear on a hot springs or an abandoned colony landmark, and are always present on an ancient quarry landmark.&lt;br /&gt;
&lt;br /&gt;
Siege raids will not happen on a cavern tile.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Cavern, Tunnel, Cave Network, Caverns, &amp;lt;person&amp;gt;'s Caves&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Chasm ====&lt;br /&gt;
[[File:Chasm in desert.jpg|thumb|Chasm feature in a desert biome]]&lt;br /&gt;
''Geological movement has caused deep fissures in this mountain.''&lt;br /&gt;
&lt;br /&gt;
Chasms are found exclusively on mountainous terrain. They are occasionally combined with the bay, pond, lake, lake with island or wetland features and can also appear on a hot spring or abandoned colony landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Chasm, Sinkhole, Fracture&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cliffs ====&lt;br /&gt;
[[File:Cliffs.png|thumb|Cliffs feature]]&lt;br /&gt;
''Steep cliffs surround three sides of this area.''&lt;br /&gt;
&lt;br /&gt;
Cliffs are found exclusively on mountainous terrain, in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[cold bog]], [[tundra]], [[ice sheet]], [[glowforest]], [[grassland]] and [[lava field]] biomes. They are occasionally combined with the pond, lake, lake with island or wetland features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Cliffs, Rampart, Wall, &amp;lt;person&amp;gt;'s End&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Crevasse ====&lt;br /&gt;
[[File:Crevasse.png|thumb|Crevasse feature]]&lt;br /&gt;
''A massive rift created by glacial movement.''&lt;br /&gt;
&lt;br /&gt;
Crevasses are found exclusively on flat terrain, in the [[glacial plain]] biome. They are not combined with other landmark features. The only type of caves found in crevasses is ice caves.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Crevasse, Break, Fissure&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dunes ====&lt;br /&gt;
[[File:Dunes.png|thumb|Dunes feature]]&lt;br /&gt;
''A barren expanse of sand. This area is extremely inhospitable.''&lt;br /&gt;
&lt;br /&gt;
Dunes are found exclusively on flat terrain, in the [[extreme desert]] biome. They do not combine with other landmark features. &lt;br /&gt;
&lt;br /&gt;
Dunes are the extreme version of extreme desert. The ground is made of sand and soft sand, with no soil for farming and no plants. There are no geysers and nothing to mine, although there are stone chunks on the ground.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Dunes, Wastes&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hollow ====&lt;br /&gt;
[[File:Hollow in desert.jpg|thumb|Hollow feature in a desert biome]]&lt;br /&gt;
''A small open area surrounded by cliffs.''&lt;br /&gt;
&lt;br /&gt;
Hollows are found exclusively on mountainous terrain. They are occasionally combined with the wetland, pond or oasis features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Hollow, &amp;lt;person&amp;gt;'s Hideout&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ice dunes ====&lt;br /&gt;
[[File:Ice Dunes.png|thumb|Ice dunes feature]]&lt;br /&gt;
''Massive rolling hills made from compacted windswept snow.''&lt;br /&gt;
&lt;br /&gt;
Ice dunes are found exclusively on flat terrain, in the [[ice sheet]] and [[sea ice]] biomes. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Ice Dunes, Ice Mounds, Frozen Hills&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lava flow ====&lt;br /&gt;
[[File:Lava Flow.png|thumb|Lava flow feature]]&lt;br /&gt;
''The surrounding landscape routinely funnels large amounts of lava into this area, making it extremely inhospitable.''&lt;br /&gt;
&lt;br /&gt;
Lava flows are found on small hills terrain, in the [[lava field]] biome. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Volcanic Flow, Lava Flow, &amp;lt;person&amp;gt;'s Hellscape, &amp;lt;person&amp;gt;'s Inferno&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lava lake ====&lt;br /&gt;
[[File:Lava Lake.png|thumb|Lava lake feature]]&lt;br /&gt;
''A lake of deep lava terrain surrounded by volcanic rock.''&lt;br /&gt;
&lt;br /&gt;
Lava lakes are found in the [[lava field]] biome. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Crater, Furnace, Inferno, Lava Pool&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Plateau ====&lt;br /&gt;
[[File:Plateau.png|thumb|Plateau feature]]&lt;br /&gt;
''A small rise with sharp cliffs and a flat top.''&lt;br /&gt;
&lt;br /&gt;
Plateaus are found on mountainous terrain, in the [[arid shrubland]], [[desert]], [[tundra]], [[grassland]] and [[glowforest]] biomes. They occasionally combine with the wetland or pond features and can also appear on an abandoned colony landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Plateau, Mesa, Mountain, Rise, Butte&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Terraforming scar ====&lt;br /&gt;
[[File:Terraforming Scar.png|thumb|Terraforming scar feature]]&lt;br /&gt;
''A misaligned blast from an ancient terraforming device has warped the earth into serpentine spirals. The area has since recovered, though the twisted and deformed hills remain.''&lt;br /&gt;
&lt;br /&gt;
Terraforming scars are found on large hills terrain, in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[cold bog]], [[tundra]], [[glowforest]], [[grassland]], [[lava field]] and [[scarlands]] biomes. They occasionally combine with the pond feature and can appear on a hot spring landmark. In addition, due to the formation, terraforming scars tend to reveal more ore veins than regular mountain generation.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Scar, Rift, Sundering, Wound, Fault, Howl, &amp;lt;person&amp;gt;'s Mistake, &amp;lt;person&amp;gt;'s Folly, &amp;lt;person&amp;gt;'s Delusion, &amp;lt;person&amp;gt;'s Flaw&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Valley ====&lt;br /&gt;
[[File:Valley in desert.jpg|thumb|Valley feature in a desert biome]]&lt;br /&gt;
''A steep valley carved through a mountain.''&lt;br /&gt;
&lt;br /&gt;
Valleys are found on mountainous terrain. They occasionally combine with the pond, lake, lake with island, bay or wetland features and can appear on hot springs or abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Valley, Gully, Canyon, Vale, Ravine, Gorge, Gulch, Divide&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coastal features ===&lt;br /&gt;
Coastal features only appear on the shore of oceans, inner seas and lakes. Unlike other coastal tiles, landmarks with these features don't have the coast or lakeshore additional features.&lt;br /&gt;
&lt;br /&gt;
In general coastal features do not combine with other landmark features, with the exception of bays.&lt;br /&gt;
&lt;br /&gt;
==== Archipelago ====&lt;br /&gt;
[[File:Archipelago.png|thumb|Archipelago feature]]&lt;br /&gt;
''A network of several small islands dotting the coast.''&lt;br /&gt;
&lt;br /&gt;
Archipelagos are found in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Islands, Isles, Archipelago, Reef, Rocks, Islets, Points, Chain, Isle&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bay ====&lt;br /&gt;
[[File:Bay.png|thumb|Bay feature]]&lt;br /&gt;
''A large indentation in the coastline that provides shelter from strong coastal winds.''&lt;br /&gt;
&lt;br /&gt;
Bays are found in all biomes except sea ice and ice sheet. They are always present on harbor landmarks and can occasionally appear as a secondary landmark feature on valley, cavern, chasm and abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Bay, Bight, Gulf, Anchorage, Cove&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal atoll ====&lt;br /&gt;
[[File:Coastal Atoll.png|thumb|Coastal atoll feature]]&lt;br /&gt;
''An island surrounding a large lagoon. There's very little land to build on here.''&lt;br /&gt;
&lt;br /&gt;
Coastal atolls are found on flat or small hills terrain in [[temperate forest]], [[tropical rainforest]], [[arid shrubland]], [[desert]] and [[grassland]] biomes.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Atoll, Circle&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coastal island ====&lt;br /&gt;
[[File:Coastal island in arid shrubland.jpg|thumb|Coastal island feature in an arid shrubland biome]]&lt;br /&gt;
''A large island near the shore.''&lt;br /&gt;
&lt;br /&gt;
Coastal islands are found in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Island, Isle, Islet&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fjord ====&lt;br /&gt;
[[File:Fjord.png|thumb|Fjord feature]]&lt;br /&gt;
''A long, narrow sea inlet surrounded by steep terrain.''&lt;br /&gt;
&lt;br /&gt;
Fjords are found on mountainous terrain in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Fjord, Inlet, Sound&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Peninsula ====&lt;br /&gt;
[[File:Peninsula.png|thumb|Peninsula feature]]&lt;br /&gt;
''An outcropping of land surrounded by ocean.''&lt;br /&gt;
&lt;br /&gt;
Peninsulas are found in all biomes except sea ice and ice sheet.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Peninsula, Point, Cape, Headland, Horn&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Iceberg ====&lt;br /&gt;
[[File:Iceberg.png|thumb|Iceberg feature]]&lt;br /&gt;
''A floating mass of ice, detached from the larger ice sheet.''&lt;br /&gt;
&lt;br /&gt;
Icebergs are found in the [[boreal forest]], [[cold bog]], [[tundra]], [[ice sheet]] and [[sea ice]] biomes.&lt;br /&gt;
&lt;br /&gt;
The average temperature is always below freezing. There are no geysers, even when there is coastal land on the map in addition to the iceberg.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Iceberg, Berg&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inland water features ===&lt;br /&gt;
==== Dry lake ====&lt;br /&gt;
[[File:Dry Lake.png|thumb|Dry lake feature]]&lt;br /&gt;
''The remains of a former lake.''&lt;br /&gt;
&lt;br /&gt;
Dry lakes can be found in the [[arid shrubland]], [[desert]], [[extreme desert]], [[tundra]] and [[grassland]] biomes. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Dry Lake, Sand Lake, Salt Flat, Barren Lake, Sand Pit&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hot springs ====&lt;br /&gt;
[[File:Hot Springs.png|thumb|Hot springs feature]]&lt;br /&gt;
''A hot water spring, heated by geothermal activity.''&lt;br /&gt;
&lt;br /&gt;
Hot springs can be found on mountainous terrain in the [[temperate forest]], [[boreal forest]], [[tundra]], [[glacial plain]] and [[lava field]] biomes. They can occasionally be combined with the valley, cavern, chasm or terraforming scar features, more rarely with the wetland feature. They can also rarely appear as a secondary landmark feature on ruins, ancient quarry, abandoned colony and ancient structures landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Hot Spring, Hot Springs, Spring, Springs, &amp;lt;person&amp;gt;'s Bath&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lake ====&lt;br /&gt;
[[File:Lake.png|thumb|Lake feature]]&lt;br /&gt;
''A large body of fresh water.''&lt;br /&gt;
&lt;br /&gt;
Lakes can be found in the [[temperate forest]], [[tropical rainforest]], [[boreal forest]], [[tundra]], [[glacial plain]], [[glowforest]] and [[grassland]] biomes. They can rarely be combined with the wetland feature. They can also rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, ruins and abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Lake, Reservoir, Loch&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lake with island ====&lt;br /&gt;
[[File:Lake with island in temperate forest.jpg|thumb|Lake with island feature in a temperate forest biome]]&lt;br /&gt;
''A large body of fresh water encircles one or more islands.''&lt;br /&gt;
&lt;br /&gt;
Lakes with islands are a variation of the lake feature which spawns in the same conditions.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Lake, Reservoir, Loch&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Oasis ====&lt;br /&gt;
[[File:Oasis in extreme desert.jpg|thumb|Oasis feature in an extreme desert biome]]&lt;br /&gt;
''A lush spring featuring abundant plant life and water.''&lt;br /&gt;
&lt;br /&gt;
Oases can be found in the [[desert]] and [[extreme desert]] biomes. They occasionally appear as a secondary landmark feature on hollow landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Oasis, Haven, Refuge&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pond ====&lt;br /&gt;
[[File:Pond.png|thumb|Pond feature]]&lt;br /&gt;
''A small body of fresh water.''&lt;br /&gt;
&lt;br /&gt;
Ponds can be found in the [[temperate forest]], [[tropical rainforest]], [[arid shrubland]], [[boreal forest]], [[tundra]], [[glacial plain]], [[glowforest]] and [[grassland]] biomes. They can rarely be combined with the wetland feature. They can also rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, plateau, hollow, terraforming scar, ruins and abandoned colony landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Pond, Puddle, Pool, Waterhole&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Toxic lake ====&lt;br /&gt;
[[File:Toxic Lake.png|thumb|Toxic lake feature]]&lt;br /&gt;
''A body of water that has been poisoned by chemicals leaching out of the ground. The water will cause toxic buildup.''&lt;br /&gt;
&lt;br /&gt;
Toxic lakes can be found in the [[glowforest]] and [[scarlands]] biomes. They do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
They always have the decreased animal life and increased pollution{{BiotechIcon}} features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Toxic Lake, Poison Lake, &amp;lt;person&amp;gt;'s Poison, &amp;lt;person&amp;gt;'s Blight, &amp;lt;person&amp;gt;'s Dumping Ground&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wetland ====&lt;br /&gt;
[[File:Wetland in tropical rainforest.jpg|thumb|Wetland feature in a tropical rainforest biome]]&lt;br /&gt;
''Large interconnected waterways dominate the area.''&lt;br /&gt;
&lt;br /&gt;
Wetlands can be found in the [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[boreal forest]], [[cold bog]], [[tundra]] and [[glowforest]] biomes. They can rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, plateau, hollow, basin, hot springs, lake, lake with island and pond landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Wetlands, Marsh, Quagmire, Bog, Fen&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Man-made structures ===&lt;br /&gt;
==== Ancient chemfuel refinery ====&lt;br /&gt;
[[File:Ancient chemfuel refinery in tundra.png|thumb|Ancient chemfuel refinery feature in a tundra biome]]&lt;br /&gt;
''An abandoned industrial installation containing large quantities of chemfuel. It may also contain dangerous security systems.''&lt;br /&gt;
&lt;br /&gt;
Ancient chemfuel refineries can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Refinery, Plant, Chemplant&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient garrison ====&lt;br /&gt;
[[File:Ancient garrison in temperate forest (no fog).jpg|thumb|Ancient garrison feature in a temperate forest biome]]&lt;br /&gt;
''A long-abandoned military structure. It may still contain valuable items, as well as active security systems. Use caution while exploring these ruins.''&lt;br /&gt;
&lt;br /&gt;
Ancient garrisons can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Garrison, Armory, Station, Base, Fort, Stronghold, Military Base&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient launch site ====&lt;br /&gt;
[[File:Ancient launch site in boreal forest (no fog).jpg|thumb|Ancient launch site feature in a boreal forest biome]]&lt;br /&gt;
''An abandoned collection of launch pads used to deliver supplies to orbital platforms. It contains working transport pods.''&lt;br /&gt;
&lt;br /&gt;
Ancient launch sites can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Launch Site, Launch Pads&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient warehouse ====&lt;br /&gt;
[[File:Ancient warehouse in desert (no fog).jpg|thumb|Ancient warehouse feature in a desert biome]]&lt;br /&gt;
''An abandoned warehouse. It still contains valuables. It may also contain dangerous security systems.''&lt;br /&gt;
&lt;br /&gt;
Ancient warehouses can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Warehouse, Depot, Storehouse&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient heat vent ====&lt;br /&gt;
[[File:Ancient heat vent in desert.jpg|thumb|Ancient heat vent feature in a desert biome]]&lt;br /&gt;
''Ancient ducts will regularly vent heat from an underground megastructure, dramatically raising the temperature of the surrounding area.''&lt;br /&gt;
&lt;br /&gt;
This feature causes [[ancient heat vent]] buildings to spawn on the map.&lt;br /&gt;
&lt;br /&gt;
Ancient heat vents can be found in the [[arid shrubland]], [[desert]] and [[extreme desert]] biomes. They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Heat Vents, Thermal Vents, Infernal Vents, Hell Holes, Heat Ducts&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient smoke vent ====&lt;br /&gt;
[[File:Ancient smoke vent in boreal forest.jpg|thumb|Ancient smoke vent feature in a boreal forest biome]]&lt;br /&gt;
''This area has a number of massive exhaust vents. An ancient mechanism buried deep beneath the earth will occasionally vent large amounts of smoke, blocking out the sun for days at a time.''&lt;br /&gt;
&lt;br /&gt;
This feature causes [[ancient smoke vent]] buildings to spawn on the map.&lt;br /&gt;
&lt;br /&gt;
Ancient smoke vents can be found in the [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[temperate forest]], [[tropical rainforest]], [[grassland]] and [[scarlands]] biomes.  They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Exhaust Duct, Vents, Fumaroles, Chimneys, Smokestacks&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient toxic vent ====&lt;br /&gt;
[[File:Ancient toxic vent in desert.jpg|thumb|Ancient toxic vent feature in a desert biome]]&lt;br /&gt;
''Massive toxic vents will regularly spew toxic fallout into the air. The vents connect to an ancient substructure buried deep beneath the earth.''&lt;br /&gt;
&lt;br /&gt;
This feature causes [[ancient toxic vent]] buildings to spawn on the map.&lt;br /&gt;
&lt;br /&gt;
Ancient toxic vents can be found in the [[arid shrubland]], [[desert]], [[extreme desert]], [[boreal forest]], [[temperate forest]], [[tropical rainforest]], [[grassland]] and [[scarlands]] biomes.  They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.&lt;br /&gt;
&lt;br /&gt;
With the Biotech DLC, ancient toxic vents landmarks always come with the increased pollution{{BiotechIcon}} feature. This is not the case when they appear as a secondary feature on another landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Tox Vents, Poison Vents, Noxious Vents, Toxic Ducts, Fume Vents&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ancient quarry ====&lt;br /&gt;
[[File:Ancient quarry in tundra.jpg|thumb|Ancient quarry feature in a tundra biome]]&lt;br /&gt;
''This area was once mined for its natural resources, and the remains of the ancient quarry are still here.''&lt;br /&gt;
&lt;br /&gt;
Ancient quarries are found on mountainous terrain on any biome. &lt;br /&gt;
&lt;br /&gt;
As a landmark, they are always twinned with the cavern feature, and have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features. They always have the ore-rich additional feature.&lt;br /&gt;
&lt;br /&gt;
Ancient quarries can spawn as a secondary feature on a valley, chasm, or basin landmark. In this case there is no cavern, and the chance to be ore-rich is low and defined by the landmark.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Quarry, Mines, Rock Pits, Excavation Site&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Harbor ====&lt;br /&gt;
[[File:Harbor.png|thumb|Harbor feature]]&lt;br /&gt;
''An abandoned coastal settlement.''&lt;br /&gt;
&lt;br /&gt;
Harbors can be found on all biomes except sea ice, ice sheet and scarlands. They are always twinned with the bay feature and do not combine with other landmark features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Harbor, Port&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ruins ====&lt;br /&gt;
[[File:Ruins in grassland (no fog).jpg|thumb|Ruins feature in a grassland biome]]&lt;br /&gt;
''The remains of an ancient settlement. These ruins may contain a wide variety of possible threats.''&lt;br /&gt;
&lt;br /&gt;
Ruins can be found in all biomes except sea ice, ice sheet and glacial plain. They have a low chance of being combined with the pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Ruins, City, Town, Ruined, Dilapidated; occasionally the name is non-specific and hints at a person's story, e.g. 'Tara's Mistake' or 'Lada's Delight'&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Frozen ruins ====&lt;br /&gt;
[[File:Frozen Ruins.png|thumb|Frozen ruins feature]]&lt;br /&gt;
''The ruins of an ancient settlement, now encased in solid ice. These ruins may contain untold dangers.''&lt;br /&gt;
&lt;br /&gt;
Frozen ruins can only be found in the [[ice sheet]] and [[glacial plain]] biomes. They have a low chance of being combined with the pond, lake, lake with island and hot springs features (on glacial plain only, since those features are not available on ice sheet).&lt;br /&gt;
&lt;br /&gt;
Landmark names: Frozen Ruins, Ice City, City, Ruined, Frozen&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Abandoned colony ====&lt;br /&gt;
[[File:Abondoned colony in tropical swamp.png|thumb|Abandoned colony feature in a tropical swamp biome]]&lt;br /&gt;
''A recently abandoned colony.''&lt;br /&gt;
&lt;br /&gt;
Abandoned colonies can be found on all biomes except sea ice, ice sheet and scarlands. They are occasionally combined with the bay, valley, cavern or chasm features, and more rarely with the plateau, pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Village, Camp (tribal); Town, Outpost, Ghost Town, &amp;lt;person&amp;gt;'s Curse (outlander)&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infested settlement ====&lt;br /&gt;
[[File:Infested settlement in arid shrubland.png|thumb|Infested settlement feature in an arid shrubland biome]]&lt;br /&gt;
''A once-prosperous settlement that was destroyed by an insect infestation. It may still contain valuable resources.''&lt;br /&gt;
&lt;br /&gt;
Infested settlements can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.&lt;br /&gt;
&lt;br /&gt;
Infested settlements contain dormant insect hives guarded by insects.&lt;br /&gt;
&lt;br /&gt;
Landmark names: Fallen &amp;lt;town&amp;gt;, Infested &amp;lt;town&amp;gt;, &amp;lt;town&amp;gt; Hive; can also be a normal outlander settlement name&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional features ==&lt;br /&gt;
Those features do not define landmarks but can be present on landmarks in addition to the landmark feature. Some of those features can also exist on normal tiles but they will not be found with the Search tool, only by checking tiles individually.&lt;br /&gt;
&lt;br /&gt;
=== Terrain features ===&lt;br /&gt;
Mountain, caves, coast and river are the only features generated in the base game. They have multiple variants in Odyssey.&lt;br /&gt;
&lt;br /&gt;
==== Mountain {{RimworldIcon}} ====&lt;br /&gt;
[[File:Mountain in temperate forest.jpg|thumb|Mountain feature in temperate forest]]&lt;br /&gt;
''A mountain fills one side of this tile.''&lt;br /&gt;
&lt;br /&gt;
Mountains spawn on mountainous and impassable terrain.&lt;br /&gt;
&lt;br /&gt;
Variants: All mountain variants are landmark-defining features: valley, cavern, chasm, crevasse, plateau, ice dunes, cliffs, hollow, basin, terraforming scar, ancient quarry.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Caves {{RimworldIcon}} ====&lt;br /&gt;
[[File:Caves in temperate forest large hills.jpg|thumb|Caves feature in temperate forest with large hills]]&lt;br /&gt;
''Small cave networks can be found within the rocks.''&lt;br /&gt;
&lt;br /&gt;
The caves feature only appears on mountainous terrain and large hills, with a 50% chance for mountainous terrain and 25% for large hills. Plateaus have a 40% chance of spawning with caves.&lt;br /&gt;
&lt;br /&gt;
Caves have a chance of spawning with dormant [[hive|hives]] guarded by insects. The amount of caves on the map affects the number of hives: More caves means more hives. Any caves unconnected to the outside are hidden until the player opens a passage, so it's possible to discover dormant hives later in the game.&lt;br /&gt;
&lt;br /&gt;
Hive spawning can be prevented by disabling the generation of natural hives in Custom settings in the Storyteller screen. Alternatively, removing the Insect geneline faction in the Create world screen will dispose of all insect-related content.&lt;br /&gt;
&lt;br /&gt;
Variants: Cave pools, lava caves, ice caves. Those variants don't spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Coast {{RimworldIcon}} ====&lt;br /&gt;
[[File:Coast in tropical forest.jpg|thumb|Coast in tropical forest]]&lt;br /&gt;
''This tile borders the coast.''&lt;br /&gt;
&lt;br /&gt;
All tiles bordering a sea or an ocean have either the coast feature or one of the coastal landmark features.&lt;br /&gt;
&lt;br /&gt;
Coastal maps have ocean water where coastal animals might occasionally spawn, depending on biome compatibility. No plants grow in the water, unlike in lakeshore maps.&lt;br /&gt;
&lt;br /&gt;
Variant: Lakeshore&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== River {{RimworldIcon}} ====&lt;br /&gt;
[[File:Creek in temperate forest large hills.jpg|thumb|River feature: creek winding through large hills]]&lt;br /&gt;
''A stream of fresh water flows through here.''&lt;br /&gt;
&lt;br /&gt;
Rivers are labelled according to size: huge river, large river, river, and creek.&lt;br /&gt;
&lt;br /&gt;
Variants: Headwater, river confluence, river island, delta&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cave pools ====&lt;br /&gt;
[[File:Cave pools in temperate forest valley.jpg|thumb|Cave pools feature in temperate forest valley]]&lt;br /&gt;
''Small bodies of water can be found within caves in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature creates caves with small deep pools, most of them containing fish.&lt;br /&gt;
&lt;br /&gt;
Cave pools don't spawn on non-landmark tiles. They have a 15% chance to spawn on the following landmarks: valley, chasm, plateau, cliff, hollow, basin.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lava caves ====&lt;br /&gt;
[[File:Lava caves in desert valley.jpg|thumb|Lava caves feature in desert valley]]&lt;br /&gt;
''Small lava-filled cave networks can be found here.''&lt;br /&gt;
&lt;br /&gt;
This feature generates caves containing small pools of deep lava.&lt;br /&gt;
&lt;br /&gt;
Lava caves don't spawn on non-landmark tiles. They have a 10% chance to spawn on the following landmarks: valley, plateau.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ice caves ====&lt;br /&gt;
[[File:Ice caves.jpg|thumb|Ice caves feature]]&lt;br /&gt;
''Small cave networks can be found within the ice.''&lt;br /&gt;
&lt;br /&gt;
Ice caves don't spawn on non-landmark tiles. They only spawn on crevasse landmarks, with a 50% chance.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Lakeshore ====&lt;br /&gt;
[[File:Lakeshore in temperate forest.jpg|thumb|Lakeshore in temperate forest]]&lt;br /&gt;
''This tile borders a lake.''&lt;br /&gt;
&lt;br /&gt;
The lakeshore feature is found on all tiles bordering a lake on the world map. In this context a lake is a small body of water of 15 tiles or less, not the lake feature.&lt;br /&gt;
&lt;br /&gt;
Unlike coastal maps where the water is ocean water, lakeshore maps have fresh water, allowing aquatic plants such as [[reeds]] to grow in suitable biomes.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Headwater ====&lt;br /&gt;
[[File:Headwater in desert.jpg|thumb|Headwater in desert]]&lt;br /&gt;
''A river's origin point.''&lt;br /&gt;
&lt;br /&gt;
The headwater feature only spawns at the start of a river. Not all rivers have a headwater, some have a lake as their source.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== River confluence ====&lt;br /&gt;
[[File:River confluence in arid shrubland.jpg|thumb|River confluence in arid shrubland]]&lt;br /&gt;
''A merging of two rivers.''&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== River island ====&lt;br /&gt;
[[File:River island on huge river in temperate forest.jpg|thumb|River island feature]]&lt;br /&gt;
''A river splitting into two and then merging again.''&lt;br /&gt;
&lt;br /&gt;
The river island feature can be found on rivers of all sizes, from huge rivers to creeks.&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of appearing on a river tile that doesn't already have one of the other river features, i.e. headwater, river confluence, or delta.&lt;br /&gt;
&lt;br /&gt;
Tiles with the river island feature cannot be identified visually on the world map as they have no specific marking and look exactly like standard river tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Delta ====&lt;br /&gt;
[[File:Delta of huge river in boreal forest.jpg|thumb|Delta feature in boreal forest]]&lt;br /&gt;
''A river splitting into many branches as it enters the ocean.''&lt;br /&gt;
&lt;br /&gt;
Deltas occasionally spawn where rivers meet the sea. Not all rivers end in a delta.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Biological features ===&lt;br /&gt;
==== Decreased fish ====&lt;br /&gt;
''This area has fewer fish than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature reduces the amount of fish to 35% of its normal quantity. It can occur in all biomes except [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on lakes, pond, wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, iceberg, basin, and harbor.&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
==== Increased fish ====&lt;br /&gt;
''This area has more fish than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies the amount of fish by 150%. It spawns on tiles with less than 25% pollution and can occur in all biomes except [[scarlands]], [[desert]] and [[extreme desert]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on lakes, pond, wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, iceberg, basin, and harbor.&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
==== Decreased animal life ====&lt;br /&gt;
''Animals are less abundant here than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature reduces by half the number of animals spawned on the tile.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 100% on toxic lake&lt;br /&gt;
* 50% on lava flow, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 15% on dry lake, cavern, chasm, crevasse, ice dunes, lava lake, ruins, frozen ruins, ancient quarry, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on ancient smoke vent&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Increased animal life ====&lt;br /&gt;
''Animals are more abundant here.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies the animal density by 150%.&lt;br /&gt;
&lt;br /&gt;
It spawns on tiles with less than 25% pollution and an appropriate animal density. Biomes outside the allowed range of animal density are:&lt;br /&gt;
* too sparse: [[sea ice]], [[ice sheet]], [[extreme desert]]&lt;br /&gt;
* too crowded: [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glowforest]]&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 75% on oasis&lt;br /&gt;
* 5% on lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, plateau, cliffs, hollow, basin, terraforming scar, abandoned colony&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Animal Habitat ====&lt;br /&gt;
[[File:Mastodon habitat in grasslands.png|thumb|Mastodon habitat in a grasslands biome]]&lt;br /&gt;
''A natural habitat for ''&amp;lt;animal&amp;gt;''. They appear in greater numbers here.''&lt;br /&gt;
&lt;br /&gt;
This feature has the effect of multiplying by 10 the likelihood that the target animal will be picked for spawning.&lt;br /&gt;
&lt;br /&gt;
The animal is selected from the list of land animals that spawn within the biome, excluding animals with a low chance of spawning. For example, in the temperate forest excluded animals are: yak, bison, rhinoceros, mink, swan and  all predators. In the case of a mixed biome, only the primary biome is taken into account.&lt;br /&gt;
&lt;br /&gt;
This feature spawns on tiles with less than 25% pollution and a sufficient animal density. [[Sea ice]], [[ice sheet]], and [[extreme desert]] are too sparse to have animal habitats.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on oasis&lt;br /&gt;
* 15% on wetland, hot springs, archipelago, coastal island, bay, valley, plateau, cliffs, basin&lt;br /&gt;
* 5% on lakes, peninsula, fjord, coastal atoll, cavern, chasm, hollow, terraforming scar, abandoned colony&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Insect megahive ====&lt;br /&gt;
[[File:Insect megahive in tropical rainforest.png|thumb|Insect megahive feature in a tropical rainforest biome.]]&lt;br /&gt;
''This area hosts a massive subterranean insect hive.''&lt;br /&gt;
&lt;br /&gt;
Insect megahives only appear when the insectoid faction is present and only on mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
This feature spawns an [[insect lair]] entrance and 1-2 dormant hives with a few insects. Note that this is in addition to any hives naturally spawned in caves.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 2% on valley, cavern, chasm, plateau, cliffs, basin, terraforming scar&lt;br /&gt;
* 1% on toxic lake, hot springs, hollow, lava lake, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Decreased plant life ====&lt;br /&gt;
''Plant life is less abundant here.''&lt;br /&gt;
&lt;br /&gt;
This feature reduces by half the number of plants spawned on the tile.&lt;br /&gt;
&lt;br /&gt;
It only spawns on tiles with sufficient plant density. The following biomes are too sparse: [[tundra]], [[ice sheet]], [[sea ice]], [[arid shrubland]], [[desert]], [[extreme desert]].&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on non-landmark tiles and no particular association with any landmark.&lt;br /&gt;
&lt;br /&gt;
==== Increased plant life ====&lt;br /&gt;
''Plant life is more abundant here.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies the number of plants by 130%.&lt;br /&gt;
&lt;br /&gt;
It only spawns on tiles with less than 25% pollution. It can occur in all biomes except for [[ice sheet]] and [[sea ice]], where plants can't grow, and [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glowforest]], and [[grassland]], where plants are already abundant.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 10% on valley&lt;br /&gt;
* 5% on wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, plateau, cliffs, abandoned colony&lt;br /&gt;
* 3% on lakes, pond, hot springs, hollow, basin, terraforming scar&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Grove ====&lt;br /&gt;
[[File:Oak grove in temperate forest.jpg|thumb|Oak tree grove in temperate forest]]&lt;br /&gt;
''This area contains a large number of ''&amp;lt;plant&amp;gt;''.''&lt;br /&gt;
&lt;br /&gt;
A grove is home to a large number of plants of the same species. Only the following species can form groves: [[birch tree]], [[cecropia tree]], [[maple tree]], [[oak tree]], [[pine tree]], [[poplar tree]], [[willow tree]], [[boomshroom]], [[timbershroom]], [[willowgill]].&lt;br /&gt;
&lt;br /&gt;
This feature only spawns on tiles with less than 25% pollution. It can be found in the [[temperate forest]], [[temperate swamp]], [[cold bog]], [[boreal forest]], [[tropical swamp]], [[tropical rainforest]] and [[glowforest]] biomes.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 15% on archipelago, peninsula&lt;br /&gt;
* 10% on bay, valley, plateau, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on lakes, pond, wetland, hot springs, coastal island, fjord, coastal atoll, cliffs, hollow, basin, terraforming scar, ruins, abandoned colony&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild plant ====&lt;br /&gt;
''When warm enough, this area can grow a large number of ''&amp;lt;plant&amp;gt;''.''&lt;br /&gt;
[[File:Wild smokeleaf in temperate forest.png|thumb|Wild smokeleaf feature in a temperate forest biome]]&lt;br /&gt;
&lt;br /&gt;
This feature generates a large number of a crop wild relative. The base crop is chosen among the following: cotton, fibercorn {{IdeologyIcon}}, psychoid, smokeleaf, strawberry, tinctoria.&lt;br /&gt;
&lt;br /&gt;
This feature only spawns on tiles with less than 25% pollution. It is found in the [[boreal forest]], [[cold bog]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glacial plain]], [[grassland]] and [[lava field]] biomes. &lt;br /&gt;
&amp;lt;!-- arid shrubland and tundra are in the whitelist but their plant density is outside the required range !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 10% on wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on lakes, pond, hot springs, cliffs&lt;br /&gt;
&lt;br /&gt;
It has a 3% chance to spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Wild cocoa tree ====&lt;br /&gt;
[[File:Wild cocoa tree in tropical rainforest archipelago.jpg|thumb|Wild cocoa tree feature in tropical rainforest archipelago]]&lt;br /&gt;
''This area can grow a large number of wild cocoa trees.''&lt;br /&gt;
&lt;br /&gt;
This is a variant of the Wild Plant feature that grows wild [[Cocoa tree|cocoa trees]]. It only spawns in the [[tropical rainforest]] and [[tropical swamp]] biomes. &lt;br /&gt;
&lt;br /&gt;
It has a 3% chance to spawn on the following landmarks: lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance to spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Archean trees ====&lt;br /&gt;
[[File:Archean trees in temperate forest valley.jpg|thumb|Archean trees feature in a temperate forest valley]]&lt;br /&gt;
''This area contains ancient archean trees. These trees host a special microbial community in their roots which converts nearby terrain into rich soil. Their delicate root system makes it impossible to replant them.''&lt;br /&gt;
&lt;br /&gt;
This feature generates 10 to 15 [[Archean tree|archean trees]] on the tile.&lt;br /&gt;
&lt;br /&gt;
It spawns on tiles with less than 25% pollution, on the following biomes: [[arid shrubland]], [[boreal forest]], [[cold bog]], [[glacial plain]], [[grassland]], [[lava field]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[tundra]].&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance to spawn on lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weather features ===&lt;br /&gt;
==== Foggy ====&lt;br /&gt;
''Fog is common in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of [[Weather|foggy weather]].&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[boreal forest]], [[cold bog]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[grassland]], [[glowforest]], [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 30% on wetland&lt;br /&gt;
* 5% on lakes, pond, toxic lake, hot springs, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Sunny ====&lt;br /&gt;
''Clear weather is much more common here.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of [[Weather|clear weather]].&lt;br /&gt;
&lt;br /&gt;
It is found in all biomes except [[glowforest]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on dry lake&lt;br /&gt;
* 15% on iceberg, ice dunes&lt;br /&gt;
* 10% on lava lake, lava flow&lt;br /&gt;
* 5% on oasis, lakes, pond, toxic lake, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, crevasse, plateau, cliffs, hollow, basin, terraforming scar, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Wet climate ====&lt;br /&gt;
''Precipitation is much more common here.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of the following [[weather]] types: rain, rainy thunderstorm, gentle snow, hard snow, blizzard, and foggy rain.&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[boreal forest]], [[cold bog]], [[ice sheet]], [[sea ice]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[glowforest]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on peninsula, harbor&lt;br /&gt;
* 20% on wetland&lt;br /&gt;
* 15% on archipelago, coastal island, bay, fjord, coastal atoll, iceberg&lt;br /&gt;
* 10% on lakes, pond&lt;br /&gt;
* 5% on toxic lake, hot springs, valley, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 0% on dry lake (doesn't spawn)&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
==== Windy ====&lt;br /&gt;
''Winds are much stronger in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature increases the frequency of [[Weather|windy weather]].&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[arid shrubland]], [[desert]], [[extreme desert]], [[ice sheet]], [[sea ice]], [[tundra]], [[grassland]], [[glacial plain]], [[lava field]], [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on peninsula&lt;br /&gt;
* 15% on archipelago, coastal island, fjord, coastal atoll, iceberg&lt;br /&gt;
* 5% on lakes, pond, toxic lake, hot springs, plateau, ice dunes, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&lt;br /&gt;
=== Ground features ===&lt;br /&gt;
==== Dry ground ====&lt;br /&gt;
[[File:Dry ground in boreal forest.jpg|thumb|No marshes in boreal forest with the dry ground feature]]&lt;br /&gt;
''The ground in this area is drier than normal. There are no small ponds or bodies of water.''&lt;br /&gt;
&lt;br /&gt;
This feature prevents the generation of bodies of water on the tile.&lt;br /&gt;
&lt;br /&gt;
It only occurs in the [[scarlands]], [[boreal forest]] and [[tundra]] biomes.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 15% on plateau, cliffs, hollow&lt;br /&gt;
* 5% on cavern, chasm, terraforming scar, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&amp;lt;!-- crevasse has a 5% chance of dry ground but can only spawn on glacial plain !--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It has a 2% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertile ====&lt;br /&gt;
[[File:Fertile in temperate forest.jpg|thumb|Fertile feature in temperate forest]]&lt;br /&gt;
''This area contains more fertile soil than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature produces more rich soil than usual.&lt;br /&gt;
&lt;br /&gt;
It spawns on tiles with less than 25% pollution, on the following biomes: [[boreal forest]], [[cold bog]], [[glowforest]], [[grassland]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== High geothermal activity ====&lt;br /&gt;
[[File:High geothermal activity in lava flow.jpg|thumb|High geothermal activity feature in a lava flow landmark]]&lt;br /&gt;
''Steam geysers are more common in this area.''&lt;br /&gt;
&lt;br /&gt;
This feature doubles the number of geysers on the tile.&lt;br /&gt;
&lt;br /&gt;
It can spawn on all biomes except [[grassland]] and [[glacial plain]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on hot springs, lava lake, lava flow&lt;br /&gt;
* 10% on ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 3% on cavern, chasm, terraforming scar&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Marshy ====&lt;br /&gt;
[[File:Marshy in grassland.jpg|thumb|Marshy feature in grassland]]&lt;br /&gt;
''Patches of marsh break up this area.''&lt;br /&gt;
&lt;br /&gt;
This feature generates marshes and marshy soil.&lt;br /&gt;
&lt;br /&gt;
It only occurs in the [[grassland]], [[temperate forest]] and [[tundra]] biomes.&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Muddy ====&lt;br /&gt;
[[File:Muddy in tundra.jpg|thumb|Muddy feature in tundra]]&lt;br /&gt;
''This area is muddier than normal.''&lt;br /&gt;
&lt;br /&gt;
This feature produces lots of mud patches.&lt;br /&gt;
&lt;br /&gt;
It is found in the following biomes: [[grassland]], [[temperate forest]], [[tundra]], [[cold bog]], [[temperate swamp]], [[tropical swamp]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Sandy ====&lt;br /&gt;
[[File:Sandy in tundra.jpg|thumb|Sandy feature in tundra]]&lt;br /&gt;
''Large patches of sand are scattered throughout this area.''&lt;br /&gt;
&lt;br /&gt;
This feature generates patches of sand.&lt;br /&gt;
&lt;br /&gt;
It occurs in the following biomes: [[tropical rainforest]], [[temperate forest]], [[tundra]], [[grassland]], [[lava field]], [[glowforest]], [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Increased pollution{{BiotechIcon}} ====&lt;br /&gt;
''This area is contaminated with toxic pollutants.''&lt;br /&gt;
&lt;br /&gt;
This feature adds 10 to 20% pollution to the tile, up to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 100% on toxic lake, ancient toxic vent&lt;br /&gt;
* 5% on ruins, frozen ruins, ancient smoke vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 2% on dry lake, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, dunes&lt;br /&gt;
* 1% on lakes&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&lt;br /&gt;
=== Man-made structures ===&lt;br /&gt;
==== Ancient uplink ====&lt;br /&gt;
[[File:Ancient uplink in grassland (no fog).jpg|thumb|Ancient uplink feature in a grassland biome.]]&lt;br /&gt;
''This area contains an uplink used for communication with a low orbit satellite. Hacking the uplink will reveal a hidden location in orbit.''&lt;br /&gt;
&lt;br /&gt;
This feature causes an [[ancient uplink]] building to spawn on the tile.&lt;br /&gt;
&lt;br /&gt;
It can occur on all biomes.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 15% on ice dunes, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 2% on oasis, lakes, pond, dry lake, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, crevasse, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Junkyard ====&lt;br /&gt;
[[File:Junkyard in extreme desert (ideology).jpg|thumb|Junkyard in extreme desert]]&lt;br /&gt;
''An old dumping ground for various kinds of junk.''&lt;br /&gt;
&lt;br /&gt;
This feature multiplies by 15 the amount of junk generated on the tile.&lt;br /&gt;
&lt;br /&gt;
It spawns on all biomes but only on flat or small hills terrain.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks, but only if Ideology is enabled:&lt;br /&gt;
* 25% on toxic lake, ruins&lt;br /&gt;
* 20% on ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 10% on dry lake, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
* 5% on terraforming scar, frozen ruins&lt;br /&gt;
&lt;br /&gt;
It has a 1% chance of spawning on a non-landmark tile, even if Ideology is not present.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stockpile ====&lt;br /&gt;
[[File:medine stockpile in arid shrubland.png|thumb|Medicine stockpile feature in an arid shrubland biome]]&lt;br /&gt;
''This area contains an underground stockpile of resources. Be careful, some of the ancient defense systems may still be active.''&lt;br /&gt;
&lt;br /&gt;
The stockpile feature is an underground facility which contains certain materials. It is locked by a hatch that requires to be hacked in order to open. Similar to the [[pit gate]]{{AnomalyIcon}}, entering it leads to a new separate map. There are 5 types of stockpile, where the following resources can be found:&lt;br /&gt;
* Chemfuel stockpile: 750-1200 [[chemfuel]]&lt;br /&gt;
* Component stockpile: 25-50 [[component|components]] and 2-3 [[advanced component|advanced components]]&lt;br /&gt;
* Drug stockpile: 25-100 [[flake]], 25-60 [[yayo]], 5-20 [[smokeleaf joint|smokeleaf joints]], 5-15 [[luciferium]], 0-10 [[go-juice]], 0-10 [[wake-up]]&lt;br /&gt;
* Medicine stockpile: 30-60 [[medicine]] and 5-10 [[glitterworld medicine]]&lt;br /&gt;
* Weapons stockpile: 2-3 guns of advanced industrial or spacer tech level and excellent to legendary quality&lt;br /&gt;
&lt;br /&gt;
This feature can be found in all biomes except [[sea ice]].&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 25% on frozen ruins&lt;br /&gt;
* 15% on ice dunes, dunes, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 5% on oasis, lakes, pond, dry lake, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, crevasse, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement&lt;br /&gt;
&lt;br /&gt;
It does not spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ore rich ===&lt;br /&gt;
==== Mineral rich ====&lt;br /&gt;
[[File:Compacted steel rich in cavern.jpg|thumb|Compacted steel rich feature in cavern]]&lt;br /&gt;
''This area has more ''&amp;lt;Mineral&amp;gt;'' deposits than normal.''&lt;br /&gt;
&lt;br /&gt;
A tile with the mineral rich feature contains great quantities of a single [[ore]], which means the feature exists in several versions: [[Compacted plasteel]] rich, [[compacted machinery]] rich, [[compacted steel]] rich, [[gold ore]] rich, [[jade]] rich, [[silver ore]] rich, [[uranium ore]] rich.&lt;br /&gt;
&lt;br /&gt;
The mineral rich feature only spawns on landmark tiles, on any biome except sea ice and ice sheet. The ancient quarry landmark always comes with the mineral rich feature.&lt;br /&gt;
&lt;br /&gt;
It has the following chances of spawning on landmarks:&lt;br /&gt;
* 100% on ancient quarry&lt;br /&gt;
* 20% on terraforming scar&lt;br /&gt;
* 15% on ancient smoke vent, ancient toxic vent, ancient heat vent&lt;br /&gt;
* 10% on cavern&lt;br /&gt;
* 5% on lava lake, lava flow&lt;br /&gt;
* 3% on hot springs, valley, chasm, plateau, cliffs, hollow, basin&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Obsidian deposits ====&lt;br /&gt;
[[File:Obsidian deposits in lava field.jpg|thumb|Three obsidian veins created by the obsidian deposits feature]]&lt;br /&gt;
''This area has deposits of volcanic obsidian, which can be mined for obsidian glass.''&lt;br /&gt;
&lt;br /&gt;
This feature generates veins of mineable [[obsidian (ore)]].&lt;br /&gt;
&lt;br /&gt;
Obsidian deposits only spawn in the lava field biome. They have a 25% chance to spawn on the lava lake and lava flow landmarks. They also have a 5% chance to spawn on non-landmark tiles.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
==== Mixed biome ====&lt;br /&gt;
[[File:Mixed biome boreal forest with desert.jpg|thumb|Mixed biome feature on a boreal forest bordering a desert]]&lt;br /&gt;
''This area is at the boundary of two distinct biomes and has elements of both.''&lt;br /&gt;
&lt;br /&gt;
This feature only spawns on a tile located on the border to another biome. The tile gains the neighboring biome as a secondary biome. Its map is divided into 2 zones, each with the characteristics of one of the biomes, with wildlife from both biomes. If the tile is adjacent to multiple biomes, only one is picked as the secondary biome.&lt;br /&gt;
&lt;br /&gt;
Both biomes must be one of the following biomes: [[arid shrubland]], [[boreal forest]], [[cold bog]], [[desert]], [[extreme desert]], [[glacial plain]], [[grassland]], [[ice sheet]], [[temperate forest]], [[temperate swamp]], [[tropical rainforest]], [[tropical swamp]], [[tundra]]. In other words the feature will not occur along the borders of [[sea ice]], [[scarlands]], [[glowforest]], or [[lava field]].&lt;br /&gt;
&lt;br /&gt;
As far as other features are concerned, only the primary biome is relevant when checking for compatibility.&lt;br /&gt;
&lt;br /&gt;
The mixed biome feature has a 20% chance to spawn on any tile that meets the criteria, with a further 50% chance on the following landmarks: lakes, pond, hot springs, bay, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall&amp;diff=177722</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall&amp;diff=177722"/>
		<updated>2026-03-16T15:12:44Z</updated>

		<summary type="html">&lt;p&gt;Esredar: impassible =&amp;gt; impassable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the constructable building only|natural and smoothed walls|Structure#Walls{{!}}Structure}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
 | name               = Wall&lt;br /&gt;
 | image              = Wall.png&lt;br /&gt;
 | imagesize          = 128px&lt;br /&gt;
 | description        = An impassable wall. Capable of holding up a roof.&lt;br /&gt;
 | type               = Building&lt;br /&gt;
 | type2              = Structure&lt;br /&gt;
 | placeable          = true&lt;br /&gt;
 | passability        = impassable&lt;br /&gt;
 | blockswind         = true&lt;br /&gt;
 | cover              = 1&lt;br /&gt;
 | minifiable         = false&lt;br /&gt;
 | size               = 1 × 1&lt;br /&gt;
 | flammability       = 1&lt;br /&gt;
 | hp                 = 300&lt;br /&gt;
 | terrain affordance = depends on materials&lt;br /&gt;
 | work to make       = 135&lt;br /&gt;
 | stuff tags         = Metallic, Woody, Stony&lt;br /&gt;
 | resource 1         = Stuff&lt;br /&gt;
 | resource 1 amount  = 5&lt;br /&gt;
 | destroyyield       = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}  &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Walls are impassable objects that block movement, line of sight, and line of fire. An area enclosed by walls, [[door]]s, or other impassable objects like [[cooler]]s is considered a [[room]]. Each room has its own [[room stats]] - consisting of cleanliness, beauty, wealth, and spaciousness. [[Power conduit]]s can be constructed below a wall, negating the conduit's [[beauty]] penalty. [[Floor]]s under a wall are also negated for room stats.&lt;br /&gt;
&lt;br /&gt;
Walls can also support [[roof]]ing, up to 6 tiles away in all directions. If walls, [[column]]s, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, [[collapsed rocks]] do not.&lt;br /&gt;
&lt;br /&gt;
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms.  Pawns cannot travel or attack through diagonal gaps. However, [[fire]] ''can'' go through diagonals.&lt;br /&gt;
&lt;br /&gt;
Walls also provide excellent [[cover]] from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will &amp;quot;lean&amp;quot; around the wall to shoot at enemies on the other side.&lt;br /&gt;
&lt;br /&gt;
When selecting a wall, [[door]] and [[autodoor]] construction gizmos are available as they are in the structure [[architect]] tab. Additionally, doors can be placed over walls. Colonists assigned to [[construction]] will automatically deconstruct the wall to make room for the door.&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
Certain [[damage type]]s are designed to deal more damage to impassable terrain, and to walls specifically:&lt;br /&gt;
* Walls take 8× damage from [[Damage Type#Bomb|Bomb]] type damage; 4× from being an impassable, and 2× for being a wall&lt;br /&gt;
* Walls take 30× damage from [[Damage Type#Thump|Thump]] type damage; 15× from being an impassable, and 2× for being a wall&lt;br /&gt;
* Walls take 7.5× damage from [[Damage Type#Breach|Breach]] type damage; 10× from being impassable, but 0.75× for being a wall&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[Ascetic]]s can [[psyfocus|meditate]] at a wall for a Meditation Focus Strength of 22%.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Walls, or natural rock, are practically essential to every colony. It's certainly possible to create a room of [[door]]s or [[cooler]]s, and use other forms of defenses, but it is thoroughly impractical for a variety of reasons. As impassable structures, they are important when controlling enemy flow and creating defenses, be they basic curtain walls or to elaborate [[killbox]]es. Sapper and breach [[raid]]s will explicitly try and break them, but other raiders will path around so long as ''any'' target can be reached wihtout breaking a wall. &lt;br /&gt;
&lt;br /&gt;
Note that non-sapper, non-breacher raiders will occasionally ignite or throw grenades or molotovs at walls. These are infrequent and random - they won't intentionally attempt to breach a wall, but if the wall is destroyed by a single explosion or the resulting fire, they will path through the breach. As such, walls that are non-flammable and have over 400 HP to resist the damage from standard explosives should be used for defenses, even when only routing standard raiders. Ideally, these walls would be also be two thick.&lt;br /&gt;
&lt;br /&gt;
=== Multi-layer walls ===&lt;br /&gt;
When making a multi-layer thick wall, it is typically best to not have a gap between layers. For rooms, not having a gap will better insulate [[temperature]]. For a perimeter wall or for defenses in general: if standard AI enemies have no path to a colonist and decides not to attack furniture, they will choose a ''random'' section of accessible wall and attack it, recalculating after destruction. If the walls have a gap in-between, after the first layer is broken, it is likely for an enemy to randomly pick the inner wall to target next, as the entirety of the inner wall is accessible. With no gap, the enemy will be unable to access most of the inner layer, meaning they will be much more likely to destroy another outer layer wall. &lt;br /&gt;
&lt;br /&gt;
Using multi-layer walls with no gap is especially important for [[shambler assault]]s{{AnomalyIcon}}, who use a similar AI for their &amp;quot;dumb breach&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Having gaps between each layer of wall will make it possible to repair the outermost layer without needing to go outside, and has a small benefit against explosives.&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Wall materials each have their own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
[[Wood]] is easily obtainable in a vast majority of [[biome]]s, and are the fastest wall to create. They are very helpful when first starting a Crashlanded [[scenario]], and often essential for Lost Tribe and Naked Brutality starts. However, wood is [[fire|flammable]]. Other than [[raider]]s lighting it on fire, a bad [[weather|dry thunderstorm]] or [[Events#Zzztt...|conduit explosion]] could end up engulfing your entire base in flames. Especially by the time you get to using [[Electricity]], you should replace wood with another material.&lt;br /&gt;
&lt;br /&gt;
==== Stone ====&lt;br /&gt;
Stone is very abundant, but very time consuming. In addition to constructing the wall, cutting up [[stone block]]s takes quite a bit of work. However, stone types  are available in bulk, generally fairly hardy and are completely fire-proof. Ideally, all large walls should be made of one of the more durable stone types however strategically placed sections of stone walls will act as a &amp;quot;fire break&amp;quot; to limit the spread of a fire while your colonists fight it.&lt;br /&gt;
* [[Granite blocks]] are the most durable wall material on the planet. [[Limestone blocks|Limestone]] is the 2nd most durable. Limestone has no advantage as walls over granite, unless your biome happens to lack the harder stone.&lt;br /&gt;
** Note that breachers, one of the most relevant cases of wall durability, can break any stone wall in the same amount of hits.&lt;br /&gt;
* [[Sandstone blocks|Sandstone]] walls are the quickest stone wall to build, which can save a lot of time for large bases. They are also the weakest stone type able to resist a single standard 50 damage explosion without failure, while no material short of plasteel can resist two. This makes Sandstone the lowest acceptable tier for outer walls, mortar pits, [[unstable power cell]]{{RoyaltyIcon}} enclosures, and similar defences. &lt;br /&gt;
* [[Slate blocks|Slate]] has essentially no redeeming qualities compared to other stone types. They are destroyed by a single explosion and their benefits of being lighter as when in material form is rarely relevant. They are still stronger than steel and wood, and are non-flammable, but they should only be used when other, stronger stone types aren't available.&lt;br /&gt;
* [[Marble blocks|Marble]] walls give {{+|1}} [[beauty]] to a room and colonists looking at it. Since even a [[quality|normal]] marble [[small sculpture]] provides {{#expr: {{Q|Small sculpture|Beauty Base}} * {{Q|Marble blocks|Beauty Factor}} + {{Q|Marble blocks|Beauty Offset}} -0.001 round 0}} already while requiring only ten times as much material sculptures are more cost-effective. However, walls don't take up space, and marble walls are not worth more [[wealth]] than other stone walls. They are otherwise the least durable stone wall.&lt;br /&gt;
* [[Vacstone blocks|Vacstone]]{{OdysseyIcon}} is the most durable stone wall, but vacstone can only be found in [[orbit]]{{OdysseyIcon}}, so it is harder to acquire.&lt;br /&gt;
&lt;br /&gt;
==== Metal ====&lt;br /&gt;
In comparison to stone, [[steel]] is less durable and flammable. However, steel is much faster to construct. It may also be a necessity in a material-scarce biome like the [[Biomes#Ice sheet|ice sheet]]. Overall, steel walls are useful as a quick installation or when nothing else is available, but the other demands on steel supplies and the relative fragility of the resulting walls make them a poor choice in most circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Plasteel]] and [[Uranium]] make for the two strongest walls in the game and are non-flammable, but these materials are significantly rarer and more expensive than other alternatives. As such they should be reserved for locations that need to take a lot of damage without failure, such as the entrance, back wall, and defenses of a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
==== Precious materials ====&lt;br /&gt;
Not technically a category in-game [[gold]], [[silver]], and [[jade]] walls are similar in that they are significantly more [[beauty|beautiful]] than regular walls while offering very low HP. Whether you should invest your precious materials in walls or sculptures depends on the expected [[quality]] of the sculpture and how many rooms the walls are facing.&lt;br /&gt;
&lt;br /&gt;
The increase in wealth of ten walls facing&lt;br /&gt;
* '''One room''' is inferior to a [[small sculpture]] of at least '''normal quality''',&lt;br /&gt;
* '''Two rooms''' is inferior to a small sculpture of at least '''masterwork quality''' for silver and jade and none for gold,&lt;br /&gt;
* '''Three rooms''' is inferior to a small sculpture of at least '''legendary quality''' for silver and '''masterwork quality''' for jade,&lt;br /&gt;
* '''Four rooms''' is inferior to a small sculpture of at least '''legendary quality''' for silver and jade.&lt;br /&gt;
&lt;br /&gt;
The increase in beauty of ten walls facing&lt;br /&gt;
* '''One room''' is inferior to a small sculpture of at least '''normal quality''' for gold and silver and '''poor quality''' for jade,&lt;br /&gt;
* '''Two rooms''' is inferior to a small sculpture of at least '''good quality''',&lt;br /&gt;
* '''Three rooms''' is inferior to a small sculpture of at least '''excellent quality''' for gold and jade and '''good quality''' for silver, and&lt;br /&gt;
* '''Four rooms''' is inferior to a small sculpture of at least '''masterwork quality''' for gold and '''excellent quality''' for jade and silver.&lt;br /&gt;
&lt;br /&gt;
Further advantages of walls are, however, that they don't reduce the room size and do not rely on having an [[artistic|artist]].&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wall wood.png|A wooden wall&lt;br /&gt;
Wall granite.png|A granite block wall&lt;br /&gt;
Wall slate.png|A slate block wall&lt;br /&gt;
Wall sandstone.png|A sandstone block wall&lt;br /&gt;
Wall limestone.png|A limestone block wall&lt;br /&gt;
Wall marble.png|A marble block wall&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - '''Wood wall''' and '''metal wall''' merged into '''wall''' with the introduction of the [[stuff]] system. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Metallic walls now use stuff-specific UI and blueprint graphics.&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - Added a &amp;quot;build door&amp;quot; gizmo that displays when a wall or wall blueprint is selected.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[Damage types#Thump|Thump damage]] multiplier versus walls reduced from 4× to 2×.&lt;br /&gt;
&lt;br /&gt;
{{Nav|structure|wide}}&lt;br /&gt;
[[Category:Structure]]&lt;br /&gt;
[[Category:Artificial wall]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tinctoria&amp;diff=177713</id>
		<title>Tinctoria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tinctoria&amp;diff=177713"/>
		<updated>2026-03-16T11:27:26Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Analysis */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Plants}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Tinctoria&lt;br /&gt;
| image = Tinctoria.png&lt;br /&gt;
| description = A genetically-engineered flower-like crop which secretes a self-altering dye. Tinctoria dye can be coaxed into different colors and used to dye apparel.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 2&lt;br /&gt;
| lifespanDaysPerGrowDays = 6&lt;br /&gt;
| sow work = 540&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = dye&lt;br /&gt;
| yield = 1&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| min grow light = 0.3&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Tinctoria''' is a plant that is used to dye the clothes and hair of a pawn to a set color, preferably the favorite color of a pawn.&lt;br /&gt;
&lt;br /&gt;
Use the resulting [[dye]] to paint [[wall]]s, [[floor]]s, and other buildings, or to dye hair or apparel at a [[styling station]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Tinctoria may be grown in Grow Zones and has no Minimum growing skill to sow.&lt;br /&gt;
It does not grow wild on the map. &lt;br /&gt;
Tinctoria dye may occasionally be offered for purchase by traders.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Since tinctoria needs only a 31% light level to actively grow (as the other &amp;quot;[[Plant pot|flower]]&amp;quot; crops do), Tinctoria will grow indoors with simple [[Standing lamp|standing light]] or even by [[Torch lamp|torch light]]. When grown at 50% light on normal soil, the plant will die before reaching 100% growth, but can be harvested early. Rich soil and [[hydroponics]] allow the plant to grow fast enough to reach maturity.&lt;br /&gt;
&lt;br /&gt;
Tinctoria is a terrible cash crop, as each plant only provides {{Icon Small|Silver}} {{Q|Dye|Market Value Base}} worth of product, and tinctoria takes more time to sow than the average crop.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tinctoria.png|Tinctoria variant A&lt;br /&gt;
TinctoriaB.png|Tinctoria variant B&lt;br /&gt;
TinctoriaC.png|Tinctoria variant C&lt;br /&gt;
TinctoriaD.png|Tinctoria variant D&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] release - Added&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Ideology DLC]] to Core. &lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Tinctoria now has a lifespan of 12 days.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=177631</id>
		<title>Weapon Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=177631"/>
		<updated>2026-03-15T07:50:48Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Handguns */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a wide variety of weapons available in RimWorld. Using them effectively can give you a sizable advantage against raiders.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are three main categories of weapon this guide will cover:&lt;br /&gt;
* {{Icon Small|Longsword|24}} '''Melee''' - Weapons made for close combat. Enemies are unable to fire guns at melee range, so these weapons have a wide variety of uses, from using hallways to bring enemies to you, to rushing a troublesome [[centipede]].&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} '''Ranged''' - Weapons that attack from range. There are a wide variety of ranged weapons, from the all-rounder generalists to &amp;quot;specialist&amp;quot; weapons that fit a specific niche.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} '''Explosive''' - [[Grenades]], launchers, and other oddball weapons/utility items like the [[doomsday rocket launcher]]. In addition to raw explosions, many grenade-type weapons have a special effect, like [[molotov cocktails]] starting [[fire]]. Most explosives do not rely on accuracy, Shooting skill, [[Manipulation]], etc.&lt;br /&gt;
&lt;br /&gt;
There are also three technology levels to consider:&lt;br /&gt;
* {{Icon Small|Short bow|24}}'''Neolithic''' - Bows, spears, and clubs. Often necessary when starting a [[Scenario system#Lost Tribe|Lost Tribe]] or [[Scenario system#Naked Brutality|Naked Brutality]] run, but usually they can be quickly replaced. (Tribal)&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} '''Early Industrial''' - Weaker firearms, like pistols. These weapons are often carried by early pirate [[raider]]s. For the purposes of this guide, this includes any gun from [[Research#Blowback operation|Blowback operation]] and before, as well as medieval technology like [[longsword]]s and [[greatbow]]s. (Earlygame)&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} '''Modern / Spacer''' - Weapons from [[Research#Gas operation|Gas operation]] onwards. Even an endgame colony can find industrial era weapons viable -  [[charge rifle]]s and [[minigun]]s aren't always the best weapon just because they are higher tech. (Midgame)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stats ===&lt;br /&gt;
There are a couple of stats that are particularly important to consider in a weapon:&lt;br /&gt;
* '''DPS''': Damage per second (at a given range), taking into account raw damage, accuracy, firerate, burst count, and armor. This is the primary consideration for most weapons, and for melee weapons in particular.&lt;br /&gt;
* '''Damage type:''' Whenever a weapon checks Sharp, Blunt, or Heat damage, and specific quirks for melee damage. Most ranged weapons deal Sharp damage. In addition, each specific damage type ([[short bow|Arrow]] vs [[recurve bow|ArrowHighVelocity]], for instance) can have different chances to hit different body parts.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Stats&lt;br /&gt;
* '''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered &amp;quot;skill friendly&amp;quot;, and those in latter are best relegated to pawns with high shooting accuracy. &lt;br /&gt;
* '''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.&lt;br /&gt;
* '''Firing Cycle''': Fire rate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.&lt;br /&gt;
* '''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power &amp;gt;= body size, then the enemy will be slowed.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
Melee weapons specialize in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
Pawns who are adjacent to each other are ''forced'' into melee combat, even if they are wielding a [[shotgun]]. A gun's barrel is quite ineffective compared to a sword. Melee lends itself well to disruptive tactics, like rushing down a [[sniper rifle|sniper]] or [[grenades|grenadier]], or peeling off enemies from your gunners. The [[defense tactics#Melee blocking|melee block]] - create a chokepoint with 3 melee outside, where only 1 enemy can melee at a time - is extremely effective against enemy melee foes. You can have gunners fire just behind them.&lt;br /&gt;
&lt;br /&gt;
One of the main cons with melee is that taking damage is unavoidable. Later in the game, and especially with higher [[difficulties]], enemies will vastly outnumber your colony. A 200 tribal [[raid]] will eventually wear down your most well-geared melee fighters, even in the best scenarios. Another con is that melee fighters will often have to approach ranged fighters, meaning melee is poorly suited for open combat against ranged opponents. Also, [[animal]]s will always fight back against melee weapons even with 0% manhunter chance, making them terrible for hunting.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Give your best melee pawns the strongest melee weapons, assuming you desire to get into melee at all.&lt;br /&gt;
** Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness.&lt;br /&gt;
* [[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions.&lt;br /&gt;
* Try to avoid using melee in the very early game, unless you outnumber the enemy. Ranged weapons and [[spike trap]]s are stronger than the weaker melee choices.&lt;br /&gt;
&lt;br /&gt;
=== Sharp ===&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
* [[Persona monosword]]s {{RoyaltyIcon}} are the strongest sharp weapon, followed by regular [[monosword]]s{{RoyaltyIcon}}.&lt;br /&gt;
* [[Obsidian]]{{OdysseyIcon}} [[longsword]]s are the best craftable sharp weapon, followed by either [[plasteel]] or [[bioferrite]]{{AnomalyIcon}} longswords.&lt;br /&gt;
&lt;br /&gt;
Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. Most sharp weapons have the ''[[Damage types#Cut|Cut]]'' damage type. Cut has a chance to &amp;quot;cleave&amp;quot; through body parts, increasing ''total'' damage but spreading it throughout body parts. &lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to blunt:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities, sharp damage is better against unarmored targets while blunt is better against armored. At legendary quality and best types, or at high qualities with a [[melee damage factor]] boost, sharp weapon's {{AP}} is so high that armor practically doesn't matter. Instead, due to blunt damage's superior overkill damage mechanics, blunt is better against humans, while sharp's better overall {{DPS}} means it performs better against large/high HP targets.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When wielded by a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will only attack with its blade, due to the [[melee verb selection]] mechanic. This results in these weapons having significantly better performance than normal, with legendary obsidian longsword beating an excellent persona monosword and legendary monosword (which both have a 25% chance to attack with the handle).&lt;br /&gt;
&lt;br /&gt;
However, with a strong enough body part attack, or with a boost to [[melee damage factor]] like the [[strong melee damage]] [[gene]]{{BiotechIcon}}, legendary longswords will no longer attack with just the blade. This makes a legendary obsidian/bioferrite longsword somewhat worse by comparison.&lt;br /&gt;
&lt;br /&gt;
The following table compares melee damage on a base pawn (no body part or melee damage factor):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Weapon !! DPS !! AP !! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Excellent)&lt;br /&gt;
| 13.55&lt;br /&gt;
| 52%&lt;br /&gt;
| 355&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Masterwork)&lt;br /&gt;
| 16.38&lt;br /&gt;
| 63%&lt;br /&gt;
| 590&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Legendary)&lt;br /&gt;
| 18.64&lt;br /&gt;
| 72%&lt;br /&gt;
| 1185&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Excellent)&lt;br /&gt;
| 14.49&lt;br /&gt;
| 99%&lt;br /&gt;
| 3000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Masterwork)&lt;br /&gt;
| 17.51&lt;br /&gt;
| 120%&lt;br /&gt;
| 4000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Legendary)&lt;br /&gt;
| 19.93&lt;br /&gt;
| 136%&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Excellent)&lt;br /&gt;
| 14.59&lt;br /&gt;
| 56%&lt;br /&gt;
| 895&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Masterwork)&lt;br /&gt;
| 17.62&lt;br /&gt;
| 68%&lt;br /&gt;
| 1495&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Legendary)&lt;br /&gt;
| 20.06&lt;br /&gt;
| 78%&lt;br /&gt;
| 2985&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Excellent)&lt;br /&gt;
| 19.24&lt;br /&gt;
| 100%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Masterwork)&lt;br /&gt;
| 23.25&lt;br /&gt;
| 121%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Legendary)&lt;br /&gt;
| 26.45&lt;br /&gt;
| 138%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Excellent)&lt;br /&gt;
| 14.27&lt;br /&gt;
| 44%&lt;br /&gt;
| 1565&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Masterwork)&lt;br /&gt;
| 17.25&lt;br /&gt;
| 53%&lt;br /&gt;
| 2605&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Legendary)&lt;br /&gt;
| 19.63&lt;br /&gt;
| 61%&lt;br /&gt;
| 4045&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
* [[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time.&lt;br /&gt;
* At legendary quality and/or high quality with a [[melee damage factor]] boost, [[uranium]] [[warhammer]]s{{RoyaltyIcon}} are the best craftable blunt weapon, and second best overall. While [[mace]]s have a better {{DPS}}, warhammers are more likely to one-shot under these conditions.&lt;br /&gt;
* At lower qualities or without [[Royalty]], [[uranium]] [[mace]]s will be the best blunt weapon.&lt;br /&gt;
&lt;br /&gt;
Blunt wounds do not bleed and are often weaker in raw {{DPS}} than sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit.&lt;br /&gt;
&lt;br /&gt;
Very high [[quality]] blunt weapons benefit blunt damage's superior overkill damage spread. If a sharp weapon would stab a finger, a blunt weapon would destroy the finger and smash the arm in the process. This makes legendary (persona) zeushammers and warhammers (and to a lesser extent, maces) very consistent at one-shotting enemies.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to sharp:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities and weapon types, sharp damage is better against light armor and blunt damage is better against armored opponents. Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Regular zeushammers lose to monoswords until facing foes in [[marine armor]], and persona zeushammers lose to persona monoswords until [[cataphract armor|cataphract]]. &lt;br /&gt;
&lt;br /&gt;
However, at legendary quality or with high qualities with a [[melee damage factor]] boost, blunt's superior overkill damage makes blunt better against humans. Sharp weapons will have superior {{DPS}} as well as amazing {{AP}}, so they will perform better against large targets, including (ironically enough) [[centipede]]s.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
* [[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%.&lt;br /&gt;
* [[Flesh tentacle]]s{{AnomalyIcon}} are the second strongest body part and have no penalty, but cannot be installed via traditional means.&lt;br /&gt;
* [[Hand talon]]s{{RoyaltyIcon}} are the strongest body part weapon with no downside that can be installed normally.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to suppress a swarm of melee combatants. When holding a melee weapon, these parts can slightly increase damage; due to the melee verb system, sometimes the fists / body parts will be used instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their &amp;quot;best&amp;quot; melee attack; only one part is required for gunners.&lt;br /&gt;
&lt;br /&gt;
Body part weapons are also essential for [[#Ghouls|ghouls]],{{AnomalyIcon}} who cannot wield regular weapons.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to weapons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power claws are roughly equal to a normal [[plasteel]] [[longsword]]. [[Hand talon]]s{{RoyaltyIcon}} are stronger than [[elbow blade]]s{{RoyaltyIcon}}, which are stronger than a [[knee spike]]{{RoyaltyIcon}}, though knee spikes have more {{AP}}. All three are roughly on-par with a normal steel longsword. Note that combat parts are incompatible with other artifical parts: hand attachments get in the way of a [[field hand]], hand / arm attachments don't work with a [[bionic arm]], and knee spikes don't work with a [[bionic leg]]. [[Venom fangs]]{{RoyaltyIcon}} are the weakest of the bunch, but do not occupy any useful area of the body.&lt;br /&gt;
&lt;br /&gt;
== Melee - Nonhuman ==&lt;br /&gt;
[[File:Elephant.png|thumb|300px|right]]&lt;br /&gt;
=== Animal ===&lt;br /&gt;
* [[Alpha thrumbo]]s{{OdysseyIcon}} and [[thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame.&lt;br /&gt;
* [[Megasloth]]s, [[elephant]]s, [[rhino]]s, and both [[bear]]s are behind the thrumbo, but can be found in the wild.&lt;br /&gt;
&lt;br /&gt;
Animals are much more expendable than a colonist, and most have a lot more health than a colonist. However, they cannot be drafted, limiting their combat use severely. In addition, they require one or multiple pawns proficient in the Animals skill in order be tamed and trained.  They thus have 2 main uses:&lt;br /&gt;
# Animals trained in ''Attack'' can... attack. They will rush towards nearby enemies, acting as a powerful distraction for your gunners.&lt;br /&gt;
# Animals can be put in an [[allowed area]] in a hallway raiders are passing through. Raiders and the animal will be forced to attack each other, resulting in a melee block scenario. [[Pen animals]] will not be attacked by raiders, and in any case are unable to be zoned.&lt;br /&gt;
&lt;br /&gt;
Animal selection is also limited by [[biome]], and large animals can turn hostile in failed taming attempts.&lt;br /&gt;
&lt;br /&gt;
=== Wild animals ===&lt;br /&gt;
Other than shooting an animal and hoping it attacks the raiders, there are three dedicated ways to make wild animals hostile to your enemies:&lt;br /&gt;
* The [[psychic animal pulser]] and its [[shard animal pulser|shard]] [[biomutation pulser|counterparts]]{{AnomalyIcon}} are a single use item that turns all wild animals on the map manhunter.&lt;br /&gt;
* The [[manhunter pulse]] [[psycast]]{{RoyaltyIcon}} turns all animals in a large, 57-tile radius into manhunters. Reusable.&lt;br /&gt;
* The [[animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.&lt;br /&gt;
&lt;br /&gt;
For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
* [[Scyther]]s are the most effective at melee damage, but have low durability.&lt;br /&gt;
* [[Centipede]]s, despite having a ranged weapon, are very durable and have decent melee damage, perhaps beating the [[tunneler]] in a practical scenario.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have all the advantages of being an animal and then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).&lt;br /&gt;
&lt;br /&gt;
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventually [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, while dealing alright damage in melee.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s are incredibly potent at melee. They can be drafted like a regular colonist, do not bleed, do not feel pain or have mental breaks, regenerate HP and lost parts rapidly, and can be easily revived with [[ghoul resurrection serum]]. They are also worth remarkably little [[wealth]] and [[raid points]] when compared to a colonist or mech. While ghouls are limited to unarmed combat, they can be given [[#body parts|body part weapons]], a number of [[Artificial body parts#Ghoul upgrades|ghoul specific implants]], and the [[strong melee damage]] [[gene]]{{BiotechIcon}}. See [[Ghoul#The_ideal_ghoul|the ideal ghoul analysis section]] for what else can help a ghoul.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (ghoul implants)'''&amp;lt;br&amp;gt;&lt;br /&gt;
A [[power claw]] is the strongest body part weapon but it hinders movement. A power claw + [[flesh tentacle]] is the overall strongest combination, as through the [[melee verb selection]] mechanic, this combo will guarantee that the power claw's attack is selected. A power claw + [[wooden hand]] will result in a similar effect, and outdamages a power claw + regular hand. A [[flesh tentacle]] is the second best body part weapon with no downsides, although it must be obtained before ghoulification. A flesh whip can be combined with a flesh tentacle or wooden hand in the same way.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (to other melee pawns)'''&amp;lt;br&amp;gt;&lt;br /&gt;
While the ''maximum potential'' for a standard human colonist is higher (legendary weapons, [[cataphract armor]], [[shield belt]]s, jumping and other abilities), a ghoul with a body part weapon + [[ghoul barbs]] + [[ghoul plating]] is significantly cheaper and requires much less research, so ghouls are very cost effective, and better than melee colonists in the early- and mid-game.&lt;br /&gt;
&lt;br /&gt;
Animals cannot be manually controlled and require constant taming. [[Friendly mechanoids]]{{BiotechIcon}} are strictly inferior for melee; [[scyther]]s are frailer and weaker than a ghoul with a body part weapon + ghoul barbs + ghoul plating, while being more [[raid points]] and only slightly faster than a base ghoul.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Neolithic ==&lt;br /&gt;
Neolithic weapons are the easiest weapons to craft, available for [[New Tribe]]s and [[Scenario system#Naked Brutality|Naked Brutality]] starts to craft.&lt;br /&gt;
=== Bows ===&lt;br /&gt;
Bows are a mid range, generalist option.&lt;br /&gt;
* {{Icon Small|short bow|24}} [[Short bow]]s are the simplest ranged weapons in the game, only requiring [[wood]] and a [[crafting spot]]. &lt;br /&gt;
* {{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{Icon Small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are surprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].)&lt;br /&gt;
&lt;br /&gt;
Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel early game raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics. For example - place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side.&lt;br /&gt;
&lt;br /&gt;
Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage.&lt;br /&gt;
&lt;br /&gt;
=== Pila ===&lt;br /&gt;
Pila are incredibly short ranged support weapons.&lt;br /&gt;
* {{Icon Small|pila|24}} [[Pila]] are more damaging but less reliable than short bows, and worse for DPS than recurve bows. They have a small range and a massive cooldown, so are poor as standalone weapons. Unlike shortbows but like recurve bows, they can stagger humans. The best use of the pila is a support weapon; place a low-skill fighter with a pila behind melee fighters. They also have some use as a hunting weapon. The high per-shot damage compensates for the lowered range.&lt;br /&gt;
&lt;br /&gt;
Due to its weaknesses and [[Research#Smithing|Smithing]] requirement, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one.&lt;br /&gt;
&lt;br /&gt;
=== Flamebows ===&lt;br /&gt;
Flamebows are specialist weapons that cause fire.&lt;br /&gt;
* {{Icon Small|Flamebow|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Watch out for your base. Pawns lit on fire will run around wildly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered &amp;quot;indoors&amp;quot;, causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with [[molotov cocktail]]s. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Early Industrial ==&lt;br /&gt;
Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. So while you ''can'' craft these weapons as soon as you research [[Research#Gunsmithing|Gunsmithing]], many players like to wait to craft the weapons from [[Research#Gas operation|Gas Operation]] and onwards, due to the large increase of effectiveness from the more advanced weapons.&lt;br /&gt;
&lt;br /&gt;
Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and a ''good'' [[recurve bow]] can outperform both (at maximum range). This applies to all weapons, but especially if you are reliant on obtaining weapons from raiders.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
Handguns are close-mid range, general combat options.&lt;br /&gt;
* {{Icon Small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Revolvers out {{DPS}} autopistols at any range. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits.&lt;br /&gt;
* {{Icon Small|Autopistol|24}} [[Autopistol]]s fire faster than revolvers, making them more reliable at getting at least ''some'' damage in, despite being weaker. They have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents.&lt;br /&gt;
&lt;br /&gt;
As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. Both handguns are roughly the same as each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.&lt;br /&gt;
&lt;br /&gt;
=== Long ranged ===&lt;br /&gt;
These options are effective in any situation (outside of close combat), mostly due to the small effective range of contemporary weapons.&lt;br /&gt;
* {{Icon Small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. &amp;quot;Greatbows are better than pistols at the pistol's max range&amp;quot;. While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic.&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters. &lt;br /&gt;
&lt;br /&gt;
: Even when you have more advanced weapons, the bolt-action still has a niche. It deals more damage than the sniper while retaining high range. The bolt-action outranges all [[centipede]] variants, and comfortably outranges [[lancer]]s.&lt;br /&gt;
&lt;br /&gt;
Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior.&lt;br /&gt;
&lt;br /&gt;
=== Short ranged ===&lt;br /&gt;
Pump shotguns are a specialist weapon, great at both support and close-range damage. Machine pistols are strong up close, but a good overall weapon (for its tech level).&lt;br /&gt;
* {{Icon Small|Pump shotgun|24}} [[Pump shotgun]]s are both powerful and accurate, but have a measly 15.9 tile range. Damage is great, and shotguns can stagger pawns as large as [[centipede]]s. &lt;br /&gt;
* {{Icon Small|Machine pistol|24}} [[Machine pistol]]s fire a burst of 3 bullets with a very quick cooldown. Overall DPS beats both handguns up to 19.9 tiles, this weapon's maximum range. It even surpasses the pump shotgun at touch range (3 tiles). Fast cooldown cycle makes it good for hit and run tactics. A clear-cut winner over other pistols.&lt;br /&gt;
&lt;br /&gt;
Short ranged weapons are best used directly behind melee fighters, but remain decent at their maximum range. Like with melee, you can make hallways and tunnels so that you can gun enemies at an effective range. Counter these weapons by using a long range weapon, engaging them in melee, or luring them into [[spike trap]]s before they get too close.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Modern ==&lt;br /&gt;
Ranged weapons unlocked from [[Research#Gas operation|Gas Operation]] and onwards. Most, if not all, of these weapons have ''some'' sort of niche or viability even for late- and end- game colonies.&lt;br /&gt;
&lt;br /&gt;
=== Rifles &amp;amp; SMG ===&lt;br /&gt;
Rifle-class weapons are generalist weapons, dealing great damage at any range.&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat skill friendly.&lt;br /&gt;
* {{Icon Small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at &amp;lt;10 tiles, without the hard range restrictions of a chain shotgun.&lt;br /&gt;
* {{Icon Small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. They are stronger and have more {{AP}} than assault rifles at all ranges, with only 2 tiles less range, so they are better than ARs in a large majority of situations. They also have similar damage to heavy SMGs at close range while being better at long distance combat. However, charge rifles are more expensive than the industrial weapons.&lt;br /&gt;
* {{Icon Small|Hellcat rifle|24}} [[Hellcat rifle]]s{{AnomalyIcon}} are worse as a regular weapon than assault rifles in nearly every aspect, but have an integrated burner, giving them more flexibility against enemies that get too close, particularly [[entities]].&lt;br /&gt;
&lt;br /&gt;
In general, these weapons are great for general purpose combat and base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. &lt;br /&gt;
&lt;br /&gt;
Charge rifles are the best overall weapon if they can be afforded. Assault rifles are cheaper, and can be better for [[kiting]] due to their slightly higher range. Heavy SMGs are even cheaper and can be a great option in short range combat, comparable to the [[chain shotgun]] and charge rifle. Hellcat rifles have extra flexibility due to their burner, giving them a niche when [[Events/Anomaly|Anomaly events]] occur frequently, or against standard melee enemies that breach lines. Note that [[unique weapon]]s{{OdysseyIcon}} with the [[bioferrite burner]] trait, while not at all reliable to obtain, have a similar benefit to the hellcat while not sacrificing performance.&lt;br /&gt;
&lt;br /&gt;
=== Large burst fire ===&lt;br /&gt;
Weapons with a large burst of bullets, but low accuracy and long cooldowns.&lt;br /&gt;
* {{Icon Small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. The LMG has a stronger niche with the [[Combat in darkness]] [[precept]]{{IdeologyIcon}} active, becoming a high single-target DPS weapon with the range of a heavy  SMG, but with a slow firing cycle.&lt;br /&gt;
* {{Icon Small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, wildly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.&lt;br /&gt;
* {{Icon Small|Beam repeater|24}} [[Beam repeater]]s{{OdysseyIcon}} fire a large burst like a minigun, but are much more accurate, meaning they are more effective against single targets.&lt;br /&gt;
&lt;br /&gt;
Both LMGs and miniguns are decent or good as support weapons, able to mow down crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. They do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck, and if the intended target dies during the burst then much of the damage is wasted.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters are better against single targets in a controlled setting, but their long firing time and damage, as well as wasted damage if the target is killed during the fire, make them less appealing than standard rifles.&lt;br /&gt;
&lt;br /&gt;
=== Chain shotgun ===&lt;br /&gt;
A very high damage, decent accuracy, low range, specialist weapon.&lt;br /&gt;
* {{Icon Small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations.&lt;br /&gt;
Chain shotguns are amazing when you can expect or force close combat. Infestations are inevitable for mountain bases, while any form of melee block works well for shotguns. These weapons can also work very well inside a specialized killbox; if you can control/expect where [[sapper]]s and [[breacher]]s will go, shotguns can be a very viable weapon as a colony's sole firearm.&lt;br /&gt;
&lt;br /&gt;
=== Sniper rifle ===&lt;br /&gt;
Extreme range, single-shot, specialist weapons.&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but require a lot of time to aim, resulting in low fire rate. On a normal pawn, overall DPS is weaker than a [[bolt-action rifle]]. With [[Aiming Time]] reductions, damage is greatly increased, making it competitive with even [[charge rifle]]s. Regardless, it is useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are great weapons for kiting stationary enemies and the safest weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. &lt;br /&gt;
&lt;br /&gt;
For [[trigger-happy]] [[shooting specialist]]s{{IdeologyIcon}}, who reach an Aiming Time of 1%, sniper rifles become a high {{DPS}} weapon. On paper, for those pawns, an excellent sniper rifle ''beats'' an excellent [[charge rifle]] for average DPS at medium range, and a legendary sniper is on the same league as a legendary assault rifle. However, even with aiming time reductions, sniper rifles are worse in close ranges, and lack burst fire (meaning they are less reliable).&lt;br /&gt;
&lt;br /&gt;
=== Charge lance ===&lt;br /&gt;
High range, single-shot, high AP.&lt;br /&gt;
* {{Icon Small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is not much better than an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle. This gives it a weak niche, despite its cost and tech level.&lt;br /&gt;
&lt;br /&gt;
Charge lances are very similar to assault rifles for overall usage, with same damage and range. As its DPS against most targets is lower, this weapon is not recommended to use over assault rifles, at least for most cases. It can be used for dealing with heavily armored enemies, e.g., charge lances perform slightly better than ARs against [[centipede]]s, and much better against [[marine armor]].&lt;br /&gt;
&lt;br /&gt;
=== Beam graser ===&lt;br /&gt;
Low damage, high AP, anti-cover weapon.&lt;br /&gt;
* {{Icon Small|Beam graser|24}} [[Beam graser]]s{{BiotechIcon}} are threatening weapons when used by enemies, but poor weapons for the colony. They excel at getting enemies out of [[cover]], causing [[fire]]s within a small AOE and ignoring cover to some extent. However, they have short range, poor {{DPS}}, and ideally, when in the colony, raiders should not be given cover in the first place. Also, they cannot benefit from [[quality]].&lt;br /&gt;
&lt;br /&gt;
Beam grasers are dedicated anti-cover weapons. This may have some use when actively attacking enemies in the open, but inflexible, as they are poor in nearly any other situation.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving pawn without the player manually leading the target. Good for fighting enemies in [[cover]]. Can be thrown straight for a few tiles in a hallway, and coupled with their AoE and massive damage, they are devastating against massed melee enemies when placed behind melee blockers. Grenades are also ''very'' effective against structures and walls. Breaking a wall fast is rarely helpful, but this property is great for taking out [[mech cluster]]s.{{RoyaltyIcon}}&lt;br /&gt;
* {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.&lt;br /&gt;
* {{Icon Small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s,{{RoyaltyIcon}} but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.&lt;br /&gt;
* {{Icon Small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.&lt;br /&gt;
&lt;br /&gt;
=== Launchers ===&lt;br /&gt;
Launchers have a greater range than grenades, but have a ''very'' long cooldown (2nd slowest in the game, just faster than the [[pila]]).&lt;br /&gt;
* {{Icon Small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molotovs for creating ground fires, as it shoots slower. As even molotovs aren't great to throw at raiders, these are most often outclassed by the thrown variant.&lt;br /&gt;
* {{Icon Small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade.&lt;br /&gt;
* {{Icon Small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Some form of smoke is invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers.&lt;br /&gt;
* {{Icon Small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. Fires slower than tox grenades, but extra launcher range makes it better as a support weapon. Make sure colonists in the blast have some form of [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]].&lt;br /&gt;
* {{Icon Small|Incinerator|24}} [[Incinerator]]s{{AnomalyIcon}}, while not a &amp;quot;launcher&amp;quot; by name, cause flames in a similar but more effective manner than incendiary launchers. They also have an integrated burner as a limited-use, but effective means of burning nearby enemies. They are niche support weapons, can be equipped when fighting [[entities]] vulnerable to fire or as a support weapon for pawns poor at shooting.&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
Weapons of mass destruction. Rocket launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start the explosions. All of these are single use, and none can be crafted by a colony.&lt;br /&gt;
* {{Icon Small|Doomsday rocket launcher|24}} [[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only.&lt;br /&gt;
* {{Icon Small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.&lt;br /&gt;
* {{Icon Small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map, on a specific point. This can possibly destroy player structures when used inside your colony, so is mostly useful for offensive operations (or as a last resort). Quest only.&lt;br /&gt;
&lt;br /&gt;
As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Mortars ===&lt;br /&gt;
[[Mortar]]s are not handheld weapons, but are weapons nonetheless.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius of 9 tiles (but modified by the user's [[mortar miss radius multiplier]]), they are mostly effective against large groups and/or stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds. With [[Classic mortars]] enabled, barrels are no longer required but the mortars and shells become more expensive, and the mortar less accurate, to compensate.&lt;br /&gt;
&lt;br /&gt;
Mortars are extremely useful against enemy [[siege]]s. Until they take enough of their own casualties, a siege will continue to lob their own mortar shells, which is devastating to any colony not under overhead mountain. They are also great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Each mortar shell has its own purpose:&lt;br /&gt;
* {{Icon Small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target.&lt;br /&gt;
* {{Icon Small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But, as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.&lt;br /&gt;
* {{Icon Small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can attack through the shield.&lt;br /&gt;
* {{Icon Small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s make this shell mostly obsolete.&lt;br /&gt;
* {{Icon Small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke shell costs resources for each shot (unlike the free launcher), the shell has a larger radius and can be used from further away.&lt;br /&gt;
* {{Icon Small|Deadlife shell|24}} [[Deadlife shell]]:{{AnomalyIcon}} Creates [[deadlife dust]] within the area, turning corpses into [[shambler]]s. There are unlikely to be corpses at the edge of the map where raiders spawn, and inside a colony, [[IED deadlife trap]]s are more effective, so the actual deadlife shell is of questionable use.&lt;br /&gt;
* {{Icon Small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=177629</id>
		<title>Weapon Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=177629"/>
		<updated>2026-03-15T07:38:21Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Ghoul */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a wide variety of weapons available in RimWorld. Using them effectively can give you a sizable advantage against raiders.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are three main categories of weapon this guide will cover:&lt;br /&gt;
* {{Icon Small|Longsword|24}} '''Melee''' - Weapons made for close combat. Enemies are unable to fire guns at melee range, so these weapons have a wide variety of uses, from using hallways to bring enemies to you, to rushing a troublesome [[centipede]].&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} '''Ranged''' - Weapons that attack from range. There are a wide variety of ranged weapons, from the all-rounder generalists to &amp;quot;specialist&amp;quot; weapons that fit a specific niche.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} '''Explosive''' - [[Grenades]], launchers, and other oddball weapons/utility items like the [[doomsday rocket launcher]]. In addition to raw explosions, many grenade-type weapons have a special effect, like [[molotov cocktails]] starting [[fire]]. Most explosives do not rely on accuracy, Shooting skill, [[Manipulation]], etc.&lt;br /&gt;
&lt;br /&gt;
There are also three technology levels to consider:&lt;br /&gt;
* {{Icon Small|Short bow|24}}'''Neolithic''' - Bows, spears, and clubs. Often necessary when starting a [[Scenario system#Lost Tribe|Lost Tribe]] or [[Scenario system#Naked Brutality|Naked Brutality]] run, but usually they can be quickly replaced. (Tribal)&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} '''Early Industrial''' - Weaker firearms, like pistols. These weapons are often carried by early pirate [[raider]]s. For the purposes of this guide, this includes any gun from [[Research#Blowback operation|Blowback operation]] and before, as well as medieval technology like [[longsword]]s and [[greatbow]]s. (Earlygame)&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} '''Modern / Spacer''' - Weapons from [[Research#Gas operation|Gas operation]] onwards. Even an endgame colony can find industrial era weapons viable -  [[charge rifle]]s and [[minigun]]s aren't always the best weapon just because they are higher tech. (Midgame)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stats ===&lt;br /&gt;
There are a couple of stats that are particularly important to consider in a weapon:&lt;br /&gt;
* '''DPS''': Damage per second (at a given range), taking into account raw damage, accuracy, firerate, burst count, and armor. This is the primary consideration for most weapons, and for melee weapons in particular.&lt;br /&gt;
* '''Damage type:''' Whenever a weapon checks Sharp, Blunt, or Heat damage, and specific quirks for melee damage. Most ranged weapons deal Sharp damage. In addition, each specific damage type ([[short bow|Arrow]] vs [[recurve bow|ArrowHighVelocity]], for instance) can have different chances to hit different body parts.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Stats&lt;br /&gt;
* '''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered &amp;quot;skill friendly&amp;quot;, and those in latter are best relegated to pawns with high shooting accuracy. &lt;br /&gt;
* '''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.&lt;br /&gt;
* '''Firing Cycle''': Fire rate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.&lt;br /&gt;
* '''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power &amp;gt;= body size, then the enemy will be slowed.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
Melee weapons specialize in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
Pawns who are adjacent to each other are ''forced'' into melee combat, even if they are wielding a [[shotgun]]. A gun's barrel is quite ineffective compared to a sword. Melee lends itself well to disruptive tactics, like rushing down a [[sniper rifle|sniper]] or [[grenades|grenadier]], or peeling off enemies from your gunners. The [[defense tactics#Melee blocking|melee block]] - create a chokepoint with 3 melee outside, where only 1 enemy can melee at a time - is extremely effective against enemy melee foes. You can have gunners fire just behind them.&lt;br /&gt;
&lt;br /&gt;
One of the main cons with melee is that taking damage is unavoidable. Later in the game, and especially with higher [[difficulties]], enemies will vastly outnumber your colony. A 200 tribal [[raid]] will eventually wear down your most well-geared melee fighters, even in the best scenarios. Another con is that melee fighters will often have to approach ranged fighters, meaning melee is poorly suited for open combat against ranged opponents. Also, [[animal]]s will always fight back against melee weapons even with 0% manhunter chance, making them terrible for hunting.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Give your best melee pawns the strongest melee weapons, assuming you desire to get into melee at all.&lt;br /&gt;
** Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness.&lt;br /&gt;
* [[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions.&lt;br /&gt;
* Try to avoid using melee in the very early game, unless you outnumber the enemy. Ranged weapons and [[spike trap]]s are stronger than the weaker melee choices.&lt;br /&gt;
&lt;br /&gt;
=== Sharp ===&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
* [[Persona monosword]]s {{RoyaltyIcon}} are the strongest sharp weapon, followed by regular [[monosword]]s{{RoyaltyIcon}}.&lt;br /&gt;
* [[Obsidian]]{{OdysseyIcon}} [[longsword]]s are the best craftable sharp weapon, followed by either [[plasteel]] or [[bioferrite]]{{AnomalyIcon}} longswords.&lt;br /&gt;
&lt;br /&gt;
Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. Most sharp weapons have the ''[[Damage types#Cut|Cut]]'' damage type. Cut has a chance to &amp;quot;cleave&amp;quot; through body parts, increasing ''total'' damage but spreading it throughout body parts. &lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to blunt:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities, sharp damage is better against unarmored targets while blunt is better against armored. At legendary quality and best types, or at high qualities with a [[melee damage factor]] boost, sharp weapon's {{AP}} is so high that armor practically doesn't matter. Instead, due to blunt damage's superior overkill damage mechanics, blunt is better against humans, while sharp's better overall {{DPS}} means it performs better against large/high HP targets.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When wielded by a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will only attack with its blade, due to the [[melee verb selection]] mechanic. This results in these weapons having significantly better performance than normal, with legendary obsidian longsword beating an excellent persona monosword and legendary monosword (which both have a 25% chance to attack with the handle).&lt;br /&gt;
&lt;br /&gt;
However, with a strong enough body part attack, or with a boost to [[melee damage factor]] like the [[strong melee damage]] [[gene]]{{BiotechIcon}}, legendary longswords will no longer attack with just the blade. This makes a legendary obsidian/bioferrite longsword somewhat worse by comparison.&lt;br /&gt;
&lt;br /&gt;
The following table compares melee damage on a base pawn (no body part or melee damage factor):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Weapon !! DPS !! AP !! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Excellent)&lt;br /&gt;
| 13.55&lt;br /&gt;
| 52%&lt;br /&gt;
| 355&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Masterwork)&lt;br /&gt;
| 16.38&lt;br /&gt;
| 63%&lt;br /&gt;
| 590&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Legendary)&lt;br /&gt;
| 18.64&lt;br /&gt;
| 72%&lt;br /&gt;
| 1185&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Excellent)&lt;br /&gt;
| 14.49&lt;br /&gt;
| 99%&lt;br /&gt;
| 3000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Masterwork)&lt;br /&gt;
| 17.51&lt;br /&gt;
| 120%&lt;br /&gt;
| 4000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Legendary)&lt;br /&gt;
| 19.93&lt;br /&gt;
| 136%&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Excellent)&lt;br /&gt;
| 14.59&lt;br /&gt;
| 56%&lt;br /&gt;
| 895&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Masterwork)&lt;br /&gt;
| 17.62&lt;br /&gt;
| 68%&lt;br /&gt;
| 1495&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Legendary)&lt;br /&gt;
| 20.06&lt;br /&gt;
| 78%&lt;br /&gt;
| 2985&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Excellent)&lt;br /&gt;
| 19.24&lt;br /&gt;
| 100%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Masterwork)&lt;br /&gt;
| 23.25&lt;br /&gt;
| 121%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Legendary)&lt;br /&gt;
| 26.45&lt;br /&gt;
| 138%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Excellent)&lt;br /&gt;
| 14.27&lt;br /&gt;
| 44%&lt;br /&gt;
| 1565&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Masterwork)&lt;br /&gt;
| 17.25&lt;br /&gt;
| 53%&lt;br /&gt;
| 2605&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Legendary)&lt;br /&gt;
| 19.63&lt;br /&gt;
| 61%&lt;br /&gt;
| 4045&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
* [[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time.&lt;br /&gt;
* At legendary quality and/or high quality with a [[melee damage factor]] boost, [[uranium]] [[warhammer]]s{{RoyaltyIcon}} are the best craftable blunt weapon, and second best overall. While [[mace]]s have a better {{DPS}}, warhammers are more likely to one-shot under these conditions.&lt;br /&gt;
* At lower qualities or without [[Royalty]], [[uranium]] [[mace]]s will be the best blunt weapon.&lt;br /&gt;
&lt;br /&gt;
Blunt wounds do not bleed and are often weaker in raw {{DPS}} than sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit.&lt;br /&gt;
&lt;br /&gt;
Very high [[quality]] blunt weapons benefit blunt damage's superior overkill damage spread. If a sharp weapon would stab a finger, a blunt weapon would destroy the finger and smash the arm in the process. This makes legendary (persona) zeushammers and warhammers (and to a lesser extent, maces) very consistent at one-shotting enemies.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to sharp:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities and weapon types, sharp damage is better against light armor and blunt damage is better against armored opponents. Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Regular zeushammers lose to monoswords until facing foes in [[marine armor]], and persona zeushammers lose to persona monoswords until [[cataphract armor|cataphract]]. &lt;br /&gt;
&lt;br /&gt;
However, at legendary quality or with high qualities with a [[melee damage factor]] boost, blunt's superior overkill damage makes blunt better against humans. Sharp weapons will have superior {{DPS}} as well as amazing {{AP}}, so they will perform better against large targets, including (ironically enough) [[centipede]]s.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
* [[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%.&lt;br /&gt;
* [[Flesh tentacle]]s{{AnomalyIcon}} are the second strongest body part and have no penalty, but cannot be installed via traditional means.&lt;br /&gt;
* [[Hand talon]]s{{RoyaltyIcon}} are the strongest body part weapon with no downside that can be installed normally.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to suppress a swarm of melee combatants. When holding a melee weapon, these parts can slightly increase damage; due to the melee verb system, sometimes the fists / body parts will be used instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their &amp;quot;best&amp;quot; melee attack; only one part is required for gunners.&lt;br /&gt;
&lt;br /&gt;
Body part weapons are also essential for [[#Ghouls|ghouls]],{{AnomalyIcon}} who cannot wield regular weapons.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to weapons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power claws are roughly equal to a normal [[plasteel]] [[longsword]]. [[Hand talon]]s{{RoyaltyIcon}} are stronger than [[elbow blade]]s{{RoyaltyIcon}}, which are stronger than a [[knee spike]]{{RoyaltyIcon}}, though knee spikes have more {{AP}}. All three are roughly on-par with a normal steel longsword. Note that combat parts are incompatible with other artifical parts: hand attachments get in the way of a [[field hand]], hand / arm attachments don't work with a [[bionic arm]], and knee spikes don't work with a [[bionic leg]]. [[Venom fangs]]{{RoyaltyIcon}} are the weakest of the bunch, but do not occupy any useful area of the body.&lt;br /&gt;
&lt;br /&gt;
== Melee - Nonhuman ==&lt;br /&gt;
[[File:Elephant.png|thumb|300px|right]]&lt;br /&gt;
=== Animal ===&lt;br /&gt;
* [[Alpha thrumbo]]s{{OdysseyIcon}} and [[thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame.&lt;br /&gt;
* [[Megasloth]]s, [[elephant]]s, [[rhino]]s, and both [[bear]]s are behind the thrumbo, but can be found in the wild.&lt;br /&gt;
&lt;br /&gt;
Animals are much more expendable than a colonist, and most have a lot more health than a colonist. However, they cannot be drafted, limiting their combat use severely. In addition, they require one or multiple pawns proficient in the Animals skill in order be tamed and trained.  They thus have 2 main uses:&lt;br /&gt;
# Animals trained in ''Attack'' can... attack. They will rush towards nearby enemies, acting as a powerful distraction for your gunners.&lt;br /&gt;
# Animals can be put in an [[allowed area]] in a hallway raiders are passing through. Raiders and the animal will be forced to attack each other, resulting in a melee block scenario. [[Pen animals]] will not be attacked by raiders, and in any case are unable to be zoned.&lt;br /&gt;
&lt;br /&gt;
Animal selection is also limited by [[biome]], and large animals can turn hostile in failed taming attempts.&lt;br /&gt;
&lt;br /&gt;
=== Wild animals ===&lt;br /&gt;
Other than shooting an animal and hoping it attacks the raiders, there are three dedicated ways to make wild animals hostile to your enemies:&lt;br /&gt;
* The [[psychic animal pulser]] and its [[shard animal pulser|shard]] [[biomutation pulser|counterparts]]{{AnomalyIcon}} are a single use item that turns all wild animals on the map manhunter.&lt;br /&gt;
* The [[manhunter pulse]] [[psycast]]{{RoyaltyIcon}} turns all animals in a large, 57-tile radius into manhunters. Reusable.&lt;br /&gt;
* The [[animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.&lt;br /&gt;
&lt;br /&gt;
For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
* [[Scyther]]s are the most effective at melee damage, but have low durability.&lt;br /&gt;
* [[Centipede]]s, despite having a ranged weapon, are very durable and have decent melee damage, perhaps beating the [[tunneler]] in a practical scenario.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have all the advantages of being an animal and then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).&lt;br /&gt;
&lt;br /&gt;
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventually [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, while dealing alright damage in melee.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s are incredibly potent at melee. They can be drafted like a regular colonist, do not bleed, do not feel pain or have mental breaks, regenerate HP and lost parts rapidly, and can be easily revived with [[ghoul resurrection serum]]. They are also worth remarkably little [[wealth]] and [[raid points]] when compared to a colonist or mech. While ghouls are limited to unarmed combat, they can be given [[#body parts|body part weapons]], a number of [[Artificial body parts#Ghoul upgrades|ghoul specific implants]], and the [[strong melee damage]] [[gene]]{{BiotechIcon}}. See [[Ghoul#The_ideal_ghoul|the ideal ghoul analysis section]] for what else can help a ghoul.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (ghoul implants)'''&amp;lt;br&amp;gt;&lt;br /&gt;
A [[power claw]] is the strongest body part weapon but it hinders movement. A power claw + [[flesh tentacle]] is the overall strongest combination, as through the [[melee verb selection]] mechanic, this combo will guarantee that the power claw's attack is selected. A power claw + [[wooden hand]] will result in a similar effect, and outdamages a power claw + regular hand. A [[flesh tentacle]] is the second best body part weapon with no downsides, although it must be obtained before ghoulification. A flesh tentacle can be combined with a flesh tentacle or wooden hand in the same way.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (to other melee pawns)'''&amp;lt;br&amp;gt;&lt;br /&gt;
While the ''maximum potential'' for a standard human colonist is higher (legendary weapons, [[cataphract armor]], [[shield belt]]s, jumping and other abilities), a ghoul with a body part weapon + [[ghoul barbs]] + [[ghoul plating]] is significantly cheaper and requires much less research, so ghouls are very cost effective, and better than melee colonists in the early- and mid-game.&lt;br /&gt;
&lt;br /&gt;
Animals cannot be manually controlled and require constant taming. [[Friendly mechanoids]]{{BiotechIcon}} are strictly inferior for melee; [[scyther]]s are frailer and weaker than a ghoul with a body part weapon + ghoul barbs + ghoul plating, while being more [[raid points]] and only slightly faster than a base ghoul.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Neolithic ==&lt;br /&gt;
Neolithic weapons are the easiest weapons to craft, available for [[New Tribe]]s and [[Scenario system#Naked Brutality|Naked Brutality]] starts to craft.&lt;br /&gt;
=== Bows ===&lt;br /&gt;
Bows are a mid range, generalist option.&lt;br /&gt;
* {{Icon Small|short bow|24}} [[Short bow]]s are the simplest ranged weapons in the game, only requiring [[wood]] and a [[crafting spot]]. &lt;br /&gt;
* {{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{Icon Small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are surprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].)&lt;br /&gt;
&lt;br /&gt;
Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel early game raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics. For example - place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side.&lt;br /&gt;
&lt;br /&gt;
Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage.&lt;br /&gt;
&lt;br /&gt;
=== Pila ===&lt;br /&gt;
Pila are incredibly short ranged support weapons.&lt;br /&gt;
* {{Icon Small|pila|24}} [[Pila]] are more damaging but less reliable than short bows, and worse for DPS than recurve bows. They have a small range and a massive cooldown, so are poor as standalone weapons. Unlike shortbows but like recurve bows, they can stagger humans. The best use of the pila is a support weapon; place a low-skill fighter with a pila behind melee fighters. They also have some use as a hunting weapon. The high per-shot damage compensates for the lowered range.&lt;br /&gt;
&lt;br /&gt;
Due to its weaknesses and [[Research#Smithing|Smithing]] requirement, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one.&lt;br /&gt;
&lt;br /&gt;
=== Flamebows ===&lt;br /&gt;
Flamebows are specialist weapons that cause fire.&lt;br /&gt;
* {{Icon Small|Flamebow|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Watch out for your base. Pawns lit on fire will run around wildly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered &amp;quot;indoors&amp;quot;, causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with [[molotov cocktail]]s. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Early Industrial ==&lt;br /&gt;
Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. So while you ''can'' craft these weapons as soon as you research [[Research#Gunsmithing|Gunsmithing]], many players like to wait to craft the weapons from [[Research#Gas operation|Gas Operation]] and onwards, due to the large increase of effectiveness from the more advanced weapons.&lt;br /&gt;
&lt;br /&gt;
Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and a ''good'' [[recurve bow]] can outperform both (at maximum range). This applies to all weapons, but especially if you are reliant on obtaining weapons from raiders.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
Handguns are close-mid range, general combat options.&lt;br /&gt;
* {{Icon Small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Reolvers out {{DPS}} autopistols at any range. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits.&lt;br /&gt;
* {{Icon Small|Autopistol|24}} [[Autopistol]]s fire faster than revolvers, making them more reliable at getting at least ''some'' damage in, despite being weaker. They have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents.&lt;br /&gt;
&lt;br /&gt;
As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. Both handguns are roughly the same as each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.&lt;br /&gt;
&lt;br /&gt;
=== Long ranged ===&lt;br /&gt;
These options are effective in any situation (outside of close combat), mostly due to the small effective range of contemporary weapons.&lt;br /&gt;
* {{Icon Small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. &amp;quot;Greatbows are better than pistols at the pistol's max range&amp;quot;. While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic.&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters. &lt;br /&gt;
&lt;br /&gt;
: Even when you have more advanced weapons, the bolt-action still has a niche. It deals more damage than the sniper while retaining high range. The bolt-action outranges all [[centipede]] variants, and comfortably outranges [[lancer]]s.&lt;br /&gt;
&lt;br /&gt;
Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior.&lt;br /&gt;
&lt;br /&gt;
=== Short ranged ===&lt;br /&gt;
Pump shotguns are a specialist weapon, great at both support and close-range damage. Machine pistols are strong up close, but a good overall weapon (for its tech level).&lt;br /&gt;
* {{Icon Small|Pump shotgun|24}} [[Pump shotgun]]s are both powerful and accurate, but have a measly 15.9 tile range. Damage is great, and shotguns can stagger pawns as large as [[centipede]]s. &lt;br /&gt;
* {{Icon Small|Machine pistol|24}} [[Machine pistol]]s fire a burst of 3 bullets with a very quick cooldown. Overall DPS beats both handguns up to 19.9 tiles, this weapon's maximum range. It even surpasses the pump shotgun at touch range (3 tiles). Fast cooldown cycle makes it good for hit and run tactics. A clear-cut winner over other pistols.&lt;br /&gt;
&lt;br /&gt;
Short ranged weapons are best used directly behind melee fighters, but remain decent at their maximum range. Like with melee, you can make hallways and tunnels so that you can gun enemies at an effective range. Counter these weapons by using a long range weapon, engaging them in melee, or luring them into [[spike trap]]s before they get too close.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Modern ==&lt;br /&gt;
Ranged weapons unlocked from [[Research#Gas operation|Gas Operation]] and onwards. Most, if not all, of these weapons have ''some'' sort of niche or viability even for late- and end- game colonies.&lt;br /&gt;
&lt;br /&gt;
=== Rifles &amp;amp; SMG ===&lt;br /&gt;
Rifle-class weapons are generalist weapons, dealing great damage at any range.&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat skill friendly.&lt;br /&gt;
* {{Icon Small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at &amp;lt;10 tiles, without the hard range restrictions of a chain shotgun.&lt;br /&gt;
* {{Icon Small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. They are stronger and have more {{AP}} than assault rifles at all ranges, with only 2 tiles less range, so they are better than ARs in a large majority of situations. They also have similar damage to heavy SMGs at close range while being better at long distance combat. However, charge rifles are more expensive than the industrial weapons.&lt;br /&gt;
* {{Icon Small|Hellcat rifle|24}} [[Hellcat rifle]]s{{AnomalyIcon}} are worse as a regular weapon than assault rifles in nearly every aspect, but have an integrated burner, giving them more flexibility against enemies that get too close, particularly [[entities]].&lt;br /&gt;
&lt;br /&gt;
In general, these weapons are great for general purpose combat and base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. &lt;br /&gt;
&lt;br /&gt;
Charge rifles are the best overall weapon if they can be afforded. Assault rifles are cheaper, and can be better for [[kiting]] due to their slightly higher range. Heavy SMGs are even cheaper and can be a great option in short range combat, comparable to the [[chain shotgun]] and charge rifle. Hellcat rifles have extra flexibility due to their burner, giving them a niche when [[Events/Anomaly|Anomaly events]] occur frequently, or against standard melee enemies that breach lines. Note that [[unique weapon]]s{{OdysseyIcon}} with the [[bioferrite burner]] trait, while not at all reliable to obtain, have a similar benefit to the hellcat while not sacrificing performance.&lt;br /&gt;
&lt;br /&gt;
=== Large burst fire ===&lt;br /&gt;
Weapons with a large burst of bullets, but low accuracy and long cooldowns.&lt;br /&gt;
* {{Icon Small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. The LMG has a stronger niche with the [[Combat in darkness]] [[precept]]{{IdeologyIcon}} active, becoming a high single-target DPS weapon with the range of a heavy  SMG, but with a slow firing cycle.&lt;br /&gt;
* {{Icon Small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, wildly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.&lt;br /&gt;
* {{Icon Small|Beam repeater|24}} [[Beam repeater]]s{{OdysseyIcon}} fire a large burst like a minigun, but are much more accurate, meaning they are more effective against single targets.&lt;br /&gt;
&lt;br /&gt;
Both LMGs and miniguns are decent or good as support weapons, able to mow down crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. They do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck, and if the intended target dies during the burst then much of the damage is wasted.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters are better against single targets in a controlled setting, but their long firing time and damage, as well as wasted damage if the target is killed during the fire, make them less appealing than standard rifles.&lt;br /&gt;
&lt;br /&gt;
=== Chain shotgun ===&lt;br /&gt;
A very high damage, decent accuracy, low range, specialist weapon.&lt;br /&gt;
* {{Icon Small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations.&lt;br /&gt;
Chain shotguns are amazing when you can expect or force close combat. Infestations are inevitable for mountain bases, while any form of melee block works well for shotguns. These weapons can also work very well inside a specialized killbox; if you can control/expect where [[sapper]]s and [[breacher]]s will go, shotguns can be a very viable weapon as a colony's sole firearm.&lt;br /&gt;
&lt;br /&gt;
=== Sniper rifle ===&lt;br /&gt;
Extreme range, single-shot, specialist weapons.&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but require a lot of time to aim, resulting in low fire rate. On a normal pawn, overall DPS is weaker than a [[bolt-action rifle]]. With [[Aiming Time]] reductions, damage is greatly increased, making it competitive with even [[charge rifle]]s. Regardless, it is useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are great weapons for kiting stationary enemies and the safest weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. &lt;br /&gt;
&lt;br /&gt;
For [[trigger-happy]] [[shooting specialist]]s{{IdeologyIcon}}, who reach an Aiming Time of 1%, sniper rifles become a high {{DPS}} weapon. On paper, for those pawns, an excellent sniper rifle ''beats'' an excellent [[charge rifle]] for average DPS at medium range, and a legendary sniper is on the same league as a legendary assault rifle. However, even with aiming time reductions, sniper rifles are worse in close ranges, and lack burst fire (meaning they are less reliable).&lt;br /&gt;
&lt;br /&gt;
=== Charge lance ===&lt;br /&gt;
High range, single-shot, high AP.&lt;br /&gt;
* {{Icon Small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is not much better than an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle. This gives it a weak niche, despite its cost and tech level.&lt;br /&gt;
&lt;br /&gt;
Charge lances are very similar to assault rifles for overall usage, with same damage and range. As its DPS against most targets is lower, this weapon is not recommended to use over assault rifles, at least for most cases. It can be used for dealing with heavily armored enemies, e.g., charge lances perform slightly better than ARs against [[centipede]]s, and much better against [[marine armor]].&lt;br /&gt;
&lt;br /&gt;
=== Beam graser ===&lt;br /&gt;
Low damage, high AP, anti-cover weapon.&lt;br /&gt;
* {{Icon Small|Beam graser|24}} [[Beam graser]]s{{BiotechIcon}} are threatening weapons when used by enemies, but poor weapons for the colony. They excel at getting enemies out of [[cover]], causing [[fire]]s within a small AOE and ignoring cover to some extent. However, they have short range, poor {{DPS}}, and ideally, when in the colony, raiders should not be given cover in the first place. Also, they cannot benefit from [[quality]].&lt;br /&gt;
&lt;br /&gt;
Beam grasers are dedicated anti-cover weapons. This may have some use when actively attacking enemies in the open, but inflexible, as they are poor in nearly any other situation.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving pawn without the player manually leading the target. Good for fighting enemies in [[cover]]. Can be thrown straight for a few tiles in a hallway, and coupled with their AoE and massive damage, they are devastating against massed melee enemies when placed behind melee blockers. Grenades are also ''very'' effective against structures and walls. Breaking a wall fast is rarely helpful, but this property is great for taking out [[mech cluster]]s.{{RoyaltyIcon}}&lt;br /&gt;
* {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.&lt;br /&gt;
* {{Icon Small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s,{{RoyaltyIcon}} but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.&lt;br /&gt;
* {{Icon Small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.&lt;br /&gt;
&lt;br /&gt;
=== Launchers ===&lt;br /&gt;
Launchers have a greater range than grenades, but have a ''very'' long cooldown (2nd slowest in the game, just faster than the [[pila]]).&lt;br /&gt;
* {{Icon Small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molotovs for creating ground fires, as it shoots slower. As even molotovs aren't great to throw at raiders, these are most often outclassed by the thrown variant.&lt;br /&gt;
* {{Icon Small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade.&lt;br /&gt;
* {{Icon Small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Some form of smoke is invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers.&lt;br /&gt;
* {{Icon Small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. Fires slower than tox grenades, but extra launcher range makes it better as a support weapon. Make sure colonists in the blast have some form of [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]].&lt;br /&gt;
* {{Icon Small|Incinerator|24}} [[Incinerator]]s{{AnomalyIcon}}, while not a &amp;quot;launcher&amp;quot; by name, cause flames in a similar but more effective manner than incendiary launchers. They also have an integrated burner as a limited-use, but effective means of burning nearby enemies. They are niche support weapons, can be equipped when fighting [[entities]] vulnerable to fire or as a support weapon for pawns poor at shooting.&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
Weapons of mass destruction. Rocket launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start the explosions. All of these are single use, and none can be crafted by a colony.&lt;br /&gt;
* {{Icon Small|Doomsday rocket launcher|24}} [[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only.&lt;br /&gt;
* {{Icon Small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.&lt;br /&gt;
* {{Icon Small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map, on a specific point. This can possibly destroy player structures when used inside your colony, so is mostly useful for offensive operations (or as a last resort). Quest only.&lt;br /&gt;
&lt;br /&gt;
As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Mortars ===&lt;br /&gt;
[[Mortar]]s are not handheld weapons, but are weapons nonetheless.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius of 9 tiles (but modified by the user's [[mortar miss radius multiplier]]), they are mostly effective against large groups and/or stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds. With [[Classic mortars]] enabled, barrels are no longer required but the mortars and shells become more expensive, and the mortar less accurate, to compensate.&lt;br /&gt;
&lt;br /&gt;
Mortars are extremely useful against enemy [[siege]]s. Until they take enough of their own casualties, a siege will continue to lob their own mortar shells, which is devastating to any colony not under overhead mountain. They are also great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Each mortar shell has its own purpose:&lt;br /&gt;
* {{Icon Small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target.&lt;br /&gt;
* {{Icon Small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But, as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.&lt;br /&gt;
* {{Icon Small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can attack through the shield.&lt;br /&gt;
* {{Icon Small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s make this shell mostly obsolete.&lt;br /&gt;
* {{Icon Small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke shell costs resources for each shot (unlike the free launcher), the shell has a larger radius and can be used from further away.&lt;br /&gt;
* {{Icon Small|Deadlife shell|24}} [[Deadlife shell]]:{{AnomalyIcon}} Creates [[deadlife dust]] within the area, turning corpses into [[shambler]]s. There are unlikely to be corpses at the edge of the map where raiders spawn, and inside a colony, [[IED deadlife trap]]s are more effective, so the actual deadlife shell is of questionable use.&lt;br /&gt;
* {{Icon Small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=177627</id>
		<title>Weapon Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapon_Guide&amp;diff=177627"/>
		<updated>2026-03-15T07:16:30Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Sharp */ fix copy-paste&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a wide variety of weapons available in RimWorld. Using them effectively can give you a sizable advantage against raiders.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
There are three main categories of weapon this guide will cover:&lt;br /&gt;
* {{Icon Small|Longsword|24}} '''Melee''' - Weapons made for close combat. Enemies are unable to fire guns at melee range, so these weapons have a wide variety of uses, from using hallways to bring enemies to you, to rushing a troublesome [[centipede]].&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} '''Ranged''' - Weapons that attack from range. There are a wide variety of ranged weapons, from the all-rounder generalists to &amp;quot;specialist&amp;quot; weapons that fit a specific niche.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} '''Explosive''' - [[Grenades]], launchers, and other oddball weapons/utility items like the [[doomsday rocket launcher]]. In addition to raw explosions, many grenade-type weapons have a special effect, like [[molotov cocktails]] starting [[fire]]. Most explosives do not rely on accuracy, Shooting skill, [[Manipulation]], etc.&lt;br /&gt;
&lt;br /&gt;
There are also three technology levels to consider:&lt;br /&gt;
* {{Icon Small|Short bow|24}}'''Neolithic''' - Bows, spears, and clubs. Often necessary when starting a [[Scenario system#Lost Tribe|Lost Tribe]] or [[Scenario system#Naked Brutality|Naked Brutality]] run, but usually they can be quickly replaced. (Tribal)&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} '''Early Industrial''' - Weaker firearms, like pistols. These weapons are often carried by early pirate [[raider]]s. For the purposes of this guide, this includes any gun from [[Research#Blowback operation|Blowback operation]] and before, as well as medieval technology like [[longsword]]s and [[greatbow]]s. (Earlygame)&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} '''Modern / Spacer''' - Weapons from [[Research#Gas operation|Gas operation]] onwards. Even an endgame colony can find industrial era weapons viable -  [[charge rifle]]s and [[minigun]]s aren't always the best weapon just because they are higher tech. (Midgame)&lt;br /&gt;
&lt;br /&gt;
=== Weapon stats ===&lt;br /&gt;
There are a couple of stats that are particularly important to consider in a weapon:&lt;br /&gt;
* '''DPS''': Damage per second (at a given range), taking into account raw damage, accuracy, firerate, burst count, and armor. This is the primary consideration for most weapons, and for melee weapons in particular.&lt;br /&gt;
* '''Damage type:''' Whenever a weapon checks Sharp, Blunt, or Heat damage, and specific quirks for melee damage. Most ranged weapons deal Sharp damage. In addition, each specific damage type ([[short bow|Arrow]] vs [[recurve bow|ArrowHighVelocity]], for instance) can have different chances to hit different body parts.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Stats&lt;br /&gt;
* '''Accuracy''': For 2 weapons with the same DPS, a more accurate weapon hits targets more consistently. Certain weapons are more accurate at certain ranges. The pawn stat, [[Shooting Accuracy]], is separate to the accuracy of the weapon itself. For a full breakdown of mechanics see: [[Weapons#Accuracy|Weapons]]. Due to the specific mechanics of the Shooting Accuracy stat, weapons that deal the majority of their DPS at closer ranges lose less of their DPS than those that do less damage close up but more evenly spread their DPS across a wide band of ranges. Thus, weapons in the former category are considered &amp;quot;skill friendly&amp;quot;, and those in latter are best relegated to pawns with high shooting accuracy. &lt;br /&gt;
* '''Range''': How far a ranged weapon can fire. Whether firing from this range is actually effective is another story.&lt;br /&gt;
* '''Firing Cycle''': Fire rate of a ranged weapon - the combination of warmup, cooldown, and firing time. For the same DPS, a lower firing cycle makes a weapon more flexible, and better for kiting strategies.&lt;br /&gt;
* '''Stopping power:''' A stopping power of 1 or more can stagger, or slow, humans and human-sized enemies. Specifically, if stopping power &amp;gt;= body size, then the enemy will be slowed.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Bodyblock_choke.png|250px|thumb|right|You shall not pass.]]&lt;br /&gt;
Melee weapons specialize in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
Pawns who are adjacent to each other are ''forced'' into melee combat, even if they are wielding a [[shotgun]]. A gun's barrel is quite ineffective compared to a sword. Melee lends itself well to disruptive tactics, like rushing down a [[sniper rifle|sniper]] or [[grenades|grenadier]], or peeling off enemies from your gunners. The [[defense tactics#Melee blocking|melee block]] - create a chokepoint with 3 melee outside, where only 1 enemy can melee at a time - is extremely effective against enemy melee foes. You can have gunners fire just behind them.&lt;br /&gt;
&lt;br /&gt;
One of the main cons with melee is that taking damage is unavoidable. Later in the game, and especially with higher [[difficulties]], enemies will vastly outnumber your colony. A 200 tribal [[raid]] will eventually wear down your most well-geared melee fighters, even in the best scenarios. Another con is that melee fighters will often have to approach ranged fighters, meaning melee is poorly suited for open combat against ranged opponents. Also, [[animal]]s will always fight back against melee weapons even with 0% manhunter chance, making them terrible for hunting.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Give your best melee pawns the strongest melee weapons, assuming you desire to get into melee at all.&lt;br /&gt;
** Weapon [[quality]] and [[material]] has a large impact on ''any'' weapon's effectiveness.&lt;br /&gt;
* [[Shield belt]]s are invaluable to give protection against bullets. They give melee pawns a new use - to serve as tanky distractions.&lt;br /&gt;
* Try to avoid using melee in the very early game, unless you outnumber the enemy. Ranged weapons and [[spike trap]]s are stronger than the weaker melee choices.&lt;br /&gt;
&lt;br /&gt;
=== Sharp ===&lt;br /&gt;
{{Recode|section=1|reason=Automate table}}&lt;br /&gt;
* [[Persona monosword]]s {{RoyaltyIcon}} are the strongest sharp weapon, followed by regular [[monosword]]s{{RoyaltyIcon}}.&lt;br /&gt;
* [[Obsidian]]{{OdysseyIcon}} [[longsword]]s are the best craftable sharp weapon, followed by either [[plasteel]] or [[bioferrite]]{{AnomalyIcon}} longswords.&lt;br /&gt;
&lt;br /&gt;
Sharp weapons are the bread and butter of melee weapons. They are the most common type of melee, dealing strong all-round damage. Most sharp weapons have the ''[[Damage types#Cut|Cut]]'' damage type. Cut has a chance to &amp;quot;cleave&amp;quot; through body parts, increasing ''total'' damage but spreading it throughout body parts. &lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to blunt:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities, sharp damage is better against unarmored targets while blunt is better against armored. At legendary quality and best types, or at high qualities with a [[melee damage factor]] boost, sharp weapon's {{AP}} is so high that armor practically doesn't matter. Instead, due to blunt damage's superior overkill damage mechanics, blunt is better against humans, while sharp's better overall {{DPS}} means it performs better against large/high HP targets.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When wielded by a base pawn, a legendary [[obsidian]]{{OdysseyIcon}} or [[bioferrite]]{{AnomalyIcon}} longsword will only attack with its blade, due to the [[melee verb selection]] mechanic. This results in these weapons having significantly better performance than normal, with legendary obsidian longsword beating an excellent persona monosword and legendary monosword (which both have a 25% chance to attack with the handle).&lt;br /&gt;
&lt;br /&gt;
However, with a strong enough body part attack, or with a boost to [[melee damage factor]] like the [[strong melee damage]] [[gene]]{{BiotechIcon}}, legendary longswords will no longer attack with just the blade. This makes a legendary obsidian/bioferrite longsword somewhat worse by comparison.&lt;br /&gt;
&lt;br /&gt;
The following table compares melee damage on a base pawn (no body part or melee damage factor):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Weapon !! DPS !! AP !! Market Value&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Excellent)&lt;br /&gt;
| 13.55&lt;br /&gt;
| 52%&lt;br /&gt;
| 355&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Masterwork)&lt;br /&gt;
| 16.38&lt;br /&gt;
| 63%&lt;br /&gt;
| 590&lt;br /&gt;
|-&lt;br /&gt;
! Bioferrite Longsword (Legendary)&lt;br /&gt;
| 18.64&lt;br /&gt;
| 72%&lt;br /&gt;
| 1185&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Excellent)&lt;br /&gt;
| 14.49&lt;br /&gt;
| 99%&lt;br /&gt;
| 3000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Masterwork)&lt;br /&gt;
| 17.51&lt;br /&gt;
| 120%&lt;br /&gt;
| 4000&lt;br /&gt;
|-&lt;br /&gt;
! Monosword (Legendary)&lt;br /&gt;
| 19.93&lt;br /&gt;
| 136%&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Excellent)&lt;br /&gt;
| 14.59&lt;br /&gt;
| 56%&lt;br /&gt;
| 895&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Masterwork)&lt;br /&gt;
| 17.62&lt;br /&gt;
| 68%&lt;br /&gt;
| 1495&lt;br /&gt;
|-&lt;br /&gt;
! Obsidian Longsword (Legendary)&lt;br /&gt;
| 20.06&lt;br /&gt;
| 78%&lt;br /&gt;
| 2985&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Excellent)&lt;br /&gt;
| 19.24&lt;br /&gt;
| 100%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Masterwork)&lt;br /&gt;
| 23.25&lt;br /&gt;
| 121%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Persona Monosword (Legendary)&lt;br /&gt;
| 26.45&lt;br /&gt;
| 138%&lt;br /&gt;
| Dependent on traits&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Excellent)&lt;br /&gt;
| 14.27&lt;br /&gt;
| 44%&lt;br /&gt;
| 1565&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Masterwork)&lt;br /&gt;
| 17.25&lt;br /&gt;
| 53%&lt;br /&gt;
| 2605&lt;br /&gt;
|-&lt;br /&gt;
! Plasteel Longsword (Legendary)&lt;br /&gt;
| 19.63&lt;br /&gt;
| 61%&lt;br /&gt;
| 4045&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
* [[Persona zeushammer]]s {{RoyaltyIcon}} are the strongest blunt weapon, followed by regular [[zeushammer]]s {{RoyaltyIcon}}. Both variants cause a small amount of [[EMP]], stunning turrets and mechanoids for a short time.&lt;br /&gt;
* At legendary quality and/or high quality with a [[melee damage factor]] boost, [[uranium]] [[warhammer]]s{{RoyaltyIcon}} are the best craftable blunt weapon, and second best overall. While [[mace]]s have a better {{DPS}}, warhammers are more likely to one-shot under these conditions.&lt;br /&gt;
* At lower qualities or without [[Royalty]], [[uranium]] [[mace]]s will be the best blunt weapon.&lt;br /&gt;
&lt;br /&gt;
Blunt wounds do not bleed and are often weaker in raw {{DPS}} than sharp counterparts. However, blunt weapons are great for penetrating armor, as most items have a poor Blunt armor rating. They also have a small chance to stun for {{ticks|45}} on hit.&lt;br /&gt;
&lt;br /&gt;
Very high [[quality]] blunt weapons benefit blunt damage's superior overkill damage spread. If a sharp weapon would stab a finger, a blunt weapon would destroy the finger and smash the arm in the process. This makes legendary (persona) zeushammers and warhammers (and to a lesser extent, maces) very consistent at one-shotting enemies.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to sharp:'''&amp;lt;br&amp;gt;&lt;br /&gt;
At standard qualities and weapon types, sharp damage is better against light armor and blunt damage is better against armored opponents. Maces lose to longswords until facing [[flak vest]]-level armor, and longswords can still harm the unarmored areas of the body better. Regular zeushammers lose to monoswords until facing foes in [[marine armor]], and persona zeushammers lose to persona monoswords until [[cataphract armor|cataphract]]. &lt;br /&gt;
&lt;br /&gt;
However, at legendary quality or with high qualities with a [[melee damage factor]] boost, blunt's superior overkill damage makes blunt better against humans. Sharp weapons will have superior {{DPS}} as well as amazing {{AP}}, so they will perform better against large targets, including (ironically enough) [[centipede]]s.&lt;br /&gt;
&lt;br /&gt;
=== Body parts ===&lt;br /&gt;
* [[Power claw]]s are the strongest melee body part, but lowers [[Moving]] by 8%.&lt;br /&gt;
* [[Flesh tentacle]]s{{AnomalyIcon}} are the second strongest body part and have no penalty, but cannot be installed via traditional means.&lt;br /&gt;
* [[Hand talon]]s{{RoyaltyIcon}} are the strongest body part weapon with no downside that can be installed normally.&lt;br /&gt;
&lt;br /&gt;
[[Artificial body parts]] can be used ''while holding a gun''. Fulfilling the role of a sidearm, these implements are weaker than dedicated melee weapons. You can put these on your frontline gunners, who may not always be able to suppress a swarm of melee combatants. When holding a melee weapon, these parts can slightly increase damage; due to the melee verb system, sometimes the fists / body parts will be used instead of a weapon.&lt;br /&gt;
&lt;br /&gt;
Creating these bionics is an advanced technology, so they are usually reserved for the mid- to late- game. Body parts can also be bought, though the [[surgery]] can be a bottleneck if you don't have a good doctor. Also note that pawns will prioritize their &amp;quot;best&amp;quot; melee attack; only one part is required for gunners.&lt;br /&gt;
&lt;br /&gt;
Body part weapons are also essential for [[#Ghouls|ghouls]],{{AnomalyIcon}} who cannot wield regular weapons.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons to weapons:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power claws are roughly equal to a normal [[plasteel]] [[longsword]]. [[Hand talon]]s{{RoyaltyIcon}} are stronger than [[elbow blade]]s{{RoyaltyIcon}}, which are stronger than a [[knee spike]]{{RoyaltyIcon}}, though knee spikes have more {{AP}}. All three are roughly on-par with a normal steel longsword. Note that combat parts are incompatible with other artifical parts: hand attachments get in the way of a [[field hand]], hand / arm attachments don't work with a [[bionic arm]], and knee spikes don't work with a [[bionic leg]]. [[Venom fangs]]{{RoyaltyIcon}} are the weakest of the bunch, but do not occupy any useful area of the body.&lt;br /&gt;
&lt;br /&gt;
== Melee - Nonhuman ==&lt;br /&gt;
[[File:Elephant.png|thumb|300px|right]]&lt;br /&gt;
=== Animal ===&lt;br /&gt;
* [[Alpha thrumbo]]s{{OdysseyIcon}} and [[thrumbo]]s are the best animal, but are notoriously difficult to tame and keep tame.&lt;br /&gt;
* [[Megasloth]]s, [[elephant]]s, [[rhino]]s, and both [[bear]]s are behind the thrumbo, but can be found in the wild.&lt;br /&gt;
&lt;br /&gt;
Animals are much more expendable than a colonist, and most have a lot more health than a colonist. However, they cannot be drafted, limiting their combat use severely. In addition, they require one or multiple pawns proficient in the Animals skill in order be tamed and trained.  They thus have 2 main uses:&lt;br /&gt;
# Animals trained in ''Attack'' can... attack. They will rush towards nearby enemies, acting as a powerful distraction for your gunners.&lt;br /&gt;
# Animals can be put in an [[allowed area]] in a hallway raiders are passing through. Raiders and the animal will be forced to attack each other, resulting in a melee block scenario. [[Pen animals]] will not be attacked by raiders, and in any case are unable to be zoned.&lt;br /&gt;
&lt;br /&gt;
Animal selection is also limited by [[biome]], and large animals can turn hostile in failed taming attempts.&lt;br /&gt;
&lt;br /&gt;
=== Wild animals ===&lt;br /&gt;
Other than shooting an animal and hoping it attacks the raiders, there are three dedicated ways to make wild animals hostile to your enemies:&lt;br /&gt;
* The [[psychic animal pulser]] and its [[shard animal pulser|shard]] [[biomutation pulser|counterparts]]{{AnomalyIcon}} are a single use item that turns all wild animals on the map manhunter.&lt;br /&gt;
* The [[manhunter pulse]] [[psycast]]{{RoyaltyIcon}} turns all animals in a large, 57-tile radius into manhunters. Reusable.&lt;br /&gt;
* The [[animal warcall]] [[gene]]{{BiotechIcon}} turns a specific animal hostile against your opponents.&lt;br /&gt;
&lt;br /&gt;
For the former two strategies, you should wall in [[door]]s (to prevent exit via [[mental break]]), and watch the carnage. Stronger animals like [[megasloth]]s or a herd of [[elephant]]s can easily end smaller raids, or at least force [[siege]]s to attack. These are heavily dependent on your map's current fauna. Also note that using wild animals like this becomes progressively weaker as raids become stronger. An [[elephant]] can't handle 30 gun-wielding raiders, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
* [[Scyther]]s are the most effective at melee damage, but have low durability.&lt;br /&gt;
* [[Centipede]]s, despite having a ranged weapon, are very durable and have decent melee damage, perhaps beating the [[tunneler]] in a practical scenario.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have all the advantages of being an animal and then some, including the ability to be [[draft]]ed like a colonist. Mechs can be repaired of all damage for just the cost of power and can be resurrected for a couple of [[steel]]. This negates all the long-term problems that lategame melee faces (though mechs are, of course, not invincible).&lt;br /&gt;
&lt;br /&gt;
Mechs have their unique costs. They require their [[mechanitor]] nearby to actually control. They cost [[bandwidth]], which could have been used for any amount of ranged mechs. And they create [[toxic wastepack]]s, which will eventually [[pollution|pollute]] your landscape. As combat mechs can be turned off, the actual costs of power and pollution are rather limited.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Scythers (2 bandwidth) are the strongest and most effective at melee, and move slightly faster than a baseline human. [[Tunneler]]s (3 bandwidth) have twice the armor of a scyther ''and'' a natural 250 HP [[shield belt]], but are much slower and don't do as much damage. Tunnelers can also mine. [[Centipede]]s (4) and [[diabolus|mechanoid]] [[war queen|commander]]s (5) have similar armor to the tunneler, and have ''much'' higher actual health, while dealing alright damage in melee.&lt;br /&gt;
&lt;br /&gt;
=== Ghoul ===&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s are incredibly potent at melee. They can be drafted like a regular colonist, do not bleed, do not feel pain or have mental breaks, regenerate HP and lost parts rapidly, and can be easily revived with [[ghoul resurrection serum]]. They are also worth remarkably little [[wealth]] and [[raid points]] when compared to a colonist or mech. While ghouls are limited to unarmed combat, they can be given [[#body parts|body part weapons]], a number of [[Artificial body parts#Ghoul upgrades|ghoul specific implants]], and the [[strong melee damage]] [[gene]]{{BiotechIcon}}. See [[Ghoul#The_ideal_ghoul|the ideal ghoul analysis section]] for what else can help a ghoul.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (ghoul implants)'''&amp;lt;br&amp;gt;&lt;br /&gt;
A [[power claw]] is the strongest body part weapon but it hinders movement. A power claw + [[flesh tentacle]] is the overall strongest combination, as through the [[melee verb selection]] mechanic, this combo will guarantee that the power claw's attack is selected. A power claw + [[wooden hand]] will result in a similar effect, and outdamages a power claw + regular hand,. A [[flesh tentacle]] is the second best body part weapon with no downsides, although it must be obtained before ghoulification. A flesh tenacle can be combined with a flesh tenacle or wooden hand in the same way.&lt;br /&gt;
&lt;br /&gt;
:'''Comparisons (to other melee pawns)'''&amp;lt;br&amp;gt;&lt;br /&gt;
While the ''maximum potential'' for a standard human colonist is higher (legendary weapons, [[cataphract armor]], [[shield belt]]s, jumping and other abilities), a ghoul with a body part weapon + [[ghoul barbs]] + [[ghoul plating]] is significantly cheaper and requires much less research, so ghouls are very cost effective, and better than melee colonists in the early- and mid-game.&lt;br /&gt;
&lt;br /&gt;
Animals cannot be manually controlled and require constant taming. [[Friendly mechanoids]]{{BiotechIcon}} are strictly inferior for melee; [[scyther]]s are frailer and weaker than a ghoul with a body part weapon + ghoul barbs + ghoul plating, while being more [[raid points]] and only slightly faster than a base ghoul.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Neolithic ==&lt;br /&gt;
Neolithic weapons are the easiest weapons to craft, available for [[New Tribe]]s and [[Scenario system#Naked Brutality|Naked Brutality]] starts to craft.&lt;br /&gt;
=== Bows ===&lt;br /&gt;
Bows are a mid range, generalist option.&lt;br /&gt;
* {{Icon Small|short bow|24}} [[Short bow]]s are the simplest ranged weapons in the game, only requiring [[wood]] and a [[crafting spot]]. &lt;br /&gt;
* {{Icon Small|recurve bow|24}} [[Recurve bow]]s are a direct upgrade to the shortbow, with an increase to damage, accuracy, and range, for only {{Icon Small|wood}} 10 [[wood]] more. Tribal starts begin with Recurve Bows unlocked, meaning they just need a Crafting skill of 5 to make these. At maximum range, recurve bows are surprisingly competitive with early firearms, especially at high qualities. (These can also be made at a [[crafting spot]].)&lt;br /&gt;
&lt;br /&gt;
Bows are at least ''something'' to fight raiders without having to engage in melee. Even without a single melee fighter, 5 tribals with shortbows can easily repel early game raids. Focus fire on 1 target, and don't let melee enemies too close. [[Door]]s can help with early ranged tactics. For example - place 2 doors on opposite ends of a larger building, and when melee raiders get too close, go to the door on the other side.&lt;br /&gt;
&lt;br /&gt;
Naked Brutality players will want to rely on [[spike trap]]s to kill raiders at first, using the shortbow for hunting and to save on traps. Of course, new tribes (and other colonies) can also use traps to their advantage.&lt;br /&gt;
&lt;br /&gt;
=== Pila ===&lt;br /&gt;
Pila are incredibly short ranged support weapons.&lt;br /&gt;
* {{Icon Small|pila|24}} [[Pila]] are more damaging but less reliable than short bows, and worse for DPS than recurve bows. They have a small range and a massive cooldown, so are poor as standalone weapons. Unlike shortbows but like recurve bows, they can stagger humans. The best use of the pila is a support weapon; place a low-skill fighter with a pila behind melee fighters. They also have some use as a hunting weapon. The high per-shot damage compensates for the lowered range.&lt;br /&gt;
&lt;br /&gt;
Due to its weaknesses and [[Research#Smithing|Smithing]] requirement, pila shouldn't be actively created or sought after. However, a Lost Tribe will start with one.&lt;br /&gt;
&lt;br /&gt;
=== Flamebows ===&lt;br /&gt;
Flamebows are specialist weapons that cause fire.&lt;br /&gt;
* {{Icon Small|Flamebow|24}} [[Flamebow]]s{{BiotechIcon}} create [[fire]] on the tile it lands on. Watch out for your base. Pawns lit on fire will run around wildly, unable to attack until doused. Fire can also be used to quickly [[temperature|heat]] up any place considered &amp;quot;indoors&amp;quot;, causing any enemies to get [[heatstroke]] and burn up. Special traps can be made to take advantage of the heat, just like with [[molotov cocktail]]s. Flamebows cannot be crafted, only bought or dropped from [[impid]] raiders.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Early Industrial ==&lt;br /&gt;
Low-tech, conventional firearms. These weapons are often carried by early pirates and outlanders, such as the [[Raider#Scavenger Gunner|Scavenger Gunner]], [[Raider#Pirate Gunner|Pirate Gunner]], and [[Raider#Town Guard|Town Guard]]. Scavenger gunners and pirate gunners in particular can ''only'' carry these weapons (and the [[incendiary launcher]]). These weapons will eventually be outclassed by superior firearms, like the [[heavy SMG]] and [[chain shotgun]]. So while you ''can'' craft these weapons as soon as you research [[Research#Gunsmithing|Gunsmithing]], many players like to wait to craft the weapons from [[Research#Gas operation|Gas Operation]] and onwards, due to the large increase of effectiveness from the more advanced weapons.&lt;br /&gt;
&lt;br /&gt;
Note that weapon [[quality]] has a large impact on combat. Even if you prefer [[revolver]]s, a ''poor'' [[autopistol]] will likely outperform an ''awful'' [[revolver]], and a ''good'' [[recurve bow]] can outperform both (at maximum range). This applies to all weapons, but especially if you are reliant on obtaining weapons from raiders.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
Handguns are close-mid range, general combat options.&lt;br /&gt;
* {{Icon Small|Revolver|24}} [[Revolver]]s are a low-tier firearm with decent damage at the closer ranges. Reolvers out {{DPS}} autopistols at any range. Unlike many lighter firearms, revolvers can stagger humans, slowing them slightly when a shot hits.&lt;br /&gt;
* {{Icon Small|Autopistol|24}} [[Autopistol]]s fire faster than revolvers, making them more reliable at getting at least ''some'' damage in, despite being weaker. They have the fastest cooldown cycle in the game, lending well to hit-and-run tactics against melee opponents.&lt;br /&gt;
&lt;br /&gt;
As the lowest tech firearms, pistols are weaker than most of the options here, but still better than a recurve bow at all ranges. Inaccurate from max range. Both handguns are roughly the same as each other, but revolvers are better as a support weapon, and autopistols better as a main damage dealer.&lt;br /&gt;
&lt;br /&gt;
=== Long ranged ===&lt;br /&gt;
These options are effective in any situation (outside of close combat), mostly due to the small effective range of contemporary weapons.&lt;br /&gt;
* {{Icon Small|Greatbow|24}} [[Greatbow]]s are on-par with most pistols, but have a higher range. &amp;quot;Greatbows are better than pistols at the pistol's max range&amp;quot;. While costing only wood to create, actually researching greatbows is usually not worth all that effort - even for Tribal starts - when other guns are easy enough to get from raiders. Also, they are outclassed by the bolt-action rifle in every reasonable statistic.&lt;br /&gt;
* {{Icon Small|Bolt-action rifle|24}} [[Bolt-action rifle]]s are a fairly standard, mid-long range option, only outranged by the [[sniper rifle]]. Best range in this tech level by far, it can shoot just about any enemy as they approach. Like greatbows, they beat pistols at the pistol's max range. Good for open combat, and great for hunting. Preferably used with high-skill shooters. &lt;br /&gt;
&lt;br /&gt;
: Even when you have more advanced weapons, the bolt-action still has a niche. It deals more damage than the sniper while retaining high range. The bolt-action outranges all [[centipede]] variants, and comfortably outranges [[lancer]]s.&lt;br /&gt;
&lt;br /&gt;
Due to enemy AI firing from the closest available cover, meaning they often fire from near-max range, both of these weapons perform very well in the open. Both weapons are good in a long distance firefight, though bolt-action rifles are statistically superior.&lt;br /&gt;
&lt;br /&gt;
=== Short ranged ===&lt;br /&gt;
Pump shotguns are a specialist weapon, great at both support and close-range damage. Machine pistols are strong up close, but a good overall weapon (for its tech level).&lt;br /&gt;
* {{Icon Small|Pump shotgun|24}} [[Pump shotgun]]s are both powerful and accurate, but have a measly 15.9 tile range. Damage is great, and shotguns can stagger pawns as large as [[centipede]]s. &lt;br /&gt;
* {{Icon Small|Machine pistol|24}} [[Machine pistol]]s fire a burst of 3 bullets with a very quick cooldown. Overall DPS beats both handguns up to 19.9 tiles, this weapon's maximum range. It even surpasses the pump shotgun at touch range (3 tiles). Fast cooldown cycle makes it good for hit and run tactics. A clear-cut winner over other pistols.&lt;br /&gt;
&lt;br /&gt;
Short ranged weapons are best used directly behind melee fighters, but remain decent at their maximum range. Like with melee, you can make hallways and tunnels so that you can gun enemies at an effective range. Counter these weapons by using a long range weapon, engaging them in melee, or luring them into [[spike trap]]s before they get too close.&lt;br /&gt;
&lt;br /&gt;
== Ranged - Modern ==&lt;br /&gt;
Ranged weapons unlocked from [[Research#Gas operation|Gas Operation]] and onwards. Most, if not all, of these weapons have ''some'' sort of niche or viability even for late- and end- game colonies.&lt;br /&gt;
&lt;br /&gt;
=== Rifles &amp;amp; SMG ===&lt;br /&gt;
Rifle-class weapons are generalist weapons, dealing great damage at any range.&lt;br /&gt;
* {{Icon Small|Assault rifle|24}} [[Assault rifle]]s are perfect for open engagements, with good damage, above-average range, and high accuracy. They are very good when outside a [[killbox]] (such as repelling breachers and sappers), and respectable inside of one. If you don't need a [[sniper rifle]]'s range, they are the best general weapon for [[kiting]]. Somewhat skill friendly.&lt;br /&gt;
* {{Icon Small|Heavy SMG|24}} [[Heavy SMG]]s are skill friendly, close-medium range weapons. Great damage and accuracy up close, remaining decent at longer distances. A strict upgrade to the machine pistol. SMGs are best for low-skill shooters, mostly due to closer range. They can outdamage even charge rifles at &amp;lt;10 tiles, without the hard range restrictions of a chain shotgun.&lt;br /&gt;
* {{Icon Small|Charge rifle|24}} [[Charge rifle]]s are high-tech versions of assault rifles. They are stronger and have more {{AP}} than assault rifles at all ranges, with only 2 tiles less range, so they are better than ARs in a large majority of situations. They also have similar damage to heavy SMGs at close range while being better at long distance combat. However, charge rifles are more expensive than the industrial weapons.&lt;br /&gt;
* {{Icon Small|Hellcat rifle|24}} [[Hellcat rifle]]s{{AnomalyIcon}} are worse as a regular weapon than assault rifles in nearly every aspect, but have an integrated burner, giving them more flexibility against enemies that get too close, particularly [[entities]].&lt;br /&gt;
&lt;br /&gt;
In general, these weapons are great for general purpose combat and base defense, whenever in static setups or when dealing with [[breacher]]s and [[sapper]]s. They are also the best options for attacks outside of your base. &lt;br /&gt;
&lt;br /&gt;
Charge rifles are the best overall weapon if they can be afforded. Assault rifles are cheaper, and can be better for [[kiting]] due to their slightly higher range. Heavy SMGs are even cheaper and can be a great option in short range combat, comparable to the [[chain shotgun]] and charge rifle. Hellcat rifles have extra flexibility due to their burner, giving them a niche when [[Events/Anomaly|Anomaly events]] occur frequently, or against standard melee enemies that breach lines. Note that [[unique weapon]]s{{OdysseyIcon}} with the [[bioferrite burner]] trait, while not at all reliable to obtain, have a similar benefit to the hellcat while not sacrificing performance.&lt;br /&gt;
&lt;br /&gt;
=== Large burst fire ===&lt;br /&gt;
Weapons with a large burst of bullets, but low accuracy and long cooldowns.&lt;br /&gt;
* {{Icon Small|LMG|24}} [[LMG]]s fire a 6-shot spray of bullets. Can stagger humans, but lower single-target DPS than the rifles. The LMG is decent for crowd-control, and a good support weapon. The LMG has a stronger niche with the [[Combat in darkness]] [[precept]]{{IdeologyIcon}} active, becoming a high single-target DPS weapon with the range of a heavy  SMG, but with a slow firing cycle.&lt;br /&gt;
* {{Icon Small|Minigun|24}} [[Minigun]]s fire a massive 25-shot burst, a massively heavy SMG. High cost, wildly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in specialized, stationary setups. Extremely powerful in the right situations.&lt;br /&gt;
* {{Icon Small|Beam repeater|24}} [[Beam repeater]]s{{OdysseyIcon}} fire a large burst like a minigun, but are much more accurate, meaning they are more effective against single targets.&lt;br /&gt;
&lt;br /&gt;
Both LMGs and miniguns are decent or good as support weapons, able to mow down crowds of enemies. Missed shots can hit other enemies in the vicinity, meaning their low accuracy is compensated when attacking a horde of tribals. They do well in crowded, stationary setups. The minigun is much more extreme - its optimal DPS is miles above any weapon in the game, but the user becomes a sitting duck, and if the intended target dies during the burst then much of the damage is wasted.&lt;br /&gt;
&lt;br /&gt;
Beam repeaters are better against single targets in a controlled setting, but their long firing time and damage, as well as wasted damage if the target is killed during the fire, make them less appealing than standard rifles.&lt;br /&gt;
&lt;br /&gt;
=== Chain shotgun ===&lt;br /&gt;
A very high damage, decent accuracy, low range, specialist weapon.&lt;br /&gt;
* {{Icon Small|Chain shotgun|24}} [[Chain shotgun]]s are the strongest non-minigun, non-consumable weapon in the game, but with pitiful range. Perfect for drop pods and infestations.&lt;br /&gt;
Chain shotguns are amazing when you can expect or force close combat. Infestations are inevitable for mountain bases, while any form of melee block works well for shotguns. These weapons can also work very well inside a specialized killbox; if you can control/expect where [[sapper]]s and [[breacher]]s will go, shotguns can be a very viable weapon as a colony's sole firearm.&lt;br /&gt;
&lt;br /&gt;
=== Sniper rifle ===&lt;br /&gt;
Extreme range, single-shot, specialist weapons.&lt;br /&gt;
* {{Icon Small|Sniper rifle|24}} [[Sniper rifle]]s have the highest range in the game, but require a lot of time to aim, resulting in low fire rate. On a normal pawn, overall DPS is weaker than a [[bolt-action rifle]]. With [[Aiming Time]] reductions, damage is greatly increased, making it competitive with even [[charge rifle]]s. Regardless, it is useful for picking off [[siege]]s, lone [[centipede]]s, etc. Very reliant on Shooting skill.&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are great weapons for kiting stationary enemies and the safest weapon for hunting. Fire a shot, and as enemies approach you, back off until they reset to their original position. They are also great at luring [[siege]]s to assault your colony, assuming the siege doesn't have snipers of their own. &lt;br /&gt;
&lt;br /&gt;
For [[trigger-happy]] [[shooting specialist]]s{{IdeologyIcon}}, who reach an Aiming Time of 1%, sniper rifles become a high {{DPS}} weapon. On paper, for those pawns, an excellent sniper rifle ''beats'' an excellent [[charge rifle]] for average DPS at medium range, and a legendary sniper is on the same league as a legendary assault rifle. However, even with aiming time reductions, sniper rifles are worse in close ranges, and lack burst fire (meaning they are less reliable).&lt;br /&gt;
&lt;br /&gt;
=== Charge lance ===&lt;br /&gt;
High range, single-shot, high AP.&lt;br /&gt;
* {{Icon Small|Charge lance|24}} [[Charge lance]]s have a large per-shot damage and high {{AP}}. However, its range is not much better than an [[assault rifle]], leading to a profile much similar to rifles rather than a sniper. Actual DPS is weaker than the assault rifle. This gives it a weak niche, despite its cost and tech level.&lt;br /&gt;
&lt;br /&gt;
Charge lances are very similar to assault rifles for overall usage, with same damage and range. As its DPS against most targets is lower, this weapon is not recommended to use over assault rifles, at least for most cases. It can be used for dealing with heavily armored enemies, e.g., charge lances perform slightly better than ARs against [[centipede]]s, and much better against [[marine armor]].&lt;br /&gt;
&lt;br /&gt;
=== Beam graser ===&lt;br /&gt;
Low damage, high AP, anti-cover weapon.&lt;br /&gt;
* {{Icon Small|Beam graser|24}} [[Beam graser]]s{{BiotechIcon}} are threatening weapons when used by enemies, but poor weapons for the colony. They excel at getting enemies out of [[cover]], causing [[fire]]s within a small AOE and ignoring cover to some extent. However, they have short range, poor {{DPS}}, and ideally, when in the colony, raiders should not be given cover in the first place. Also, they cannot benefit from [[quality]].&lt;br /&gt;
&lt;br /&gt;
Beam grasers are dedicated anti-cover weapons. This may have some use when actively attacking enemies in the open, but inflexible, as they are poor in nearly any other situation.&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
Grenades have the shortest range of any colonist weapon in the game, only thrown up to 12 tiles. All grenades have a forced miss radius.&lt;br /&gt;
* {{Icon Small|Frag grenades|24}} [[Frag grenades]] are standard explosives. While powerful, they are virtually unable to hit a moving pawn without the player manually leading the target. Good for fighting enemies in [[cover]]. Can be thrown straight for a few tiles in a hallway, and coupled with their AoE and massive damage, they are devastating against massed melee enemies when placed behind melee blockers. Grenades are also ''very'' effective against structures and walls. Breaking a wall fast is rarely helpful, but this property is great for taking out [[mech cluster]]s.{{RoyaltyIcon}}&lt;br /&gt;
* {{Icon Small|Molotov cocktail|24}} [[Molotov cocktail]]s create [[fire]]. Unwieldy, and with a small blast, molotovs aren't very effective to throw on top of raiders. Instead, fire can quickly heat up any place considered ''indoors'', burning [[raider]]s and [[insect]]s alive via [[temperature]] mechanics. Mechs are immune to fire and heat.&lt;br /&gt;
* {{Icon Small|EMP grenades|24}} [[EMP grenades]] stun [[mechanoid]]s and [[turret]]s for a massive duration and break both [[shield belt]]s and [[low-shield pack]]s,{{RoyaltyIcon}} but are harmless against organic targets. Invaluable for mech raids. Its blast radius is ''much'' bigger than the other grenades. As the blast is bigger than the forced miss radius, these are fairly reliable.&lt;br /&gt;
* {{Icon Small|Tox grenades|24}} [[Tox grenades]]{{BiotechIcon}} create [[tox gas]]. This affects colonists and raiders alike, though you can outfit colonists with [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]]. Tox grenades are best for attacking enemies who are passing through long, winding, and tight corridors, which have no recourse against the poison. [[Vent]]s allow tox gas to transfer between rooms.&lt;br /&gt;
&lt;br /&gt;
=== Launchers ===&lt;br /&gt;
Launchers have a greater range than grenades, but have a ''very'' long cooldown (2nd slowest in the game, just faster than the [[pila]]).&lt;br /&gt;
* {{Icon Small|Incendiary launcher|24}} [[Incendiary launcher]]s create [[fire]], like molotov cocktails, and just as unwieldy. Despite the range, it is no more accurate. Worse than molotovs for creating ground fires, as it shoots slower. As even molotovs aren't great to throw at raiders, these are most often outclassed by the thrown variant.&lt;br /&gt;
* {{Icon Small|EMP launcher|24}} [[EMP launcher]]s stun mechanoids with [[EMP]] damage. They fire slower than EMP grenades, and have a much smaller blast radius than grenades; this usually makes launchers the worse option. While launchers do have a range increase, most mechanoids still outrange it, so this advantage is rather small. Note that Masterwork/Legendary [[quality]] launchers can stun longer than a grenade.&lt;br /&gt;
* {{Icon Small|Smoke launcher|24}} [[Smoke launcher]]s create [[blind smoke]], which ''completely prevents [[turret]]s from locking on''. Some form of smoke is invaluable for taking out turret encampments and [[mech cluster]]s{{RoyaltyIcon}}. Smoke also reduces ranged accuracy for any bullet that passes through. Both colonists and enemies are affected equally, so can be useful to support melee attackers.&lt;br /&gt;
* {{Icon Small|Toxbomb launcher|24}} [[Toxbomb launcher]]s{{BiotechIcon}} also create [[tox gas]]. Fires slower than tox grenades, but extra launcher range makes it better as a support weapon. Make sure colonists in the blast have some form of [[toxic resistance|toxic]] [[Toxic Environment Resistance|protection]].&lt;br /&gt;
* {{Icon Small|Incinerator|24}} [[Incinerator]]s{{AnomalyIcon}}, while not a &amp;quot;launcher&amp;quot; by name, cause flames in a similar but more effective manner than incendiary launchers. They also have an integrated burner as a limited-use, but effective means of burning nearby enemies. They are niche support weapons, can be equipped when fighting [[entities]] vulnerable to fire or as a support weapon for pawns poor at shooting.&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
Weapons of mass destruction. Rocket launchers have a large warm-up and cooldown for the user. Targeters can be deployed quickly, but also takes some time to actually start the explosions. All of these are single use, and none can be crafted by a colony.&lt;br /&gt;
* {{Icon Small|Doomsday rocket launcher|24}} [[Doomsday rocket launcher]]s fire 1 large explosion, followed by smaller flame explosions. Extremely effective against humanoid raiders and lighter mechnoids, as a single launch can cause an entire raid to retreat. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Triple rocket launcher|24}} [[Triple rocket launcher]]s fire 3 explosions. Each of the three rockets deals the ''same damage'' as the doomsday's main explosion, though with a much smaller radius. Effective against mechanoids and structures in particular, and can still damage a raid quite heavily. Available from [[trade]] or quests.&lt;br /&gt;
* {{Icon Small|Orbital power beam targeter|24}} [[Orbital power beam targeter]]s create a massive, fire-based beam centered on a target in [[line of sight]]. Incredibly powerful against humans, but useless against mechanoids. Can attack through overhead mountain. [[Quest]] only.&lt;br /&gt;
* {{Icon Small|Orbital bombardment targeter|24}} [[Orbital bombardment targeter]]s fire a total of 30 explosions over a large, 20-tile radius. Stronger than a doomsday against large groups, this item is also [[quest]] only.&lt;br /&gt;
* {{Icon Small|Tornado generator|24}} [[Tornado generator]]s create a tornado at your map, on a specific point. This can possibly destroy player structures when used inside your colony, so is mostly useful for offensive operations (or as a last resort). Quest only.&lt;br /&gt;
&lt;br /&gt;
As these are all rare, single-use items, use them for when you can't handle a raid, such as an extra-nasty [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Mortars ===&lt;br /&gt;
[[Mortar]]s are not handheld weapons, but are weapons nonetheless.&lt;br /&gt;
&lt;br /&gt;
* {{Icon Small|Mortar|24}} Mortars have a 500-tile range, but costs a [[mortar shell]] for each shot, and take {{ticks|1800}} to reload. With a massive Forced Miss Radius of 9 tiles (but modified by the user's [[mortar miss radius multiplier]]), they are mostly effective against large groups and/or stationary targets. In addition, they require [[reinforced barrel]]s every 20 rounds. With [[Classic mortars]] enabled, barrels are no longer required but the mortars and shells become more expensive, and the mortar less accurate, to compensate.&lt;br /&gt;
&lt;br /&gt;
Mortars are extremely useful against enemy [[siege]]s. Until they take enough of their own casualties, a siege will continue to lob their own mortar shells, which is devastating to any colony not under overhead mountain. They are also great against other stationary opponents, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Each mortar shell has its own purpose:&lt;br /&gt;
* {{Icon Small|High-explosive shell|24}} [[High-explosive shell]]: General purpose shell, good against any stationary target.&lt;br /&gt;
* {{Icon Small|Incendiary shell|24}} [[Incendiary shell]]: Great for igniting a [[siege]]'s own mortars/mortar shells on fire, potentially causing a chain reaction. But, as the game will start [[rain]] if a fire spreads too far, these shells aren't very useful otherwise.&lt;br /&gt;
* {{Icon Small|EMP shell|24}} [[EMP shell]]: Stuns mechanoids. Massive explosion radius makes this ''somewhat'' accurate. Can also disable [[mech high-shield]]s{{RoyaltyIcon}}, so that other mortars can attack through the shield.&lt;br /&gt;
* {{Icon Small|Firefoam shell|24}} [[Firefoam shell]]: Creates [[firefoam]], extinguishing fires. The small firefoam radius and introduction of [[firefoam pop pack]]s and [[foam turret]]s make this shell mostly obsolete.&lt;br /&gt;
* {{Icon Small|Smoke shell|24}} [[Smoke shell]]: Creates blind smoke in a large radius. As with the [[smoke launcher]], it prevents turrets from locking on and reduces accuracy. While the smoke shell costs resources for each shot (unlike the free launcher), the shell has a larger radius and can be used from further away.&lt;br /&gt;
* {{Icon Small|Deadlife shell|24}} [[Deadlife shell]]:{{AnomalyIcon}} Creates [[deadlife dust]] within the area, turning corpses into [[shambler]]s. There are unlikely to be corpses at the edge of the map where raiders spawn, and inside a colony, [[IED deadlife trap]]s are more effective, so the actual deadlife shell is of questionable use.&lt;br /&gt;
* {{Icon Small|Antigrain warhead|24}} [[Antigrain warhead]]: A weapon of mass destruction, on and above the level of a doomsday rocket. Quest only, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
{{Nav|guides|wide}}&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nutrifungus&amp;diff=177550</id>
		<title>Nutrifungus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nutrifungus&amp;diff=177550"/>
		<updated>2026-03-14T08:27:26Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Indoor farming */ missing word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Nutrifungus&lt;br /&gt;
| image = Nutrifungus.png&lt;br /&gt;
| description = A meaty bioengineered mushroom grown for its nutritious value. It can grow on fungal gravel, but only in darkness - exposing it to any kind of light, including darklights, will kill it.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 6&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = raw fungus&lt;br /&gt;
| yield = 11&lt;br /&gt;
| min fertility = 0.3&lt;br /&gt;
| fertility sensitivity = 0.15&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| immune to blight = false&lt;br /&gt;
| pollution = any&lt;br /&gt;
| cave plant = true&lt;br /&gt;
| dies to light = true&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Nutrifungus''' grows on lichen-covered soil and must be planted in and stay in complete darkness. So long as the darkness requirement is met, it can be grown in any [[terrain]] that is sufficiently fertile to support a [[growing zone]]. This includes, but is not limited to, [[fungal gravel]] and [[hydroponics basin]]s. Due to its low fertility sensitivity, it takes fewer penalties from poorer soils than more sensitive plants, but also benefits less from being in hydroponics. Nutrifungus is immune to [[blight]]. An interesting exception to the rule that Nutrifungus can only grow in darkness is when planted around other mushroom-like emitters of light, such as Bryolux, Agarilux, or Glowstool.&lt;br /&gt;
&lt;br /&gt;
Note that most [[ideoligion]]s hate eating [[raw fungus]].&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Nutrifungus grows very slightly slower than [[potato plant]]s, taking {{#expr:100*6/5.8 round 1}}% the time to grow for the exact same yield. In addition, yield per work is identical between the two crops, making them mostly identical for the purposes of food. Nutrifungus has even less fertility sensitivity than potatoes, so it actually grows faster in poor soil (the potato plant's usual niche). &lt;br /&gt;
&lt;br /&gt;
However, a baseline pawn will work {{Bad|80%}} as fast with fungus due to the penalties of [[light|darkness]]. The [[Ideoligion#Lighting|Lighting: Darklight Preferred]] precept or [[Dark vision]] gene{{BiotechIcon}} both counteract any negative dark-related effect. Due to generally being grown inside, dirt's beauty penalty applies often causing the need to drop to zero for pawns farming it without sculptures nearby, this includes the {{--|4}} beauty raw fungus as an item creates.&lt;br /&gt;
&lt;br /&gt;
In addition, most [[ideoligion]]s dislike eating [[raw fungus]], with a {{--|3}} moodlet when cooked. This makes potatoes the superior overall choice for colonies without the [[Ideoligion#Tunneler|Tunneler]] or [[Ideoligion#Darkness|Darkness]] [[meme]], so long as you can grow outdoors. With the Tunneler meme, growing nutrifungus becomes a no-brainer, as tunnelers hate non-fungus vegetables. They can be also viable if you are forced to grow crops under gravel or stony soil, such as in the [[Extreme desert]].&lt;br /&gt;
&lt;br /&gt;
Nutrifungus will not die when exposed to very cold temperatures (similar to [[healroot]]), though it still requires temperatures above {{Temperature|0}} to grow. &lt;br /&gt;
&lt;br /&gt;
=== Indoor farming ===&lt;br /&gt;
Even without the Tunneler or Darkness meme, fungus can be worthwhile to sow. This is because nutrifungus can be grown in darkness, which lets you grow indoors without needing a [[sun lamp]]. Being indoors, in turn, lets you use [[heater]]s to control the temperature, and grow crops during the winter without needing a [[power]] hungry [[sun lamp]]. Therefore, it is a cost effective way to grow year-round, and it can allow pre-Electricity tribals to grow year-round too. Also since it grows indoors or in caves, it is considerably harder for raiders to set alight than other chemfuel feedstocks.&lt;br /&gt;
&lt;br /&gt;
It can also be grown freely if you are forced to (or [[Ideoligion#Darkness|want to]]) live under a [[sun blocker]]{{RoyaltyIcon}} or in a [[glowforest]]{{OdysseyIcon}} biome. With a sun blocker, you'll still need to place a [[roof]] over the growing area for colonists to actually plant the crop.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nutrifungus.png|Nutrifungus variant A&lt;br /&gt;
NutrifungusB.png|Nutrifungus variant B&lt;br /&gt;
NutrifungusC.png|Nutrifungus variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=World_generation&amp;diff=176956</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=World_generation&amp;diff=176956"/>
		<updated>2026-03-08T09:59:57Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Biomes */ There have been 12 biomes for quite a long time now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
{{stub|section=1|reason=Biotech content}}&lt;br /&gt;
{{image wanted|reason=Screenshots of each stage}}&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
[[File:world_gen_preview.png|160px|right]]'''World generation''' - as the name would imply - are the worlds in RimWorld that are generated from either random or user-provided seeds that allow for a completely new experience every time. Each world is uniquely filled with multiple [[biomes]] that change what the world looks like and how it behaves. For example, some biomes feature a large amount of mountains, while others are full of grasslands.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are sliders for overall planet temperature and overall rainfall, with the result of changing them being true to what would happen in real life. Time zones are also modelled as the world actually physically exists and is fully interactive. Temperatures in regards to proximity from the equator are also correct; with hotter biomes being more central and colder biomes being closer to the poles. The seasonal differences are also less pronounced near the equator, with there being a permanent summer in it.&lt;br /&gt;
&lt;br /&gt;
When reloading the world after opening the colony, the game shows a loading screen.&lt;br /&gt;
&lt;br /&gt;
== Generation process ==&lt;br /&gt;
&lt;br /&gt;
When generating the world, the land masses form first, followed by rivers. An ancient society is then shallowly simulated to generate ancient roads, and modern settlements and roads are generated (often alongside ancient roads).&lt;br /&gt;
&lt;br /&gt;
== Create world ==&lt;br /&gt;
The world generation screen appears during the creation of a new colony.&lt;br /&gt;
&lt;br /&gt;
{{key|Seed}} A random seed is provided, but you may enter your own. A given seed always produces the same geographical features such as land masses, rivers and mountains. The locations of human-built features such as roads and NPC faction towns may persist on multiple uses of the same seed, or they may vary somewhat from one use to the next.&lt;br /&gt;
&lt;br /&gt;
{{key|Randomize seed}} Randomly picks a new seed.&lt;br /&gt;
&lt;br /&gt;
{{key|Globe coverage}} What percentage of the overall globe is generated. Larger globe coverage generates a fuller world, but takes a longer time to load up, and can also impact performance on lower-end systems.&lt;br /&gt;
&lt;br /&gt;
Configurable map sizes:&lt;br /&gt;
*5% (Dev Mode)&lt;br /&gt;
*30%&lt;br /&gt;
*50%&lt;br /&gt;
*100%&lt;br /&gt;
&lt;br /&gt;
===Overall rainfall===&lt;br /&gt;
Choose among wetter, drier, or normal range of biomes to generate across the planet.&lt;br /&gt;
&lt;br /&gt;
===Overall temperature===&lt;br /&gt;
Choose among cooler, hotter, or normal range of biomes to generate across the planet.&lt;br /&gt;
&lt;br /&gt;
===Population===&lt;br /&gt;
Choose desired density of faction sites to generate on the planet. This will largely affect your base's possible proximity to a number of faction bases and the time to reach them by caravan. This does not affect the frequency of friendly visits or enemy raids as that is instead affected by the chosen AI and difficulty.&lt;br /&gt;
&lt;br /&gt;
==={{BiotechIcon}} Pollution===&lt;br /&gt;
Choose the percentage of world tiles that will have some initial level of [[pollution]]. A value of 100% will apply at least 25% pollution to all generated tiles, while a value of 0% will generate no initial pollution whatsoever.&lt;br /&gt;
&lt;br /&gt;
Note that this only affects the coverage of polluted areas, not the amount of pollution per-tile. It also does not affect pollution sources during gameplay, such as [[toxifier generator]]s and [[toxic wastepack]]s.&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
Choose the desired numbers of each type of [[faction]] to spawn in the world, including outright disabling certain faction types by selecting zero of that type. The total faction count is limited to 11, with the [[Empire]] {{RoyaltyIcon}}, [[Mechanoid]], and [[Insectoid|Insect Hive]] factions restricted to only one. Removing the Empire means deactivating empire quests, and removing mechanoid and insectoids prevents mechanoid raids and [[infestation]]s respectively.&lt;br /&gt;
&lt;br /&gt;
If the [[Biotech DLC]] is active, many factions appear with variants that contain some concentration of [[xenotype]]s {{BiotechIcon}}, or a single xenotype entirely. You can view the make-up of a faction by looking at the &amp;quot;Member xenotypes&amp;quot; section of its tooltip.&lt;br /&gt;
&lt;br /&gt;
{{key|Generate}} Click to continue with the current settings.&lt;br /&gt;
&lt;br /&gt;
== Landing site ==&lt;br /&gt;
Upon clicking Generate on the previous screen a new world is generated. The world will be made up mostly of hexagons and a few pentagons. Here the player can choose a tile to land on, or use the 'Select random site' button. Clicking a tile will show its information including its biome, terrain, overall weather, and growing period. For controls, see [[World generation#Controls|Controls]]&lt;br /&gt;
&lt;br /&gt;
It's possible to choose an island to land on, however caravans cannot cross water tiles without installing mods. Reaching the mainland would require the use of [[transport pod]]s in vanilla gameplay.&lt;br /&gt;
&lt;br /&gt;
=== Advanced settings ===&lt;br /&gt;
The 'Advanced' button accesses these options:&lt;br /&gt;
&lt;br /&gt;
*'''Starting season: '''Recommended to leave as Auto or Spring for new players. &lt;br /&gt;
*'''Map sizes: '''Sets the size of the local map where main gameplay takes place.&lt;br /&gt;
**'''Small'''&lt;br /&gt;
*** 200 × 200 (40,000 cells)&lt;br /&gt;
*** 225 × 225 (50,625 cells)&lt;br /&gt;
**'''Medium'''&lt;br /&gt;
*** 250 × 250 (62,500 cells)&lt;br /&gt;
*** 275 × 275 (75,625 cells)&lt;br /&gt;
**'''Large'''&lt;br /&gt;
*** 300 × 300 (90,000 cells)&lt;br /&gt;
*** 325 × 325 (105,625 cells)&lt;br /&gt;
**'''Ludeonicrous'''&lt;br /&gt;
*** 350 × 350 (122,500 cells)&lt;br /&gt;
*** 400 × 400 (160,000 cells)&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
The '[[Factions]]' button displays the different factions in the world.&lt;br /&gt;
&lt;br /&gt;
There are three base kinds of factions in the base game: [[outlanders]], [[tribes]], and [[pirates]] and the [[Royalty DLC]] adds a fourth in the [[Empire]] faction. {{RoyaltyIcon}} Additionally there are the hidden [[ancients]], [[insectoid]], and [[mechanoid]] factions.&lt;br /&gt;
&lt;br /&gt;
Normally, without faction amount customization, there are a total of 6 to 10 different factions, depending on the combination of DLC used: one neutral outlander nation, one hostile outlander union, one neutral tribe, one fierce tribe, one savage tribe, a band of pirates, the Empire {{RoyaltyIcon}}, a nudist tribe{{IdeologyIcon}}, a cannibal tribe{{IdeologyIcon}}, and a cannibal pirate gang{{IdeologyIcon}}. The colors on the factions and the shape of their bases screen help identify them on the world map. Also shown is each faction's relation with your colony and with each other. These relations can improve and decrease over time. Relations with the savage tribe and pirates can never improve and they will always raid your settlements.&lt;br /&gt;
&lt;br /&gt;
You can never land or settle directly adjacent to a faction base.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
There are several main features that affect game play in that tile on a generated world. These details are listed on-screen for the selected map tile.&lt;br /&gt;
&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
{{Main|Biomes}}&lt;br /&gt;
There are twelve biomes in RimWorld and—on a normally generated world—all of them are represented. They each correspond to specific features. Each biome is more likely to include certain features based on its real world equivalent. The [[Odyssey DLC]] adds another five biomes on the planet's surface as well as an [[orbit]] biome in space.&lt;br /&gt;
&lt;br /&gt;
=== Elevation ===&lt;br /&gt;
A map tile's distance above sea level is its elevation. Higher elevation brings with it colder weather.&lt;br /&gt;
&lt;br /&gt;
=== Latitude ===&lt;br /&gt;
The coordinates of a map tile includes its latitude which affects its temperature range and amount of daylight. In polar latitudes the sun may not set or rise completely for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Rainfall ===&lt;br /&gt;
Each map tile has a certain amount of rainfall, given in average number of millimeters per year. It determines how often it will rain, not counting the automatic rain after a certain number of fire tiles are on the map.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Each map tile has one of the following terrain types: Flat, Small Hills, Large Hills, and [[Mountain]]s. The terrain type determines the amount of mountain will be generated on the in-game map.&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
{{Main|Temperature}}&lt;br /&gt;
Each tile has its own averages for temperature based on the biome. Only the averages are presented in the world generation menu, but can directly affect your game. The effects of temperature vary greatly; extreme heat causes your colonists to develop heat stroke, while extreme cold may freeze them so thoroughly, their corpses will never decay. Temperature is related to the other three features of a tile in a generated world. Naturally, higher elevation and a more northern biome is colder.&lt;br /&gt;
&lt;br /&gt;
=== Quadrums ===&lt;br /&gt;
Each year in a RimWorld planet is separated into four quadrums: Aprimay, Jugust, Septober and Decembary.&lt;br /&gt;
&lt;br /&gt;
The quadrums are the same across the planet, however the corresponding seasons are reversed between the northern hemisphere and the southern hemisphere (e.g. Jugust is summer in the northern hemisphere, and winter in the southern). It is considered permanent summer near the equator, and permanent winter near the poles, however these areas will still have warmer and cooler seasons.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
There are many roads throughout the world. They double the speed of any caravans using them, and factions tend to settle near roads. Visitors, caravans, traders or raiders are also tend to arrive and leave on a road.&lt;br /&gt;
&lt;br /&gt;
Roads are generated independent from the world seed, so even if you generate a world using the same seed, you might not get the same road layout. Ancient asphalt roads are generated through an ancient civilization simulation, while modern dirt and stone roads are generated connecting faction bases to main roads. &lt;br /&gt;
&lt;br /&gt;
They come in 5 types: path, dirt road, stone road, ancient asphalt road and ancient asphalt highway. They are functionally the same, with difference only being appearance when generated on a map.&lt;br /&gt;
&lt;br /&gt;
Dirt roads use packed dirt, stone roads use [[flagstone]]s of the local stone and ancient asphalt roads use broken asphalt. None of these can be disassembled for resources.&lt;br /&gt;
&lt;br /&gt;
Sometimes other objects will generate alongside roads, for example the [[ancient concrete barrier]] or [[ancient lamppost]] alongside the ancient asphalt highway. These serve no function except cover or disassembly for steel.&lt;br /&gt;
&lt;br /&gt;
=== Rivers ===&lt;br /&gt;
There are rivers that flow towards the oceans and can merge with each other. They are more likely to generate in rainy areas.&lt;br /&gt;
&lt;br /&gt;
When a map is generated in a tile with a river, there will be a belt of flowing river dividing the map. The river cannot be pumped dry using the [[moisture pump]]. In version 1.0, rivers can now be built over using [[Structure#Bridge|bridge]]s. There is also a [[watermill generator]], added in Beta 19, which requires research before it can be built. Watermill generators must be built adjacent to moving water.&lt;br /&gt;
&lt;br /&gt;
Rivers come in 4 sizes: huge river, large river, river, and creek. It affects the width of the river, and also the proportion of [[Environment#Shallow_moving_water|shallow moving water]] to [[Environment#Chest-deep_moving_water|deep moving water]].&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
Caves are sometimes found in mountains and may contain harvestable mushrooms or dormant insectoid hives with a small group of [[insectoids]]. Dormant hives won't spawn additional hives or insectoids.&lt;br /&gt;
&lt;br /&gt;
==== Dormant hives ====&lt;br /&gt;
Hives can be a good source of food and/or a valuable trade commodity if you steal their [[Insect jelly|jelly]] while the defenders are asleep. If an insectoid is asleep on a stack of jelly or other item, do not try to take it or you may awake them and put your colonist in peril. Colonists' default [[threat response]] may activate upon seeing insectoids, even if the insectoids are asleep. Be careful that your jelly harvesters are not set to &amp;quot;Attack&amp;quot; by default. If their default response is &amp;quot;Flee,&amp;quot; you will need to manually prioritize them to haul the jelly. Otherwise it's possible for them to get stuck repeatedly trying to enter the cave, then fleeing, which could leave them too close to the cave when the insectoids wake up. &lt;br /&gt;
&lt;br /&gt;
Take note of what time the insectoids on your map fall asleep each night and wake up in the morning. It may be helpful to create an [[allowed area]] which excludes the insectoid cave. You can switch your hauler to &amp;quot;Unrestricted&amp;quot; temporarily and have them manually prioritize collecting the jelly when you are certain the insectoids are asleep. Another method might be to wall in the entrance to the cave and forbid the door, only unforbidding it to send in your jelly harvester. This will prevent your hunters, plant cutters, animal tamers and haulers from wandering into the cave while the insectoids are awake.&lt;br /&gt;
&lt;br /&gt;
The hive and its insectoids can be harmed without any colonist actions. Insectoids may suffer from extreme temperatures; cold snaps will kill the weaker ones. Insectoids will be aggressive towards humans, but mutually non-hostile with wildlife. A [[Events#Wild man wanders in|wild human]] counts as wildlife. Walls can be built which may guide raiders into the cave if the raiders spawn in the right locations. However, if the raiders destroy the hive, you will lose your supply of jelly.&lt;br /&gt;
&lt;br /&gt;
Hungry predators may also try to hunt insectoids. Most of the time the predator will be killed, but may down some insectoids by wounding them. When the insectoids die, you can unforbid and collect the corpses for butchering, by the same method used to harvest insect jelly.&lt;br /&gt;
&lt;br /&gt;
==== Cave flora ====&lt;br /&gt;
You may find [[Agarilux]], [[Bryolux]] or [[Glowstool]] in these caves. Instead of needing light to grow, they die when exposed to excess sunlight.&lt;br /&gt;
&lt;br /&gt;
=== Settlements ===&lt;br /&gt;
On the World map, Outlander settlements will have a house icon, Tribal settlements will have a tent and Pirates will be a skull and crossbones. Your colony's settlements will be teal (light blue), with the appropriate icon for the starting scenario you chose. &lt;br /&gt;
&lt;br /&gt;
Other factions appear as follows:&lt;br /&gt;
*Outlanders (blue for rough, purple for civil)&lt;br /&gt;
*Tribals (green for fierce, yellow for gentle, red for savage)&lt;br /&gt;
*Pirates (red skull and crossbones) &lt;br /&gt;
&lt;br /&gt;
Faction settlements tend to be located near roads, and you cannot settle right next to one. If you choose a location within 4 tiles of another faction's settlement, the game warns you that this will decrease your relations.&lt;br /&gt;
&lt;br /&gt;
Since Beta 18, factions are tied to the world seed so factions and their settlements are always generated in the same place. However, this no longer seems to be the case after 1.0.&lt;br /&gt;
&lt;br /&gt;
=== Landforms ===&lt;br /&gt;
&lt;br /&gt;
Each major feature has a name generated with it. This includes biomes, lakes or oceans, mountain ranges, etc.&lt;br /&gt;
&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
&lt;br /&gt;
[[Landmarks]] are special land forms added in the Odyssey DLC.&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
There are a total of 12 pentagons in the world, with the coordinates as such:&lt;br /&gt;
*31.72 S, 0.00 W&lt;br /&gt;
*31.72 N, 0.00 W&lt;br /&gt;
*31.72 N, 180.00 W&lt;br /&gt;
*31.72 S, 180.00 W&lt;br /&gt;
*0.00 S, 58.28 E&lt;br /&gt;
*0.00 S, 58.28 W&lt;br /&gt;
*0.00 S, 121.72 E&lt;br /&gt;
*0.00 S, 121.72 W&lt;br /&gt;
*58.28 N, 90.00 E&lt;br /&gt;
*58.28 N, 90.00 W&lt;br /&gt;
*58.28 S, 90.00 E&lt;br /&gt;
*58.28 S, 90.00 W&lt;br /&gt;
&lt;br /&gt;
Besides being differently shaped to allow gap-free tiling of the whole world, they function no differently from regular world tiles.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
The player can click 'Select random site' or select one of the squares in which to land and build a [[colony]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Keyboard/mouse controls:&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Mouse Controls&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Left mouse button&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Select location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Right mouse button&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Clear selection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Mouse wheel&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Zoom in/out&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|Mouse wheel (click+hold)&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Pan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Keyboard Controls&lt;br /&gt;
|-&lt;br /&gt;
|style = &amp;quot;margin-left: 25px;&amp;quot; |{{key|PageUp}} ||Zoom out&lt;br /&gt;
|-&lt;br /&gt;
|{{key|PageDown}}||Zoom in&lt;br /&gt;
|-&lt;br /&gt;
|{{key|W}}, {{key|↑}} ||Pan up&lt;br /&gt;
|-&lt;br /&gt;
|{{key|S}}, {{key|↓}} ||Pan down&lt;br /&gt;
|-&lt;br /&gt;
|{{key|A}}, {{key|←}} ||Pan left&lt;br /&gt;
|-&lt;br /&gt;
|{{key|D}}, {{key|→}} ||Pan right&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} while panning || Fast pan speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.&lt;br /&gt;
* 1.1 - Added a planet population slider to the planet generation parameters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=176649</id>
		<title>Orbital scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orbital_scanner&amp;diff=176649"/>
		<updated>2026-03-05T08:49:29Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Orbital scanner&lt;br /&gt;
| image = OrbitalScanner_north.png&lt;br /&gt;
| description = A sensor unit that passively scans for irregular objects orbiting the planet. It will periodically detect locations in orbit that can be visited with transport pods, shuttles, or gravships.&amp;lt;br&amp;gt;The scanner won't function under a roof. Building multiple orbital scanners does not increase the chance to find new locations.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| beauty = -8&lt;br /&gt;
| hp = 180&lt;br /&gt;
| flammability = 0.3&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| power = 500&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 180&lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = advanced component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = OrbitalScanner&lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| flickable = true&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
}}&lt;br /&gt;
'''Orbital scanners''' are [[building]]s added by the [[Odyssey DLC]] that automatically detect sites in [[orbit]] for mining, looting, and other uses.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The scanner will have two main phases:&lt;br /&gt;
* '''Scanning:''' While powered, the scanner will passively look for orbital objects. This process has an MTB of 60000 [[ticks]] (1 day).&lt;br /&gt;
* '''Locating:''' When an object has been found, the scanner will begin locating its location. This process will take between 8 to 10 days, during which the scanner must be powered. The countdown will pause should the scanner loses power during this period. Once completed, a [[#Quests|quest]] will be given to the player, and the scanner restarts.&lt;br /&gt;
&lt;br /&gt;
In addition, there is a cooldown of 18 days, which starts after an object is scanned. This cooldown may tick down concurrently with the Locating phase, and will also tick down if the scanner is powered off. This cooldown is not visible in game.&lt;br /&gt;
&lt;br /&gt;
Having multiple scanners provides no benefit over having one scanner. If you do have multiple, the game will randomly select one powered scanner to be the one to have found the object during the Scanning phase, and only that scanner needs to remain powered during the Locating phase.&lt;br /&gt;
&lt;br /&gt;
The scanner can be built on the ground or a gravship, and continues to function in [[orbit]]. Scanner progress is not reset if the gravship it's on moves tiles.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
{{Main|Quests#Odyssey}}&lt;br /&gt;
When a scan is complete, the game will randomly select a random quests among these:&lt;br /&gt;
&lt;br /&gt;
* '''Resource Asteroid''': An asteroid containing mineable resources.&lt;br /&gt;
** This quest has a weight of 1.5 (compared to the weight of 1 for most of the other quests), making it more likely to be chosen than other quests.&lt;br /&gt;
** The random resource can be [[gold]], [[uranium]] or [[plasteel]], with each of them having an equal likelihood of being chosen.&lt;br /&gt;
** The location is similar to asteroids generated on world creation, with some minor differences. Its icon on the [[world map]] contain color veins - based on which resources the asteroid has. Additionally, asteroids found by this method will contains more of such resources compared to pre-generated ones{{Check Tag|Verify|This is based on in-game-text, with its text mentioning 'significant amount of resources.' compared to 'trace amount'.}} . &lt;br /&gt;
** The asteroid has a chance to spawn with an archean tree as well as a crate with one or more archean seeds and/or{{Check Tag|Confirmation needed}} an in stone enclosed chamber with cryptosleep caskets{{Check Tag|Variant? Occupants?}} in it.&lt;br /&gt;
* '''Orbital Item Stash''': An asteroid with a hollow core containing structures with loots.&lt;br /&gt;
** The location is similar to the previous one, but without any mineable resources other than [[vacstone]].&lt;br /&gt;
* '''Abandoned Platform''': An ancient orbital platform with no signs of life.&lt;br /&gt;
* '''Orbital Wreck''': Wreckage of abandoned platform with hostile [[scavengers]].&lt;br /&gt;
* '''Mechanoid Platform''': An orbital platform with high [[mechanoid]] activity.&lt;br /&gt;
** This quest has a weight of 0.5 (compared to the weight of 1 for most of the other quests), making it less likely to be chosen than other quests.&lt;br /&gt;
* '''Satellite''': An abandoned platform, usually protected by outside [[uranium slug turret]]s.&lt;br /&gt;
Outside of the orbital scanner, these quests can be obtained by hacking [[ancient uplink]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The orbital scanner is the primary means of finding locations in [[orbit]] around the planet. It should not be an immediate priority to build. The orbital locations it finds typically have a few rare items each, but the quantity of loot is low and those items may be duds. At the very least, your colonists need a way to survive in a vacuum and fight enemies there - [[power armor]] is recommended. Still, the scanner is a good way to find rare items like [[unique weapon]]s, [[orbital bombardment targeter]]s, and even [[healer mech serum]]s.&lt;br /&gt;
&lt;br /&gt;
[[Ancient uplink]]s can find orbital locations, but are single use and can only be found in special locations, also they can be used alongside the orbital scanner to find more locations.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OrbitalScanner_east.png|Facing east &lt;br /&gt;
File:OrbitalScanner_north.png|Facing north &lt;br /&gt;
File:OrbitalScanner_south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Clarified the orbital scanner description. The only change is adding ''&amp;quot;Building multiple orbital scanners does not increase the chance to find new locations.&amp;quot;'' to the end of the description. Fix: Orbital scanner north and south sprites swapped.&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Draw_fleshbeasts&amp;diff=176546</id>
		<title>Draw fleshbeasts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Draw_fleshbeasts&amp;diff=176546"/>
		<updated>2026-03-04T11:05:53Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Draw fleshbeasts &lt;br /&gt;
| image = Summon fleshbeasts.png&lt;br /&gt;
| type = Psychic ritual&lt;br /&gt;
| description = Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including your enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.&lt;br /&gt;
| research = Summon fleshbeasts &lt;br /&gt;
| ritual duration = 5000&lt;br /&gt;
| ritual cooldown = 300000&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
}}&lt;br /&gt;
'''Draw fleshbeasts''' is a [[psychic ritual]] that causes a horde of [[fleshbeasts]] to enter the map upon which it is cast.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= Missing real summary, needs full description of mechanics, participant kinds and numbers, confirmation of what can spawn inc. Bulbfreakand Dreadmeld (mention specificallyif they cant), analysis mentions theyll enter map near hostiles - needw logic re: how their spawn location is determined}}&lt;br /&gt;
Higher qualities increase the number of fleshbeasts summoned.&lt;br /&gt;
&lt;br /&gt;
Draw Fleshbeasts does not create [[Bulbfreak]]s, even at 100% ritual quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Combat power by Quality&lt;br /&gt;
|-&lt;br /&gt;
! {{Graph:Chart|width=400|height=100|type=area|xAxisTitle=Quality (%) |yAxisTitle=Combat Power |x=0, 70, 90, 100|y=200, 600, 1200, 2400}}&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While all psychic rituals that spawn entities will create entities that are hostile to all pawns,{{Check Tag|Wild animals?}} including human and [[mechanoid]] [[raiders]], the draw fleshbeasts ritual is unique in that it will cause [[fleshbeasts]] to emerge ''directly'' next to a hostile pawn on the map if any are present, ensuring that they're immediately drawn into combat. This is in contrast to rituals such as [[draw shamblers]], which causes [[shamblers]] to wait at the edges of the map until they sight a nearby human pawn, or an intentionally low quality [[draw animals]], which causes hostile manhunters to arrive and skulk around buildings containing pawns until they find a way in or until a pawn steps outside while Wandering.&lt;br /&gt;
&lt;br /&gt;
Unlike other rituals, this one is feasible to perform while caravanning: At a quest site with hostiles present, with up to 4 [[shard beacon]]s, you can substantially soften up an enemy force before you engage them, at the cost of {{#expr:{{Q|{{P|Resource 1}}|Mass Base}}*{{P|Resource 1 Amount}}}}kg for the required bioferrite and an additional {{Q|Shard beacon|Mass Base}}kg per beacon. Note that the bioferrite is consumed and will not affect the returning caravan's weight, but the beacon's weight will. It is possible that enemies will notice and engage the player before the ritual is complete, depending on if you're attacking a base, or merely dealing with a pirate outpost or similar. Pay particular attention if [[mortar]]s are present.&lt;br /&gt;
&lt;br /&gt;
Beyond this, the benefits of this ritual are also provided by the [[provoke pit gate]]. Both can provide quite a lot of [[twisted meat]] from butchering in a pinch. Example uses include the production of serums or for satiating [[ghoul]]s which can only eat raw meat and corpses and can be difficult for primarily vegetarian colonies to provide for. At {{Icon Small|Bioferrite||{{P|Resource 1 Amount}}}} Bioferrite for Draw Fleshbeasts and 75 for Provoke Pitgate, this is a particularly expensive way to feed your ghouls, though, given that they will otherwise contentedly eat the body of hostile raiders, something that most colonies will find easily stockpiles over time. In addition, despite the higher cost, Provoke Pit Gate also involves a Dreadmeld. Dreadmelds drop 30 bioferrite, offsetting the cost to a total of 45, less then Draw Fleshbeasts, as well as 3 Shards, which are very valuable items necessary for much Anomaly content.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
* ? - Description changed from ''{{Hover title|Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.|&amp;quot;[...] including enemies and allies [...]&amp;quot;}}'' changed to ''{{Hover title|Create a psychic pulse which will draw fleshbeasts to dig upwards and emerge near your enemies. They will attack anyone they find, including your enemies and allies. The fleshbeasts can be captured and studied, or butchered for twisted meat.|&amp;quot;[...] including your enemies and allies [...]&amp;quot;}}''.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psychic rituals|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Psychic rituals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plants&amp;diff=175975</id>
		<title>Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plants&amp;diff=175975"/>
		<updated>2026-02-27T11:42:27Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Temperature */ colonists refuse to sow crops when the temperature is too high too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Plants_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Cleanup and clarity}}&lt;br /&gt;
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.&lt;br /&gt;
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.&lt;br /&gt;
&lt;br /&gt;
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Plantation growing zone.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growth rate factors ==&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}&lt;br /&gt;
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.&lt;br /&gt;
&lt;br /&gt;
Most plants have a [[Property:Fertility_Sensitivity|fertility sensitivity]], known internally as fertilityFactorGrowthRate, which is used to determine how &amp;quot;picky&amp;quot; a plant is about terrain fertility. A plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 0% will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 100% will not grow so well if it is planted on anything less fertile than standard soil.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &amp;amp;divide; 100% &amp;amp;minus; 1) &amp;amp;times; fertilityFactorGrowthRate + 1}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertility table ====&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Fertility&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydroponics basin]]&lt;br /&gt;
| 280%&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
! Soil &lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai pot]] {{IdeologyIcon}}&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Fungal gravel]] {{IdeologyIcon}}&lt;br /&gt;
| 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
For normal growth rate, most plants require a [[temperature]] between {{Temperature|6}} and {{Temperature|42}}. &amp;lt;!--Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|6}}, and by 6.25% for each degree above {{Temperature|42}}.--&amp;gt; The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Temperature growth multiplier: #%&amp;amp;apos;''. Plants will not grow, and colonists will refuse to sow crops, when the temperature falls outside the plant's growth range. In most cases this is {{Temperature|0}} to {{Temperature|58}}, although heat-resistant plants such as cacti have a range of {{Temperature|0}} to {{Temperature|75}}. The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Not growing.&amp;amp;apos;''&lt;br /&gt;
&lt;br /&gt;
If the temperature drops below {{Temperature|-10}}, plants start to either die or lose their leaves, depending on their type. &lt;br /&gt;
* Most crops die, together with cultivated flowers and cocoa trees. [[Healroot]], [[nutrifungus]]{{IdeologyIcon}} and [[fibercorn]]{{IdeologyIcon}} are the only cold-resistant crops.&lt;br /&gt;
* Most wild plants merely become leafless. Mature plants such as [[berry bush]]es can still be harvested even if it's not obvious at first glance. [[Glowstool]]s, [[bryolux]], and [[psilocap]]{{OdysseyIcon}} are fragile and die from the cold.&lt;br /&gt;
&lt;br /&gt;
Each plant has its own temperature threshold, set at a random temperature between {{Temperature|-18}} and {{Temperature|-10}}, which is why not all crops die at the same time. As long as the temperature stays above {{Temperature|-19}}, some crops might survive. Beyond that, they won't.&lt;br /&gt;
&lt;br /&gt;
Leafless plants are inedible by animals. The leafless effect is obvious on deciduous trees, because they are shown without leaves, and on bushes and grass, because they look brown and shrivelled. But it actually applies to all plants, including those that look unchanged, such as pine trees, wild healroot or wild flowers. It takes 24 hours for leafless plants to regrow leaves after the temperature rises back above the plant's leafless threshold. Note that, despite being unedible during that time, they start growing again as soon as the temperature is above {{Temperature|0}}. &lt;br /&gt;
&lt;br /&gt;
An additional reason why animals might starve in cold weather is that deep snow can cover low lying plants and prevent animals from eating them, even if the temperature is not low enough to make them leafless.&lt;br /&gt;
&lt;br /&gt;
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 6, 42, 58 |y1=0, 1, 1, 0|yType=number}}&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &amp;amp;divide; 6°C {{X|&amp;amp;nbsp;|15}}; Temperature &amp;lt; 6°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&amp;amp;nbsp;|44}} ; 6°C ≤ Temperature ≤ 42°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &amp;amp;minus; Temperature) &amp;amp;divide; 16°C ; Temperature &amp;gt; 42°C}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
All mushrooms, such as nutrifungus, need 0% [[Environment#Light|light]] to grow. Any light from non-mushroom sources will cause the nutrifungus to die.&lt;br /&gt;
&lt;br /&gt;
When a plant lacks adequate light its info window indicates this with the text &amp;lt;tt&amp;gt;'Needs light level: ##%'&amp;lt;/tt&amp;gt;. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).&lt;br /&gt;
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;big&amp;gt;{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}&amp;lt;br&amp;gt;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; (Light &amp;amp;minus; growMinGlow) &amp;amp;divide; (growOptimalGlow &amp;amp;minus; growMinGlow)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[Modding|mods]], this minimum light value can be modified by changing a plant's &amp;lt;growMinGlow&amp;gt; value. A plant's optimal light level can be modified by changing its &amp;lt;growOptimalGlow&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
==Rest==&lt;br /&gt;
[[File:Plants-Growing_Time.png|right|thumb|Overview of the hourly plant activity.]]&lt;br /&gt;
All plants rest from hour 19 through hour 5. More accurately, plants rest for 11h of the day, leaving 13h of the day for growing.&lt;br /&gt;
&lt;br /&gt;
During the plant resting time period, plants will not grow no matter the light level.&lt;br /&gt;
&lt;br /&gt;
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 13/24 (approx. 54.167%) :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &amp;amp;times; 13/24) {{=}} 32,500 Ticks}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Initial growth==&lt;br /&gt;
All plants receive an instantaneous growth of 5% when sown (planted).{{Check Tag|Fact Check Needed}}&amp;lt;br&amp;gt;&lt;br /&gt;
This is relevant because it means that all plants only need to grow 95% from the moment they are sown to become fully grown (100%).&amp;lt;br&amp;gt;&lt;br /&gt;
You'll see this show up in a later equation as a new value: Growth Remaining&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this value to help determine how long a plant has left before it is fully grown.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growth Remaining'' {{=}} 1 &amp;amp;minus; 0.05 {{=}} 0.95}}; Plant was just sown&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''Growth Remaining'' {{=}} 1 &amp;amp;minus; ''Current Growth'' &amp;amp;lt; 0.95}}; Plant was sown some time ago&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actual growth time==&lt;br /&gt;
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or &amp;quot;Growing Time&amp;quot; listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Actual Growth Time {{=}} (Growth Remaining &amp;amp;times; 60,000 Ticks/Day &amp;amp;times; growDays) &amp;amp;divide; (Growing Ticks/Day &amp;amp;times; GRF(Fert) &amp;amp;times; GRF(Temp) &amp;amp;times; GRF(Light))}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore, Real Growth days is approximately 1.8462 times bigger than in-game value of &amp;quot;Growing Time&amp;quot;. And if to also account for initial growth, the actual growth time becomes 1.7538 times bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: If to sow a Potato plant (5.8:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), it will take approximately 10.2 actual in-game days to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to remember this when setting up your growing zones.&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''&amp;lt;plant&amp;gt; died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.&lt;br /&gt;
&lt;br /&gt;
The lifespan of a plant is calculated by  multiplying the plant's ''growDays'' by its ''lifespanFraction''.&lt;br /&gt;
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types of plants ==&lt;br /&gt;
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.&lt;br /&gt;
* '''[[Wild plants]]''' are plants that can't be planted by the player.&lt;br /&gt;
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.&lt;br /&gt;
* '''[[Trees]]''' are plants that yield wood or have &amp;quot;tree&amp;quot; in their name.&lt;br /&gt;
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.&lt;br /&gt;
* '''Food plants''' are plants that yield food.&lt;br /&gt;
* '''Resource plants''' are plants that yield something else than food and wood.&lt;br /&gt;
&lt;br /&gt;
=== Domesticated plants ===&lt;br /&gt;
{{#ask: [[Category:Domesticated plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Real Grow Days'' {{=}} Grow Days &amp;amp;divide; 0.5417}}&lt;br /&gt;
{{math|''Nutrition per Day'' {{=}} Harvest Yield &amp;amp;times; Nutrition (0.05) &amp;amp;divide; Real Grow Days}}&lt;br /&gt;
&lt;br /&gt;
=== Decorative plants ===&lt;br /&gt;
{{Main|Decorative plants}}&lt;br /&gt;
{{#ask: [[Category:Decorative plants]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Lifespan&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
| ?Sow Work&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Wild plants ===&lt;br /&gt;
{{#ask: [[Category:Wild plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Product&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{{Main|Trees}}&lt;br /&gt;
{{#ask: [[Category:Trees]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Yield per Day' {{=}} Yield  &amp;amp;times; (1 &amp;amp;minus; Plant Resting&amp;lt;ref&amp;gt;This is the fraction of the day when plants don't grow, 0.45 is used in above calculation.   [[#Actual growth time|Actual growth time]] for more information&amp;lt;/ref&amp;gt;)&amp;amp;times;[(Fertility of Soil&amp;lt;ref&amp;gt;Normal soil (1.00) is used in above equation.&amp;lt;/ref&amp;gt; &amp;amp;times; Fertility Factor) + 1 &amp;amp;minus; Fertility Factor) &amp;amp;divide; Growth Time]}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The yield of plants with products depends on four factors: &lt;br /&gt;
# The base yield of the plant&lt;br /&gt;
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.&lt;br /&gt;
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.&lt;br /&gt;
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.&lt;br /&gt;
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.&lt;br /&gt;
&lt;br /&gt;
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.&lt;br /&gt;
&lt;br /&gt;
== Plants per pawn ==&lt;br /&gt;
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundancy. Those pages are way more specific while this page covers all plants not just food plants}}&lt;br /&gt;
The number of food-bearing plants required per pawn depends on a number of factors, including:&lt;br /&gt;
&lt;br /&gt;
* Hunger rate of the pawn&lt;br /&gt;
* Soil type, including the use of [[hydroponics]] &lt;br /&gt;
* [[Meal]] type's nutrient efficiency &lt;br /&gt;
* Whether [[meat]] is available&lt;br /&gt;
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s&lt;br /&gt;
* [[Plant Harvest Yield]] of the harvesting pawn&lt;br /&gt;
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Plants per Pawn = Hunger rate&amp;lt;ref&amp;gt;This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s&amp;lt;/ref&amp;gt;  &amp;amp;divide; (Yield per Day&amp;lt;ref&amp;gt;Depends on soil type, see [[#Fertility|Fertility]] for details.&amp;lt;/ref&amp;gt;  &amp;amp;times; Nutrition of each harvested item&amp;lt;ref&amp;gt;This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.&amp;lt;/ref&amp;gt; &amp;amp;times; Nutrient efficiency of the meal&amp;lt;ref&amp;gt;This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. &amp;lt;/ref&amp;gt; &amp;amp;times; Plant Harvest Yield&amp;lt;ref&amp;gt;This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick reference ===&lt;br /&gt;
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that the maximum [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.&lt;br /&gt;
&lt;br /&gt;
{{Plants Per Pawn Table|{{#var:hungerRate}} }}&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for non-vegan meals in addition to the other ingredients needed, calculate the following:&lt;br /&gt;
* For [[packaged survival meal]] multiply the numbers for [[simple meal]] by 3/5.&lt;br /&gt;
* For [[fine meal]] divide the numbers for [[vegetarian fine meal]] by 3.&lt;br /&gt;
* For [[lavish meal]] divide the numbers for [[vegetarian lavish meal]] by 2.5.&lt;br /&gt;
&lt;br /&gt;
==Plant growth approaches==&lt;br /&gt;
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.&lt;br /&gt;
&lt;br /&gt;
===Fields===&lt;br /&gt;
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* No cost, excluding the work time to clear trees, sow crops, and harvesting.&lt;br /&gt;
* Available at the start, regardless of technology level&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Outdoor growing is dependent on the local seasonal weather and even impossible in the coldest biomes&lt;br /&gt;
* Highly vulnerable to irregular temperature variations such as [[Events#Cold snap|cold snaps]] and [[Events#Heat Wave|heat waves]] that could stop growth or even kill plants&lt;br /&gt;
* Outdoor growing is vulnerable to events like [[Events#Toxic fallout|toxic fallout]] and [[Events#Volcanic winter|volcanic winter]]&lt;br /&gt;
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Walling off your crops keeps out raiders and wild animals&lt;br /&gt;
* Low costs for the walls and sun lamp alone&lt;br /&gt;
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built&lt;br /&gt;
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day&lt;br /&gt;
* Energy shortages will only kill existing plants if the temperature gets too extreme&lt;br /&gt;
* Immune to events like toxic fallout and volcanic winter&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Trees cannot be planted in greenhouses&lt;br /&gt;
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes&lt;br /&gt;
* High energy costs for maintaining sun lamps&lt;br /&gt;
* Requires electricity research to unlock&lt;br /&gt;
&lt;br /&gt;
==== Open roof greenhouses ====&lt;br /&gt;
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.  &lt;br /&gt;
&lt;br /&gt;
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.&lt;br /&gt;
&lt;br /&gt;
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. &lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Can support trees, including [[cocoa tree]]s.&lt;br /&gt;
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.&lt;br /&gt;
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area&lt;br /&gt;
* Easy to convert to and from more traditional greenhouses&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Needs significantly more heating/cooling&lt;br /&gt;
* 4x larger for the same volume of non-tree greenhouse space&lt;br /&gt;
* Slow and/or difficult to adapt to changing weather conditions.&lt;br /&gt;
* Net wood-negative when using campfires to grow trees.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics basin===&lt;br /&gt;
[[Hydroponics basin|Hydroponics]] allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Basins provide fertility of 280%, the highest rating in the game&lt;br /&gt;
* Plants with high fertility sensitivity grow especially well&lt;br /&gt;
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.&lt;br /&gt;
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.&lt;br /&gt;
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.&lt;br /&gt;
* There are fewer options for growing crops within hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).&lt;br /&gt;
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Terror_Source_Analysis&amp;diff=175964</id>
		<title>Template:Terror Source Analysis</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Terror_Source_Analysis&amp;diff=175964"/>
		<updated>2026-02-26T19:00:52Z</updated>

		<summary type="html">&lt;p&gt;Esredar: remove unnecessary words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;=== Terror versus slave apparel ===&lt;br /&gt;
[[Terror]] as a method of [[slave]] control has a number of key flaws that make it all but untenable outside of a few, very niche uses. Terror sources are inherently static, the radii of their effects are small, and as soon as slaves leave the area, or fall asleep, suppression begins to decay. Meanwhile, slave apparel - [[slave collar]]s and [[slave body strap|body straps]], are sufficient to eliminate suppression loss by themselves but have none of these downsides. So long as they are worn and no further apparel that causes further suppression loss is used, slaves can be kept at 100% suppression indefinitely. &lt;br /&gt;
&lt;br /&gt;
The only exceptions are where are other apparel needs interfere with wearing the items. The slave collar is almost unique in its coverage, and can be added to almost any outfit, but the slave body strap's use of the outer layer places in direct competition with both insulative and protective options such as the [[parka]], [[duster]], and [[power armor]]s. Instances where this is true are rare however - [[flak vest]]s are compatible and offer sufficient protection in most instances, while [[tribalwear]], [[shadecone]]s, [[tuque]]s, [[corset]]s/[[formal vest]]s (the penalty of which is also canceled out with both straps and collar), [[Genes#Temperature|temperature genes]],{{BiotechIcon}} can all improve temperature resistance and make it possible to survive in relatively extreme environments. As such, slave apparel is almost always the preferred method.&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Rewrite|reason=Not happy with it}}{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=175948</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=175948"/>
		<updated>2026-02-26T12:02:37Z</updated>

		<summary type="html">&lt;p&gt;Esredar: set up size variable before copying it into the property, not after&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
0. TESTING&lt;br /&gt;
--&amp;gt;{{#switch: {{lc:{{{set property|}}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#vardefine:setProperty | true }}&lt;br /&gt;
 | 0 | no | n | f | false = {{#vardefine:setProperty |}}&lt;br /&gt;
 | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1. HEAD&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}&lt;br /&gt;
  | furniture | medicine = c_01&lt;br /&gt;
  | structure = c_02&lt;br /&gt;
  | resource = c_03&lt;br /&gt;
  | weapon = c_06&lt;br /&gt;
  | animal | food = c_08&lt;br /&gt;
  | fabric = c_09&lt;br /&gt;
  | security = c_10&lt;br /&gt;
  | area | exotic = c_11&lt;br /&gt;
  | metallic | stony = c_12&lt;br /&gt;
  | plant = c_14&lt;br /&gt;
  | leathery = c_22&lt;br /&gt;
  | drug = c_24&lt;br /&gt;
  | production = c_25&lt;br /&gt;
  | psycast = c_09&lt;br /&gt;
}} }}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{#var:Name}}&amp;quot;&amp;gt;[[File:{{{image|{{#var:Name}} }}}|{{{imagesize|250x250px}}}|link = {{#var:Name}}|{{#var:Name}}]]{{#if: {{#var:setProperty}} | {{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}} }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 2. BASE STATS --&amp;gt;&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Base Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Type = {{{type|}}} }}&lt;br /&gt;
	{{#set:Type2 = {{{type2|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#if: {{{type2|}}} |&amp;amp;#32;–&amp;amp;#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|2}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|3}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|4}} }} }}&lt;br /&gt;
;Stuff Categories&lt;br /&gt;
:{{{stuff category|}}} {{#if: {{{color|}}} |&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{color|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{color|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{color|}}}|,|2}}|)}} }}&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;Buildings and items made with this as stuff will have the color RGB: {{{color|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{tech level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Tech Level = {{{tech level|}}} }} }}&lt;br /&gt;
;Tech Level&lt;br /&gt;
:[[Tech levels|{{{tech level|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Class = {{{class|}}} Weapons}} }}&lt;br /&gt;
;Weapon Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--&amp;gt;&lt;br /&gt;
{{#if: {{{marketvalue|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{{marketvalue|}}} }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{{marketvalue|}}} }}&amp;amp;nbsp;{{Icon Small|silver}}&lt;br /&gt;
| {{#ifeq: {{lc:{{{constructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | Nutrition | |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{Market Value Calculator}} }} {{#set:Calculated Market Value = True }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{Market Value Calculator}} }}&amp;amp;nbsp;{{Icon Small|silver}} &amp;lt;abbr title=&amp;quot;This value is automatically calculated by the wiki and may not be correct&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt; }} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stack limit|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stack Limit = {{{stack limit|}}} }} }}&lt;br /&gt;
;Stack Limit&lt;br /&gt;
:{{{stack limit|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass Base = {{{mass base|}}} }} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|&amp;lt;abbr title=&amp;quot;Beauty score when outdoors&amp;quot;&amp;gt;({{{beauty outdoors|}}})&amp;lt;/abbr&amp;gt; }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{styledominance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Style Dominance = {{{styledominance|}}} }} }}&lt;br /&gt;
  {{#if: {{{style|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Style = {{{style|}}} }} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Style Dominance&lt;br /&gt;
:{{{style|}}} {{{styledominance|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Durability --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
	{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
	{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
	{{#set:Days To Start Rot Base = {{{days to rot|}}} }}&lt;br /&gt;
	{{#set:Min Safe Temperature = {{{min safe temperature|}}} }}&lt;br /&gt;
	{{#set:Max Safe Temperature = {{{max safe temperature|}}} }}&lt;br /&gt;
	{{#set:Spoiling Rate = {{{spoiling rate per degree per tick|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{hp|}}} |&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}} |&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}} |&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{%| {{{flammability|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{days to rot|}}} |&lt;br /&gt;
;Days To Start Rot&lt;br /&gt;
:{{{days to rot|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min safe temperature|}}} |&lt;br /&gt;
;Min Safe Temperature&lt;br /&gt;
:{{Temperature| {{{min safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{max safe temperature|}}} |&lt;br /&gt;
;Max Safe Temperature&lt;br /&gt;
:{{Temperature| {{{max safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{spoiling rate per degree per tick|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;per °C outside the safe temperature per tick&amp;quot;&amp;gt;Spoiling Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{spoiling rate per degree per tick|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
{{#if: {{{rotatable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{ucfirst:{{{rotatable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{path cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Path Cost = {{{path cost|}}} }} }}&lt;br /&gt;
;Path Cost&lt;br /&gt;
:{{{path cost|}}} ({{%|1 / (1 + {{{path cost|}}} * 0.077) round 2}})&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}}|&lt;br /&gt;
	{{#if: {{{livesin_aridshrubland|}}} | {{#set:Lives In Arid Shrubland = {{{livesin_aridshrubland|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_borealforest|}}} | {{#set:Lives In Boreal Forest = {{{livesin_borealforest|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_coldbog|}}} | {{#set:Lives In Cold Bog = {{{livesin_coldbog|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_desert|}}} | {{#set:Lives In Desert = {{{livesin_desert|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_extremedesert|}}} | {{#set:Lives In Extreme Desert = {{{livesin_extremedesert|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_glacialplain|}}} | {{#set:Lives In Glacial Plain = {{{livesin_glacialplain|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_glowforest|}}} | {{#set:Lives In Glowforest = {{{livesin_glowforest|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_grassland|}}} | {{#set:Lives In Grassland = {{{livesin_grassland|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_icesheet|}}} | {{#set:Lives In Ice Sheet = {{{livesin_icesheet|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_lavafield|}}} | {{#set:Lives In Lava Field = {{{livesin_lavafield|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_scarlands|}}} | {{#set:Lives In Scarlands = {{{livesin_scarlands|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_seaice|}}} | {{#set:Lives In Sea Ice = {{{livesin_seaice|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_temperateforest|}}} | {{#set:Lives In Temperate Forest = {{{livesin_temperateforest|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_temperateswamp|}}} | {{#set:Lives In Temperate Swamp = {{{livesin_temperateswamp|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_tropicalrainforest|}}} | {{#set:Lives In Tropical Rainforest = {{{livesin_tropicalrainforest|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_tropicalswamp|}}} | {{#set:Lives In Tropical Swamp = {{{livesin_tropicalswamp|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_tundra|}}} | {{#set:Lives In Tundra = {{{livesin_tundra|}}} }} }}&lt;br /&gt;
        &amp;lt;!-- Pollution spawns --&amp;gt;&lt;br /&gt;
	{{#if: {{{livesin_aridshrubland_polluted|}}} | {{#set:Lives In Arid Shrubland (Polluted) = {{{livesin_aridshrubland_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_borealforest_polluted|}}} | {{#set:Lives In Boreal Forest (Polluted) = {{{livesin_borealforest_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_coldbog_polluted|}}} | {{#set:Lives In Cold Bog (Polluted) = {{{livesin_coldbog_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_desert_polluted|}}} | {{#set:Lives In Desert (Polluted) = {{{livesin_desert_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_extremedesert_polluted|}}} | {{#set:Lives In Extreme Desert (Polluted) = {{{livesin_extremedesert_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_glacialplain_polluted|}}} | {{#set:Lives In Glacial Plain (Polluted) = {{{livesin_glacialplain_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_glowforest_polluted|}}} | {{#set:Lives In Glowforest (Polluted) = {{{livesin_glowforest_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_grassland_polluted|}}} | {{#set:Lives In Grassland (Polluted) = {{{livesin_grassland_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_icesheet_polluted|}}} | {{#set:Lives In Ice Sheet (Polluted) = {{{livesin_icesheet_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_lavafield_polluted|}}} | {{#set:Lives In Lava Field (Polluted) = {{{livesin_lavafield_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_scarlands_polluted|}}} | {{#set:Lives In Scarlands (Polluted) = {{{livesin_scarlands_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_seaice_polluted|}}} | {{#set:Lives In Sea Ice (Polluted) = {{{livesin_seaice_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_temperateforest_polluted|}}} | {{#set:Lives In Temperate Forest (Polluted) = {{{livesin_temperateforest_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_temperateswamp_polluted|}}} | {{#set:Lives In Temperate Swamp (Polluted) = {{{livesin_temperateswamp_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_tropicalrainforest_polluted|}}} | {{#set:Lives In Tropical Rainforest (Polluted) = {{{livesin_tropicalrainforest_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_tropicalswamp_polluted|}}} | {{#set:Lives In Tropical Swamp (Polluted) = {{{livesin_tropicalswamp_polluted|}}} }} }}&lt;br /&gt;
	{{#if: {{{livesin_tundra_polluted|}}} | {{#set:Lives In Tundra (Polluted) = {{{livesin_tundra_polluted|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Refuelable --&amp;gt;&lt;br /&gt;
{{#if: {{{fuel filter|}}} {{{fuel capacity|}}} {{{fuel consumption rate|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Fuel&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Fuel Filter = {{{fuel filter|}}} }}&lt;br /&gt;
	{{#set:Fuel Capacity = {{{fuel capacity|}}} }}&lt;br /&gt;
	{{#set:Fuel Consumption Rate = {{{fuel consumption rate|}}} }}&lt;br /&gt;
	{{#set:Fuel Consumption Rate In Rain = {{{fuel consumption per tick in rain|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{fuel filter|}}} |&lt;br /&gt;
;Usable Item(s)&lt;br /&gt;
:{{Icon Small|{{{fuel filter|}}}|16}} [[{{{fuel filter|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fuel capacity|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Maximum Capacity of Fuel in Units&amp;quot;&amp;gt;Capacity&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{fuel capacity|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fuel consumption rate|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Units of Fuel Consumed per Day/Charge&amp;quot;&amp;gt;Consumption Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{fuel consumption rate|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fuel consumption per tick in rain|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Additional Fuel Consumed per Tick when in Rain&amp;quot;&amp;gt;In Rain&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{fuel consumption per tick in rain|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Mineable --&amp;gt;&lt;br /&gt;
{{#if: {{{mineable thing|}}} {{{mineable yield|}}} {{{mineable scatter commonality|}}} {{{mineable scatter lump size range|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Ore&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | &lt;br /&gt;
	{{#set:Mineable Thing = {{{mineable thing|}}} }}&lt;br /&gt;
	{{#set:Mineable Yield = {{{mineable yield|}}} }}&lt;br /&gt;
	{{#set:Mineable Scatter Commonality = {{{mineable scatter commonality|}}} }}&lt;br /&gt;
	{{#set:Mineable Scatter Lump Size Range = {{{mineable scatter lump size range|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mineable yield|}}} |&lt;br /&gt;
;Resource Base Yield&lt;br /&gt;
:{{Icon Small|{{{mineable thing|}}}||{{{mineable yield|}}}}} [[{{{mineable thing|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mineable scatter commonality|}}} |&lt;br /&gt;
;Ore Commonality&lt;br /&gt;
:{{{mineable scatter commonality|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mineable scatter lump size range|}}} |&lt;br /&gt;
;Vein Size&lt;br /&gt;
:{{{mineable scatter lump size range|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 3. BUILDING --&amp;gt;&lt;br /&gt;
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{room role|}}} {{{work table not in room role factor|}}} {{{efficiency|}}} {{{speed|}}} {{{airtight|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Building&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}} | {{#vardefine:size | {{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{{size|}}}|}}|×|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|*|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|x|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|ˣ|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|+|&amp;amp;nbsp;+}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}}|&lt;br /&gt;
	{{#set:Size = {{#var:size}} }}&lt;br /&gt;
	{{#set:Minifiable = {{{minifiable|}}} }}&lt;br /&gt;
	{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
	{{#set:Passability = {{{passability|}}} }}&lt;br /&gt;
	{{#set:Is Loot Container= {{{loot container|}}} }}&lt;br /&gt;
	{{#ifeq: {{{type2|}}} | Ruins |  &amp;lt;!-- Special handling to flag Junk Ruins ---&amp;gt; &lt;br /&gt;
		{{#if:{{{destroyyield|}}}{{{deconstruct yield|}}}{{{glowradius|}}}{{{comfort|}}}{{{resource 1|}}}{{{power|}}}{{{loot container|}}}{{{junk|}}} | {{#set:Junk = {{{junk|false}}} }} | {{#set:Junk = True }} }}&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}} |&lt;br /&gt;
;Size&lt;br /&gt;
:{{#var:size}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minifiable|}}} |&lt;br /&gt;
;Minifiable&lt;br /&gt;
:{{ucfirst:{{{minifiable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}} |&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{ucfirst:{{{placeable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{passability|}}} |&lt;br /&gt;
;Passability&lt;br /&gt;
:{{{passability|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}} | {{#ifexpr: {{{cover|}}} &amp;gt; 0.75 |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness = 0.75}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:75%&lt;br /&gt;
| {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness= {{{cover|}}} }} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{%| {{{cover|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{edifice|}}} | &lt;br /&gt;
;Edifice&lt;br /&gt;
:{{{edifice|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Edifice = {{{edifice|}}} }}&lt;br /&gt;
	{{#set:Blocks Wind = {{{blockswind|}}} }}&lt;br /&gt;
	{{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }}&lt;br /&gt;
	{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
	{{#set:Cleanliness = {{{cleanliness|}}} }}&lt;br /&gt;
	{{#set:Cleaning Time Factor = {{{cleaning time factor|}}} }}&lt;br /&gt;
	{{#set:Filth Multiplier = {{{filth multiplier|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
{{#if: {{{blockswind|}}} |&lt;br /&gt;
;Blocks Wind&lt;br /&gt;
:{{ucfirst:{{{blockswind|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{terrain affordance|}}} |&lt;br /&gt;
;Terrain Affordance&lt;br /&gt;
:{{ucfirst:{{{terrain affordance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}} |&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}} W&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleanliness|}}} |&lt;br /&gt;
;Cleanliness&lt;br /&gt;
:{{{cleanliness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleaning time factor|}}} |&lt;br /&gt;
;Cleaning Time Multiplier&lt;br /&gt;
:{{%| {{{cleaning time factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{filth multiplier|}}} |&lt;br /&gt;
;Filth Multiplier&lt;br /&gt;
:{{%| {{{filth multiplier|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}} |&lt;br /&gt;
  {{#vardefine:Facility1 | {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }} }}&lt;br /&gt;
  {{#vardefine:Facility2 | {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }} }}&lt;br /&gt;
  {{#vardefine:Facility3 | {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }} }}&lt;br /&gt;
  {{#vardefine:Facility4 | {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }} }}&lt;br /&gt;
  {{#vardefine:Facility5 | {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }} }}&lt;br /&gt;
  {{#vardefine:Facility6 | {{ucfirst:{{#explode:{{{facility|}}}|,|5}} }} }}&lt;br /&gt;
  {{#vardefine:Facility7 | {{ucfirst:{{#explode:{{{facility|}}}|,|6}} }} }}&lt;br /&gt;
  {{#vardefine:Facility8 | {{ucfirst:{{#explode:{{{facility|}}}|,|7}} }} }}&lt;br /&gt;
  {{#vardefine:Facility9 | {{ucfirst:{{#explode:{{{facility|}}}|,|8}} }} }}&lt;br /&gt;
  {{#vardefine:Facility10 | {{ucfirst:{{#explode:{{{facility|}}}|,|9}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Facility = {{#var:Facility1}} | Facility = {{#var:Facility2}} | Facility = {{#var:Facility3}} | Facility = {{#var:Facility4}} | Facility = {{#var:Facility5}} | Facility = {{#var:Facility6}} | Facility = {{#var:Facility7}} | Facility = {{#var:Facility8}} | Facility = {{#var:Facility9}} | Facility = {{#var:Facility10}} }} }}&lt;br /&gt;
;Facility&lt;br /&gt;
:[[{{#var:Facility1}}]]{{#if: {{#var:Facility2}} |, [[{{#var:Facility2}}]]}}{{#if: {{#var:Facility3}} |, [[{{#var:Facility3}}]]}}{{#if: {{#var:Facility4}} |, [[{{#var:Facility4}}]]}}{{#if: {{#var:Facility5}} |, [[{{#var:Facility5}}]]}}{{#if: {{#var:Facility6}} |, [[{{#var:Facility6}}]]}}{{#if: {{#var:Facility7}} |, [[{{#var:Facility7}}]]}}{{#if: {{#var:Facility8}} |, [[{{#var:Facility8}}]]}}{{#if: {{#var:Facility9}} |, [[{{#var:Facility9}}]]}}{{#if: {{#var:Facility10}} |, [[{{#var:Facility10}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Furniture --&amp;gt;&lt;br /&gt;
{{#if: {{{glowcolor|}}} |&lt;br /&gt;
	{{#if: {{{setProperty|}}} |&lt;br /&gt;
	  {{#set:Glow Radius = {{{glowradius|}}} }}&lt;br /&gt;
	  {{#set:Glow Color = {{{glowcolor|}}} }}&lt;br /&gt;
	  {{#set:Light Radius = {{#var:LightRadius}} }}&lt;br /&gt;
	}}&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{glowcolor|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }}&lt;br /&gt;
  {{#vardefine:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}} }} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{#var:LightRadius}} round 2}} &amp;lt;!--&lt;br /&gt;
Color Square: --&amp;gt;&amp;lt;abbr title=&amp;quot;RGB: {{{glowcolor|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div class=&amp;quot;mw-no-invert&amp;quot; style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;outline:1px solid white;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Heat Per Second = {{{heatpersecond|}}} }}&lt;br /&gt;
	{{#set:Max Heat Temperature = {{{maxheattemperature|}}} }}&lt;br /&gt;
	{{#set:Min Cool Temperature = {{{mincooltemperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{heatpersecond|}}} |&lt;br /&gt;
;Heat Per Second&lt;br /&gt;
:{{{heatpersecond|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maxheattemperature|}}} |&lt;br /&gt;
;Stops Heating At&lt;br /&gt;
:{{Temperature| {{{maxheattemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mincooltemperature|}}} |&lt;br /&gt;
;Stops Cooling At&lt;br /&gt;
:{{Temperature| {{{mincooltemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }}&lt;br /&gt;
	{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
	{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
	{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
	{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{surgery success chance factor|}}} |&lt;br /&gt;
;Surgery Success Chance Factor&lt;br /&gt;
:{{{surgery success chance factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}} |&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}} |&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}} |&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}} |&lt;br /&gt;
;Comfort Offset&lt;br /&gt;
:{{{comfort offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Recreation --&amp;gt;&lt;br /&gt;
{{#if: {{{recreation power|}}} {{{recreation type|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Recreation Power = {{{recreation power|}}} | Recreation Type = {{ucfirst: {{{recreation type|}}} }} }} }}&lt;br /&gt;
;Recreation&lt;br /&gt;
:{{#if: {{{recreation power|}}} | {{%| {{{recreation power|}}} }} }} {{{recreation type|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Production --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Work Speed Factor = {{{work speed factor|}}} }}&lt;br /&gt;
	{{#set:Work Efficiency Factor = {{{work efficiency factor|}}} }}&lt;br /&gt;
	{{#set:Unpowered Work Speed Factor = {{{unpowered work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{work speed factor|}}} |&lt;br /&gt;
;Work Speed Factor&lt;br /&gt;
:{{%| {{{work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work efficiency factor|}}} |&lt;br /&gt;
;Work Efficiency Factor&lt;br /&gt;
:{{%| {{{work efficiency factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{unpowered work speed factor|}}} | &amp;lt;!-- work speed at an unpowered workstation --&amp;gt;&lt;br /&gt;
;Unpowered Work Speed Factor&lt;br /&gt;
:{{%| {{{unpowered work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{room role|}}} | &amp;lt;!-- The room role the building gives points towards --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Room Role = {{{room role|}}} }} }}&lt;br /&gt;
;Room Role&lt;br /&gt;
:[[Rooms#Roles|{{{room role|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work table not in room role factor|}}} | &amp;lt;!-- work speed if in the wrong room role --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Table not in Room Role Factor = {{{work table not in room role factor|}}} }} }}&lt;br /&gt;
;Work Table not in Room Role Factor&lt;br /&gt;
:{{%| {{{work table not in room role factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Misc --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Offset = {{{work speed offset|}}} }} }}&lt;br /&gt;
;Work Speed Offset&lt;br /&gt;
:{{{work speed offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max simultaneous facilities|}}} | &amp;lt;!-- how many of these facilities a work table can be connected to --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Simultaneous Facilities = {{{max simultaneous facilities|}}} }} }}&lt;br /&gt;
;Max Simultaneous Facilities&lt;br /&gt;
:{{{max simultaneous facilities|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}} | &amp;lt;!-- efficiency of a battery --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Efficiency = {{{efficiency|}}} }} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{%| {{{efficiency|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{airtight|}}} | &amp;lt;!-- whether a building is airtight for Odyssey Vacuum --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Airtight = {{{airtight|}}} }} }}&lt;br /&gt;
;Airtight&lt;br /&gt;
:{{ucfirst:{{{airtight|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{paintable|}}} | &amp;lt;!-- Paintable property. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Paintable= {{{paintable|}}} }} }}&lt;br /&gt;
;Paintable &lt;br /&gt;
:{{ucfirst:{{{paintable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Floors --&amp;gt;&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Factor = {{{speed|}}} }} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{%| {{{speed|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MECHANOID --&amp;gt;&lt;br /&gt;
{{#if: {{{EMP resistance|}}} {{{bandwidth cost|}}} {{{wastepacks per recharge|}}} {{{control taking time|}}} {{{repair energy cost|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Mechanoid&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:EMP Resistance = {{{EMP resistance|}}} }}&lt;br /&gt;
	{{#set:Bandwidth Cost = {{{bandwidth cost|}}} }}&lt;br /&gt;
	{{#set:Wastepacks Per Recharge = {{{wastepacks per recharge|}}} }}&lt;br /&gt;
	{{#set:Control Taking Time = {{{control taking time|}}} }}&lt;br /&gt;
	{{#set:repair energy cost = {{{repair energy cost|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{EMP resistance|}}} |&lt;br /&gt;
;EMP Resistance&lt;br /&gt;
:{{%| {{{EMP resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bandwidth cost|}}} |&lt;br /&gt;
;Bandwidth Cost&lt;br /&gt;
:{{{bandwidth cost|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wastepacks per recharge|}}} |&lt;br /&gt;
;Wastepacks Per Recharge&lt;br /&gt;
:{{{wastepacks per recharge|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{control taking time|}}} |&lt;br /&gt;
;Control Taking Time&lt;br /&gt;
:{{{control taking time|}}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{repair energy cost|}}} |&lt;br /&gt;
;repair energy cost&lt;br /&gt;
:{{--|{{%| {{{repair energy cost|}}} }}}} / 100 {{HP}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 4. APPAREL --&amp;gt;&lt;br /&gt;
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}}  {{{coverage|}}} {{{layer|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;{{#ifeq: {{{type|}}} | Gear | Apparel| Armor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Insulation - Cold Base= {{{insulationcold|0}}} }}&lt;br /&gt;
	{{#set:Insulation - Heat Base= {{{insulationheat|0}}} }}&lt;br /&gt;
	{{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }}&lt;br /&gt;
	{{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{insulationcold|}}} |&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{Temperature| {{{insulationcold|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}} |&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{Temperature| {{{insulationheat|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcoldfactor|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Cold&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationcoldfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheatfactor|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Heat&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationheatfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Armor - Sharp = {{{armorsharp|0}}} }}&lt;br /&gt;
	{{#set:Armor - Blunt = {{{armorblunt|0}}} }}&lt;br /&gt;
	{{#set:Armor - Heat = {{{armorheat|0}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{armorsharp|}}} |&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}} |&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}} |&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Armor Factor - Sharp = {{{armorsharpfactor|0}}} }}&lt;br /&gt;
	{{#set:Armor Factor - Blunt= {{{armorbluntfactor|0}}} }}&lt;br /&gt;
	{{#set:Armor Factor - Heat = {{{armorheatfactor|0}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{armorsharpfactor|}}} |&lt;br /&gt;
;Armor Factor - Sharp&lt;br /&gt;
:{{{armorsharpfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorbluntfactor|}}} |&lt;br /&gt;
;Armor Factor - Blunt&lt;br /&gt;
:{{{armorbluntfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheatfactor|}}} |&lt;br /&gt;
;Armor Factor - Heat&lt;br /&gt;
:{{{armorheatfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{lc:{{{countsAsClothingForNudity|{{{clothing for nudity|}}} }}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = True }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:True&lt;br /&gt;
 | 0 | no | n | f | false = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = False }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:False&lt;br /&gt;
 | #default = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{coverage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Coverage = {{{coverage|}}} }} }}&lt;br /&gt;
;Coverage&lt;br /&gt;
:{{{coverage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{layer|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:layer= {{{layer|}}} }} }}&lt;br /&gt;
;Layer&lt;br /&gt;
:{{{layer|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifestage|}}} | &amp;lt;!-- Was below the switch and above coverage. Taken outside &amp;quot;Appeal&amp;quot; as the Biomutation lance seems to use it. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Lifestage = {{{lifestage|}}} }} }}&lt;br /&gt;
;Lifestage&lt;br /&gt;
:{{{lifestage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{equipdelay|}}} | &amp;lt;!-- In here because both apparel and weapons can have it.--&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Equip Delay = {{#expr: {{{equipdelay|}}} * 60 }} }} }}&lt;br /&gt;
;Equip Delay&lt;br /&gt;
:{{Ticks/seconds|{{#expr: {{{equipdelay|}}} * 60 }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 4.5 APPAREL --&amp;gt;&lt;br /&gt;
{{#if: {{{painshockthreshold|}}} {{{move speed offset|}}} {{{slave suppression offset|}}} {{{vacuum resistance offset|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Stat Effects&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{{painshockthreshold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{move speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Offset= {{{move speed offset|}}} }} }}&lt;br /&gt;
;Move Speed Offset&lt;br /&gt;
:{{{move speed offset|}}} {{CS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{slave suppression offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Slave Supression Offset= {{{slave suppression offset|}}} }} }}&lt;br /&gt;
;Slave Supression Offset&lt;br /&gt;
:{{{slave suppression offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{vacuum resistance offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Vacuum Resistance Offset= {{{vacuum resistance offset|}}} }} }}&lt;br /&gt;
;Vacuum Resistance Offset&lt;br /&gt;
:{{{vacuum resistance offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 5. PAWN STATS --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Animal Health ---&amp;gt;&lt;br /&gt;
{{#if: {{{combatPower|}}} {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{specialtrainables|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{psychic sensitivity|}}} {{{toxic resistance|}}} {{{toxic environment resistance|}}} {{{vacuum resistance|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Pawn Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type2|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{combatPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Combat Power = {{{combatPower|}}} }} }}&lt;br /&gt;
;Combat Power&lt;br /&gt;
:{{{combatPower}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Base = {{{movespeed|}}} }} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}} {{CS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{healthscale|}}} | &amp;lt;!-- please add a short explanation of this property here --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Health Scale = {{{healthscale|}}} }} }}&lt;br /&gt;
;Health Scale&lt;br /&gt;
:{{%|{{{healthscale|}}} }} {{HP}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}} |&lt;br /&gt;
;Body Size&lt;br /&gt;
:{{{bodysize|}}}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}&lt;br /&gt;
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Size = {{{bodysize|}}} }}  {{#set:Mass - Adult = {{#var:MassAdult}} }} }}&lt;br /&gt;
  &lt;br /&gt;
{{#ifeq: {{{type|}}} | Mechanoid |&lt;br /&gt;
;Mass&lt;br /&gt;
:{{#var:MassAdult}} kg  &lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Entity |&lt;br /&gt;
;Mass&lt;br /&gt;
:{{#var:MassAdult}} kg  &lt;br /&gt;
| &lt;br /&gt;
  &amp;lt;!-- Most animal babies are 0.2 the size of the adults, but birds are 0.1 --&amp;gt;&lt;br /&gt;
  {{#vardefine:BabyScale | {{{babyscale|0.2}}} }}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Mass is 60*bodysize, with no exceptions --&amp;gt;&lt;br /&gt;
  {{#vardefine:MassYoung | {{#expr: 60 * {{{bodysize}}} * {{#var:BabyScale}} }} }}&lt;br /&gt;
;Mass - Baby&lt;br /&gt;
:{{#var:MassYoung}} kg&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassJuvenile | {{#expr: 60 * {{{bodysize}}} * 0.5 }} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{#var:MassJuvenile}} kg&lt;br /&gt;
&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{#var:MassAdult}} kg&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Baby Scale = {{#var:BabyScale}} }} {{#set:Mass - Young = {{#var:MassYoung}} }} {{#set:Mass - Juvenile = {{#var:MassJuvenile}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{packanimal|}}} }} | true |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Entity | |&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} -0.000001 round0}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Carrying Capacity = {{#var:CarryingCapacity}} }} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var:CarryingCapacity}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Riding Speed = {{{ridingspeed|}}} }}&lt;br /&gt;
	{{#set:Animal Filth Rate = {{#var:FilthRate}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{ridingspeed|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Multiplier to the caravan's movement speed.&amp;quot;&amp;gt;Riding Speed&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{ridingspeed|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#vardefineecho:FilthRate | {{{filth rate|{{#if: {{{bodysize|}}} | 1}} }}} }} | &amp;lt;!-- Filth rate seems to default to 1 in game if it's not set in the xml. --&amp;gt;&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The average amount of filth produced on constructed floors per 1000 cells walked by this creature.&amp;quot;&amp;gt;Filth Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:FilthRate}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Base Hunger Rate = {{{hungerrate|}}} | Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round 2}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition lost per day.&amp;quot;&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} Nutrition/Day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Diet = {{#explode:{{{diet|}}}|,|0}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|1}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|2}} }} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
	{{#set:Coastal Animal = {{{isCoastal|false}}} }}&lt;br /&gt;
	{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
	{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{lifespan|}}} |&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}} years&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- This property is set to false and hidden if not defined.--&amp;gt;&lt;br /&gt;
{{#if: {{{isCoastal|}}} |&lt;br /&gt;
;Coastal Animal:{{{isCoastal|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter when attacked.&amp;quot;&amp;gt;Manhunter Chance&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhunter|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter on a failed taming attempt.&amp;quot;&amp;gt;Manhunter Chance (Taming)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhuntertame|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}} |&lt;br /&gt;
  {{#switch: {{lc: {{{trainable|}}} }}&lt;br /&gt;
    | none         = {{#if: {{#var:setProperty}} |{{#set: Trainable Intelligence = None&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Guard = no &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Attack = no &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Rescue = no&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Haul = no  }} }}&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;{{#vardefine: trainingList | }}&lt;br /&gt;
    | hauling only = {{#if: {{#var:setProperty}} |{{#set: Trainable Intelligence = Hauling only&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Guard = no  &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Attack = no  &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Rescue = no&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Haul = yes }} }}&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;{{#vardefine: trainingList | Haul}}&lt;br /&gt;
    | simple       = {{#if: {{#var:setProperty}} |{{#set: Trainable Intelligence = Simple&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Guard = yes &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Attack = no  &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Rescue = no&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Haul = no  }} }}&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;{{#vardefine: trainingList | Guard}}&lt;br /&gt;
    | intermediate = {{#if: {{#var:setProperty}} |{{#set: Trainable Intelligence = Intermediate&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Guard = yes &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Attack = yes &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Rescue = no&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Haul = no  }} }}&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;{{#vardefine: trainingList | Guard, Attack}}&lt;br /&gt;
    | advanced     = {{#if: {{#var:setProperty}} |{{#set: Trainable Intelligence = Advanced&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Guard = yes &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Attack = yes &amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Rescue = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.65| no | yes}}&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;| Can Train Haul = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.4 | no | yes}}}} }}&amp;lt;!--&lt;br /&gt;
                      --&amp;gt;{{#vardefine: trainingList | Guard, Attack{{#ifexpr: {{{bodysize|}}} &amp;lt; 0.65||, Rescue}}{{#ifexpr: {{{bodysize|}}} &amp;lt; 0.4 ||, Haul}}}}&lt;br /&gt;
  }}&lt;br /&gt;
  {{#switch: {{lc: {{{specialtrainables|}}} }} &lt;br /&gt;
    | attack target | attacktarget = {{#vardefine: trainingList | {{#var:trainingList}}, Attack target }} {{#if: {{#var:setProperty}} |{{#set: Can Train Attack Target = yes}}}}&lt;br /&gt;
    | comfort       | comfort      = {{#vardefine: trainingList | {{#var:trainingList}}, Comfort }}       {{#if: {{#var:setProperty}} |{{#set: Can Train Comfort = yes}}}}&lt;br /&gt;
    | war trumpet   | wartrumpet   = {{#vardefine: trainingList | {{#var:trainingList}}, War trumpet }}   {{#if: {{#var:setProperty}} |{{#set: Can Train War Trumpet = yes}}}}&lt;br /&gt;
    | dig           | dig          = {{#vardefine: trainingList | {{#var:trainingList}}, Dig }}           {{#if: {{#var:setProperty}} |{{#set: Can Train Dig = yes}}}}&lt;br /&gt;
    | thrumbo roar  | thrumboroar  = {{#vardefine: trainingList | {{#var:trainingList}}, Thrumbo roar }}  {{#if: {{#var:setProperty}} |{{#set: Can Train Thrumbo Roar = yes}}}}&lt;br /&gt;
    | forage        | forage       = {{#vardefine: trainingList | {{#var:trainingList}}, Forage }}        {{#if: {{#var:setProperty}} |{{#set: Can Train Forage = yes}}}}&lt;br /&gt;
    | terror roar   | terrorroar   = {{#vardefine: trainingList | {{#var:trainingList}}, Terror roar }}   {{#if: {{#var:setProperty}} |{{#set: Can Train Terror Roar = yes}}}}&lt;br /&gt;
    | sludge spew   | sludgespew   = {{#vardefine: trainingList | {{#var:trainingList}}, Sludge spew }}   {{#if: {{#var:setProperty}} |{{#set: Can Train Sludge Spew = yes}}}}&lt;br /&gt;
    | egg spew      | eggspew      = {{#vardefine: trainingList | {{#var:trainingList}}, Egg spew }}      {{#if: {{#var:setProperty}} |{{#set: Can Train Egg Spew = yes}}}}&lt;br /&gt;
  }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{ucfirst:{{{trainable|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc: {{{trainable|}}} }} | none ||&lt;br /&gt;
;Available Training&lt;br /&gt;
:{{#var:trainingList}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Wilder creatures are naturally more difficult to tame, train, and handle.&amp;quot;&amp;gt;Wildness&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{wildness|}}} | 0 }}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: MinHandlingSkill | {{#if: {{{min handling skill|}}} | {{{min handling skill|}}} | {{#expr:&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#ifexpr: {{{wildness|}}} &amp;lt; 0.15 | 0 | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.9801 | {{#expr: 1 + ({{{wildness|}}} - 0.15) * 9 / 0.83 round 0}} &amp;lt;!--Linearly interpolated between the points 15% wildness = 1 min skill and 98% = 10 skill --&amp;gt; | {{#expr: 10 + ({{{wildness|}}} - 0.98) * 4 / 0.01 round 0}} }}}} &amp;lt;!--Linearly interpolated between the points 98% = 10 skill and 99 = 14 skill --&amp;gt;&lt;br /&gt;
  }} &lt;br /&gt;
     {{#ifeq: {{#var:Name}} | Human | + 7 }}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Wildness = {{{wildness|0}}} }}&lt;br /&gt;
	{{#set:Minimum Handling Skill = {{#var:MinHandlingSkill}} }}&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#ifeq: {{#var:MinHandlingSkill}}|0||&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.&amp;quot;&amp;gt;Minimum Handling Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:MinHandlingSkill}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} | &lt;br /&gt;
	{{#ifeq: {{{predator|}}} | true | {{#set:Is Predator = True}} | {{#set:Is Predator = False }} }}&lt;br /&gt;
	{{#set:Petness = {{{petness|}}} }}&lt;br /&gt;
	{{#set:Max Prey Body Size = {{{maxPreyBodySize|}}} }}&lt;br /&gt;
	{{#set:Roam Mtb Days = {{{roamMtb|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maxPreyBodySize|}}} |&lt;br /&gt;
;Max Prey Body Size&lt;br /&gt;
:{{{maxPreyBodySize|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{roamMtb|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will attempt to roam away if not in a pen.&amp;quot;&amp;gt;Roam Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{roamMtb|}}} days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nuzzleMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will nuzzle friendly colonists, on average.&amp;quot;&amp;gt;Nuzzle Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ifexpr: {{{nuzzleMtb|}}} &amp;lt;= 24&lt;br /&gt;
  |{{#switch: {{{nuzzleMtb|}}}&lt;br /&gt;
     |24 = :1&amp;amp;nbsp;day&lt;br /&gt;
     |1 = :1&amp;amp;nbsp;hour&lt;br /&gt;
     |#default = :{{{nuzzleMtb|}}}&amp;amp;nbsp;hours}}&lt;br /&gt;
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&amp;amp;nbsp;days}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mateMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an awake, non-sterilised male will attempt to mate with a female, on average.&amp;quot;&amp;gt;Mate Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{mateMtb|}}} hours&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} {{#set:Juvenile Age = {{{juvenileage|}}} }} }}&lt;br /&gt;
{{#if: {{{maturityage|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal reaches adulthood.&amp;quot;&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{juvenileage|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal becomes a juvenile.&amp;quot;&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psychic sensitivity|}}} |&lt;br /&gt;
;Psychic Sensitivity&lt;br /&gt;
:{{%|{{{psychic sensitivity|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Psychic Sensitivity = {{{psychic sensitivity|1.0}}} }}&lt;br /&gt;
	{{#set:Toxic Resistance = {{{toxic resistance|}}} }}&lt;br /&gt;
	{{#set:Toxic Environment Resistance = {{{toxic environment resistance|0}}} }}&lt;br /&gt;
	{{#set:Vacuum Resistance = {{#ifeq: {{{type|}}}|Mechanoid|1.0|{{{vacuum resistance|0}}} }} }} &amp;lt;!-- Mechanoids get 100% by default. Undefined is 0%.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{toxic resistance|}}} |&lt;br /&gt;
;Toxic Resistance&lt;br /&gt;
:{{%|{{{toxic resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{toxic environment resistance|}}} |&lt;br /&gt;
;Toxic Environment Resistance&lt;br /&gt;
:{{%|{{{toxic environment resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{vacuum resistance|}}} |&lt;br /&gt;
;Vacuum Resistance&lt;br /&gt;
:{{%|{{{vacuum resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min comfortable temperature|}}} |&lt;br /&gt;
  {{#if: {{{max comfortable temperature|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} |&lt;br /&gt;
		{{#set:Min Comfortable Temperature = {{{min comfortable temperature|}}} }}&lt;br /&gt;
		{{#set:Max Comfortable Temperature = {{{max comfortable temperature|}}} }}&lt;br /&gt;
	}}&lt;br /&gt;
;Comfortable Temp Range&lt;br /&gt;
:{{Temperature|{{{min comfortable temperature|}}}|{{{max comfortable temperature|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 6. PRODUCTION --&amp;gt;&lt;br /&gt;
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Production&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{{meatyield|1}}} * {{{basemeatamount|1}}}&lt;br /&gt;
| {{#if: {{{meatname|}}} {{{meatyield|}}}&lt;br /&gt;
  | {{#vardefine:hasMeat|1}}&lt;br /&gt;
  | {{#ifeq: {{{type|}}}|Animal&lt;br /&gt;
    | {{#vardefine:hasMeat|1}}&lt;br /&gt;
    | {{#vardefine:hasMeat|0}}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
| {{#vardefine:hasMeat|0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{#var:hasMeat}}|&lt;br /&gt;
  {{#vardefine: MeatName | {{ucfirst: {{{meatname | {{#var:Name}} meat}}} }}}}&lt;br /&gt;
  &amp;lt;!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Meat_Yield for details --&amp;gt;&lt;br /&gt;
  {{#vardefine: MeatYield | {{{meatyield | {{#if: {{{bodysize|}}} |{{Meat Leather Curve | {{{basemeatamount|140}}} * {{{bodysize|}}} }} }} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Meat Name = {{#var:MeatName}} }} {{#set:Meat Yield = {{#var:MeatYield}} }} }}&lt;br /&gt;
&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#switch: {{#var:MeatName}}&lt;br /&gt;
| Human meat = {{Icon Small|Human meat||{{#var:MeatYield}}}} [[Human meat]]&lt;br /&gt;
| Insect meat = {{Icon Small|Insect meat||{{#var:MeatYield}}}} [[Insect meat]]&lt;br /&gt;
| Twisted meat = {{Icon Small|Twisted meat||{{#var:MeatYield}}}} [[Twisted meat]]&lt;br /&gt;
| #default = {{#if: {{{bodysize|}}} | {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.7 | [[File:Meat small c.png|16px|{{#var:MeatName}}|link=Meat]] | [[File:Meat big c.png|16px|{{#var:MeatName}}|link=Meat]]}} }} {{#var:MeatYield}} [[Meat|{{lc:{{#var:MeatName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{{leatheryield|1}}} * {{{baseleatheramount|1}}}&lt;br /&gt;
| {{#if: {{{leathername|}}} {{{leatheryield|}}}&lt;br /&gt;
  | {{#vardefine:hasLeather|1}}&lt;br /&gt;
  | {{#ifeq: {{{type|}}}|Animal&lt;br /&gt;
    | {{#vardefine:hasLeather|1}}&lt;br /&gt;
    | {{#vardefine:hasLeather|0}}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
| {{#vardefine:hasLeather|0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{#var:hasLeather}}|&lt;br /&gt;
  {{#vardefine: LeatherName | {{ucfirst: {{{leathername | {{#var:Name}} leather}}} }}}}&lt;br /&gt;
  &amp;lt;!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize--&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Leather_Yield for details --&amp;gt;&lt;br /&gt;
  {{#vardefine: LeatherYield | {{{leatheryield | {{#if: {{{bodysize|}}} |{{Meat Leather Curve | {{{baseleatheramount|40}}} * {{{bodysize|}}} }} }} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Leather Name = {{#var:LeatherName}} }} {{#set:Leather Yield = {{#var:LeatherYield}} }} }}&lt;br /&gt;
&lt;br /&gt;
;Leather Yield&lt;br /&gt;
: {{Icon Small|{{#var:LeatherName}}||{{#var:LeatherYield}}}} [[{{lc:{{#var:LeatherName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}} |&lt;br /&gt;
  {{#vardefine: MilkName | {{{milkname| Milk}}} }}&lt;br /&gt;
;Milk Amount&lt;br /&gt;
:{{Icon Small|{{#var:MilkName}}||{{{milk|}}}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}} }}]]&lt;br /&gt;
&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|1}}}&amp;amp;nbsp;days&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &amp;lt;!-- Milktime default value set at 1.--&amp;gt;&lt;br /&gt;
	{{#set:Milk Name = {{#var:MilkName}} }} {{#set:Milk Amount = {{{milk|}}} }} {{#set:Milking Interval Days = {{{milktime|1}}} }} {{#set:Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|1}}}round2}} }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{Icon Small|{{#var:WoolName}}||{{{wool|}}}}} [[{{lc:{{#var:WoolName}} }}]]&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|1}}}&amp;amp;nbsp;days&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &amp;lt;!-- Shearing Interval default value set at 1, just to avoid an error and show that something is clearly wrong.--&amp;gt;&lt;br /&gt;
	{{#set:Wool Name = {{#var:WoolName}} }} {{#set:Wool Amount = {{{wool|}}} }} {{#set:Shearing Interval Days = {{{sheartime|1}}} }} {{#set:Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime|1}}}round2}} }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}} |&lt;br /&gt;
  {{#if: {{{eggsmax|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Minimum = {{{eggsmin|}}} }} {{#set:Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{{eggsmin|}}} to {{{eggsmax|}}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Egg Laying Interval = {{{eggtime|}}} }} {{#set:Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Eggs Per Clutch Average = {{{eggs_avg|}}} }}&lt;br /&gt;
	{{#set:Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }}&lt;br /&gt;
	{{#set:Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_unfertilized|}}} |&lt;br /&gt;
;Can Lay Unfertilized Eggs&lt;br /&gt;
:{{{eggs_unfertilized|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}} |&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
  | N/A      = :N/A&lt;br /&gt;
  | 1        = :{{{gestation|}}} day&lt;br /&gt;
  | #default = :{{{gestation|}}} days&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
	{{#if: {{#var:setProperty}} |&lt;br /&gt;
		{{#set:Offspring Per Birth = {{{offspring|}}}|Average Offspring Per Birth = {{{avg offspring|1}}} }}&lt;br /&gt;
	}}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 7. INGESTION --&amp;gt;&lt;br /&gt;
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ingestion&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Nutrition = {{{nutrition|}}} }}&lt;br /&gt;
	{{#set:Taste = {{ucfirst: {{{taste|}}} }} }}&lt;br /&gt;
	{{#set:Ingested Direct Thought = {{{ingested direct thought|}}} }}&lt;br /&gt;
	{{#set:Joy Offset = {{{joy offset|}}} }}&lt;br /&gt;
	{{#set:Joy Kind = {{{joy kind|}}} }}&lt;br /&gt;
	{{#set:Addictiveness = {{{addictiveness|}}} }}&lt;br /&gt;
	{{#set:Food Poison Chance Base = {{{food poison chance|}}} }}&lt;br /&gt;
	{{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }}&lt;br /&gt;
	{{#set:Ingestion Time= {{{ingestion time|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{nutrition|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition gained when this item or object is eaten&amp;quot;&amp;gt;Nutrition&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{nutrition}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{taste|}}} |&lt;br /&gt;
;Taste&lt;br /&gt;
:{{ucfirst: {{{taste|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingested direct thought|}}} |&lt;br /&gt;
;Ingested Direct Thought&lt;br /&gt;
:{{{ingested direct thought|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy offset|}}} |&lt;br /&gt;
;Recreation Offset&lt;br /&gt;
:{{%|{{{joy offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy kind|}}} |&lt;br /&gt;
;Recreation Kind&lt;br /&gt;
:{{{joy kind|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{addictiveness|}}} |&lt;br /&gt;
;Addictiveness&lt;br /&gt;
:{{%| {{{addictiveness|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{food poison chance|}}} |&lt;br /&gt;
;Food Poison Chance&lt;br /&gt;
:{{%| {{{food poison chance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max num to ingest at once|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Maximum Number To Ingest At Once&amp;quot;&amp;gt;Maximum To Ingest&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{max num to ingest at once|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingestion time|}}} |&lt;br /&gt;
;Ingestion Time&lt;br /&gt;
:{{ticks| {{{ingestion time|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 8. STAT MODIFIERS (for Materials) --&amp;gt;&lt;br /&gt;
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Stat Modifiers&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Beauty Factor = {{{beauty factor|}}} }}&lt;br /&gt;
	{{#set:Beauty Offset = {{{beauty offset|}}} }}&lt;br /&gt;
	{{#set:Work To Make Factor = {{{work to make factor|}}} }}&lt;br /&gt;
	{{#set:Work To Build Factor = {{{work to build factor|}}} }}&lt;br /&gt;
	{{#set:Work To Build Offset = {{{work to build offset|}}} }}&lt;br /&gt;
	{{#set:Max Hit Points Factor = {{{max hit points factor|}}} }}&lt;br /&gt;
	{{#set:Flammability Factor = {{{flammability factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{beauty factor|}}} |&lt;br /&gt;
;Beauty Factor&lt;br /&gt;
:×{{{beauty factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty offset|}}} |&lt;br /&gt;
;Beauty Offset&lt;br /&gt;
:+{{{beauty offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make factor|}}} |&lt;br /&gt;
;Work To Make Factor&lt;br /&gt;
:×{{{work to make factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build factor|}}} |&lt;br /&gt;
;Work To Build Factor&lt;br /&gt;
:×{{{work to build factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build offset|}}} |&lt;br /&gt;
;Work To Build Offset&lt;br /&gt;
:+{{ticks| {{{work to build offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max hit points factor|}}} |&lt;br /&gt;
;Max Hit Points&lt;br /&gt;
:×{{{max hit points factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability factor|}}} |&lt;br /&gt;
;Flammability&lt;br /&gt;
:×{{{flammability factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Armor - Sharp Factor = {{{armor - sharp factor|}}} }}&lt;br /&gt;
	{{#set:Armor - Blunt Factor = {{{armor - blunt factor|}}} }}&lt;br /&gt;
	{{#set:Armor - Heat Factor  = {{{armor - heat factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{armor - sharp factor|}}} |&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:×{{{armor - sharp factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - blunt factor|}}} |&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:×{{{armor - blunt factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - heat factor|}}} |&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:×{{{armor - heat factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Factor = {{{insulation - cold factor|}}} }} {{#set:Insulation - Heat Factor = {{{insulation - heat factor|}}} }} }}&lt;br /&gt;
{{#if: {{{insulation - cold factor|}}} |&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:+{{Temperature| {{{insulation - cold factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - heat factor|}}} |&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:+{{Temperature| {{{insulation - heat factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Melee Blunt Damage Factor = {{{melee blunt damage factor|}}} }}&lt;br /&gt;
	{{#set:Melee Sharp Damage Factor = {{{melee sharp damage factor|}}} }}&lt;br /&gt;
	{{#set:Melee Cooldown Factor = {{{melee cooldown factor|}}} }}&lt;br /&gt;
	{{#set:Door Opening Speed Factor = {{{door opening speed factor|}}} }}&lt;br /&gt;
	{{#set:Rest Effectiveness Factor = {{{rest effectiveness factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{melee blunt damage factor|}}} |&lt;br /&gt;
;Melee Blunt Damage&lt;br /&gt;
:×{{{melee blunt damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee sharp damage factor|}}} |&lt;br /&gt;
;Melee Sharp Damage&lt;br /&gt;
:×{{{melee sharp damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee cooldown factor|}}} |&lt;br /&gt;
;Melee Cooldown&lt;br /&gt;
:×{{{melee cooldown factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{door opening speed factor|}}} |&lt;br /&gt;
;Door Opening Speed&lt;br /&gt;
:×{{{door opening speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness factor|}}} |&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:×{{{rest effectiveness factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MECHANITOR --&amp;gt;&lt;br /&gt;
{{#if: {{{mech bandwidth|}}} {{{mech control groups|}}} {{{mech gestation speed|}}} {{{mech remote repair distance|}}} {{{mech remote shield distance|}}} {{{mech remote shield energy|}}} {{{mech repair speed|}}} {{{mech work speed offset|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Mechanitor&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Mech Bandwidth = {{{mech bandwidth|}}} }}&lt;br /&gt;
	{{#set:Mech Control Groups = {{{mech control groups|}}} }}&lt;br /&gt;
	{{#set:Mech Gestation Speed = {{{mech gestation speed|}}} }}&lt;br /&gt;
	{{#set:Mech Remote Repair Distance = {{{mech remote repair distance|}}} }}&lt;br /&gt;
	{{#set:Mech Remote Shield Distance = {{{mech remote shield distance|}}} }}&lt;br /&gt;
	{{#set:Mech Remote Shield Energy = {{{mech remote shield energy|}}} }}&lt;br /&gt;
	{{#set:Mech Repair Speed = {{{mech repair speed|}}} }}&lt;br /&gt;
	{{#set:Mech Work Speed Offset = {{{mech work speed offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech bandwidth|}}} |&lt;br /&gt;
;Bandwidth&lt;br /&gt;
:{{+|{{{mech bandwidth|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech control groups|}}} |&lt;br /&gt;
;Control Groups&lt;br /&gt;
:{{+|{{{mech control groups|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech gestation speed|}}} |&lt;br /&gt;
;Gestation Speed&lt;br /&gt;
:{{+|{{%| {{{mech gestation speed|}}} }}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech remote repair distance|}}} |&lt;br /&gt;
;Remote Repair Distance&lt;br /&gt;
:{{{mech remote repair distance|}}} c&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech remote shield distance|}}} |&lt;br /&gt;
;Remote Shield Distance&lt;br /&gt;
:{{{mech remote shield distance|}}} c&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech remote shield energy|}}} |&lt;br /&gt;
;Remote Shield Energy&lt;br /&gt;
:{{{mech remote shield energy|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech repair speed|}}} |&lt;br /&gt;
;Repair Speed&lt;br /&gt;
:{{+|{{%| {{{mech repair speed|}}} }}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech work speed offset|}}} |&lt;br /&gt;
;Work Speed Offset&lt;br /&gt;
:{{+|{{%| {{{mech work speed offset|}}} }}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 9. MEDICAL --&amp;gt;&lt;br /&gt;
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Medical&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Medical Potency Base = {{{medical potency base|}}} }} {{#set:Medical Quality Max = {{{medical quality max|}}} }} }}&lt;br /&gt;
{{#if: {{{medical potency base|}}} |&lt;br /&gt;
;Medical Potency&lt;br /&gt;
:{{%| {{{medical potency base|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical quality max|}}} |&lt;br /&gt;
;Max medical tend quality&lt;br /&gt;
:{{%| {{{medical quality max|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 10. PLANT STATS --&amp;gt;&lt;br /&gt;
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Plant Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{grow days|}}} |&lt;br /&gt;
  {{#vardefine:realGrowDays | {{#expr: {{{grow days|}}} / 0.54167 round 2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Grow Days = {{{grow days|}}} }} {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{grow days|}}} days &amp;lt;abbr title=&amp;quot;Actual days to grow, taking into account rest time&amp;quot;&amp;gt;({{#var:realGrowDays}} days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespanDaysPerGrowDays|}}} |&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }} }}&lt;br /&gt;
;Lifespan&lt;br /&gt;
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite |  {{#if: {{#var:setProperty}} | {{#set:Lifespan = {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} }} }}{{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} days}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Sow Work = {{{sow work|}}} }}&lt;br /&gt;
	{{#set:Harvest Work = {{{harvest work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{sow work|}}} |&lt;br /&gt;
;Work to Sow&lt;br /&gt;
:{{ticks| {{{sow work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{harvest work|}}} |&lt;br /&gt;
;Work to Harvest&lt;br /&gt;
:{{ticks| {{{harvest work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product|}}} |&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Assumes 1x multipliers from difficulty, pawn stats, and other sources.&amp;quot;&amp;gt;Base Harvest Yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Harvest Product = {{{product|}}} }} {{#set:Harvest Yield = {{{yield|}}} }}&lt;br /&gt;
	{{#if: {{{sow work|}}} | {{#if: {{{harvest work|}}} |&lt;br /&gt;
		{{#set:Harvest Yield Per Work = {{#expr:{{{yield|}}}/( {{{sow work|}}} + {{{harvest work|}}})}} }}&lt;br /&gt;
	}} }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} {{#set:Fertility Min = {{{min fertility|}}} }} }}&lt;br /&gt;
{{#if: {{{min sowing skill|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Minimum skill required to sow the plant&amp;quot;&amp;gt;Min Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min fertility|}}} |&lt;br /&gt;
;Min Fertility&lt;br /&gt;
:{{%| {{{min fertility|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}} | &amp;lt;!-- Combined, due to prior redundant condition --&amp;gt;&lt;br /&gt;
;Fertility Sensitivity&lt;br /&gt;
:{{%| {{{fertility sensitivity|}}} }}&lt;br /&gt;
&lt;br /&gt;
;Min light to grow&lt;br /&gt;
:{{%| {{{min grow light|0.51}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }} {{#set:Min Grow Light = {{{min grow light|0.51}}} }} }}&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{{yield|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} |&lt;br /&gt;
		{{#set:Harvest Yield Per Day (70)  = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }}&lt;br /&gt;
		{{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }}&lt;br /&gt;
		{{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }}&lt;br /&gt;
	  }}&lt;br /&gt;
      {{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} }}&lt;br /&gt;
}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
  {{#set:Dies To Light = {{{dies to light|false}}} }}&lt;br /&gt;
  {{#set:Cave Plant = {{{cave plant|false}}} }}&lt;br /&gt;
  {{#set:Growth on Pollution = {{{pollution|CleanOnly}}} }}&amp;lt;!-- CleanOnly/PollutedOnly/Any --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
;Immune to [[blight]]s&lt;br /&gt;
{{#if: {{{product|}}} | &amp;lt;!-- Plants with no yields are not targeted by blights. --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{type2|}}} }} | wild | {{#if: {{#var:setProperty}} | {{#set:Immune to Blight = true }} }} &amp;lt;!-- Nor are wild ones --&amp;gt;&lt;br /&gt;
:Not a valid target | &amp;lt;!-- Plants native to a biome are also immune while in said biome, but I don't want to complicate the logic more --&amp;gt;&lt;br /&gt;
:{{{immune to blight|false}}} {{#set:Immune to Blight = {{{immune to blight|false}}} }}&lt;br /&gt;
}} | {{#if: {{#var:setProperty}} | {{#set:Immune to Blight = true }} }}&lt;br /&gt;
:Not a valid target&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
;[[Polluted]] terrain&lt;br /&gt;
:{{#ifeq: {{{pollution|CleanOnly}}}|CleanOnly|Lethal to it|{{#ifeq: {{{pollution|}}}|PollutedOnly|Required for growth|Tolerated}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{dies to light|}}} | &amp;lt;!-- Boolean --&amp;gt;&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;This plant takes damage and eventually dies if exposed to light other than from cave plants.&amp;quot;&amp;gt;Dies to Light&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{dies to light|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WEAPONS --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 11. RANGED COMBAT --&amp;gt; &amp;lt;!-- &amp;quot;Damage type&amp;quot; removed from this IF because it requires a defined &amp;quot;damage&amp;quot; field to be set. Replaced with &amp;quot;mode&amp;quot;. --&amp;gt;&lt;br /&gt;
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown|}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ranged Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Damage Base = {{{damage|}}} }}  }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}} dmg {{#if: {{{damage type|}}} | {{#if: {{#var:setProperty}} | {{#set:Damage Type = {{ucfirst:{{{damage type|}}} }} }} }}([[Damage Types#{{ucfirst:{{{damage type|}}} }}|{{ucfirst:{{{damage type|}}} }}]])}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Penetration = {{{armorPenetration|}}} }} }}&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Aiming Time Base = {{{warmup|}}} }}&lt;br /&gt;
	{{#set:Ranged Cooldown Base = {{{cooldown|}}} }}&lt;br /&gt;
	{{#set:Range = {{{range|}}} }}&lt;br /&gt;
	{{#set:Minimum Range = {{{minrange|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{warmup|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time it takes to aim the weapon&amp;quot;&amp;gt;Warm-Up&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{warmup|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Waiting time before you can aim again after firing&amp;quot;&amp;gt;Cooldown&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}} |&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}} |&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}} |&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&amp;lt;!-- If undefined, the property won't be set.--&amp;gt;&lt;br /&gt;
	{{#set:Accuracy (Touch) Base = {{{accuracyTouch|}}} }}&lt;br /&gt;
    {{#set:Accuracy (Short) Base = {{{accuracyShort|}}} }}&lt;br /&gt;
    {{#set:Accuracy (Medium) Base = {{{accuracyMedium|}}} }}&lt;br /&gt;
    {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
	}}&lt;br /&gt;
  {{#if: {{{accuracyShort|}}} |&lt;br /&gt;
    {{#if: {{{accuracyMedium|}}} |&lt;br /&gt;
      {{#if: {{{accuracyLong|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Touch % - Short % - Medium % - Long %&amp;quot;&amp;gt;Accuracy&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Velocity = {{{velocity|}}} }} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Count = {{{burst|}}} }} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time between shots in a single burst&amp;quot;&amp;gt;Burst Ticks&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{burstTicks|}}} }}&amp;lt;br/&amp;gt;({{#expr: 3600 / {{{burstTicks|}}} round2}} &amp;lt;abbr title=&amp;quot;Rounds Per Minute&amp;quot;&amp;gt;RPM&amp;lt;/abbr&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time to complete a burst&amp;quot;&amp;gt;Total Burst Time&amp;lt;/abbr&amp;gt;&lt;br /&gt;
: {{Ticks|{{#vardefineecho:totalBurstTime| {{#expr:  ({{{burst|}}} - 1) * {{{burstTicks|}}} }}}}}}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Total Burst Time = {{#var:totalBurstTime}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Missed shots are forced to land within this radius&amp;quot;&amp;gt;Miss Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{missRadius|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blast Radius = {{{blastRadius|}}} }} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}} |&lt;br /&gt;
  {{#vardefine:maximumDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60))) round2}} }}&lt;br /&gt;
  {{#vardefine:maximumBandolierDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} * 0.8 + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60) )) round2}} }}&lt;br /&gt;
  {{#vardefine:maximumTriggerhappyDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }}*0.5 + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60) )) round2}} }}&lt;br /&gt;
  {{#vardefine:maximumBandolierTriggerhappyDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} * 0.8 + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }}*0.5 + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60) )) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Maximum DPS = {{#var:maximumDPS}} }}&lt;br /&gt;
	{{#set:Maximum Bandolier DPS = {{#var:maximumBandolierDPS}} }}&lt;br /&gt;
	{{#set:Maximum Triggerhappy DPS = {{#var:maximumTriggerhappyDPS}} }}&lt;br /&gt;
	{{#set:Maximum BandolierTriggerhappy DPS = {{#var:maximumBandolierTriggerhappyDPS}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Formatted as: Maximum damage per second&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:maximumDPS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.&amp;quot;&amp;gt;Stopping power&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stoppingPower|}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 12. MELEE COMBAT --&amp;gt; &amp;lt;!-- Reduced IF as some of these make no sense if the previous ones aren't defined.--&amp;gt;&lt;br /&gt;
{{#if: {{{attack1label|}}}{{{attack1labelNoLocation|}}}{{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack2label|}}}{{{attack2labelNoLocation|}}}{{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack3label|}}}{{{attack3labelNoLocation|}}}{{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack4label|}}}{{{attack4labelNoLocation|}}}{{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack5label|}}}{{{attack5labelNoLocation|}}}{{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack6label|}}}{{{attack6labelNoLocation|}}}{{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack7label|}}}{{{attack7labelNoLocation|}}}{{{attack7dmg|}}}{{{attack7ap|}}}{{{attack7type|}}}{{{attack7part|}}}{{{attack7cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Melee Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animal Melee Combat // This increments depth by 1. I deem the -2500 Preprocessor visited node count, -3000 Post-expand include size, and -100 template size worth it. --&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} |&lt;br /&gt;
  {{#vardefine: Attack1AP | {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 1 Label = {{{attack1label|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Label No Location = {{{attack1labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 1 AP = {{#var:Attack1AP}} }}&lt;br /&gt;
	{{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 1 Part = {{ucfirst:{{{attack1part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 1 DPS = {{#var:Attack1DPS}} }}&lt;br /&gt;
	{{#set:Attack 1 Stun = {{{attack1stun|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Ensure Linked Body Parts Group Always Usable = {{{attack1ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Always Treat As Weapon = {{{attack1alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{#if: {{{attack1label|}}}|{{#if: {{{attack1labelNoLocation|}}}|{{ucfirst:{{{attack1label|}}}}} ({{ucfirst:{{{attack1labelNoLocation|}}}}})|{{ucfirst:{{{attack1label|}}} }} }}|{{ucfirst:{{{attack1part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack1chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack1stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} |&lt;br /&gt;
  {{#vardefine: Attack2AP | {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 2 Label = {{{attack2label|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Label No Location = {{{attack2labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 2 AP = {{#var:Attack2AP}} }}&lt;br /&gt;
	{{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 2 Part = {{ucfirst:{{{attack2part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 2 DPS = {{#var:Attack2DPS}} }}&lt;br /&gt;
	{{#set:Attack 2 Stun = {{{attack2stun|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Ensure Linked Body Parts Group Always Usable = {{{attack2ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Always Treat As Weapon = {{{attack2alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{#if: {{{attack2label|}}}|{{#if: {{{attack2labelNoLocation|}}}|{{ucfirst:{{{attack2label|}}}}} ({{ucfirst:{{{attack2labelNoLocation|}}}}})|{{ucfirst:{{{attack2label|}}} }} }}|{{ucfirst:{{{attack2part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack2chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack2stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#vardefine: Attack3AP | {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Label = {{{attack3label|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Label No Location = {{{attack3labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 3 AP = {{#var:Attack3AP}} }}&lt;br /&gt;
	{{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 3 Part = {{ucfirst:{{{attack3part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 3 DPS = {{#var:Attack3DPS}} }}&lt;br /&gt;
	{{#set:Attack 3 Stun = {{{attack3stun|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Ensure Linked Body Parts Group Always Usable = {{{attack3ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Always Treat As Weapon = {{{attack3alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{#if: {{{attack3label|}}}|{{#if: {{{attack3labelNoLocation|}}}|{{ucfirst:{{{attack3label|}}}}} ({{ucfirst:{{{attack3labelNoLocation|}}}}})|{{ucfirst:{{{attack3label|}}} }} }}|{{ucfirst:{{{attack3part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack3chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}| &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack3stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#vardefine: Attack4AP | {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 4 Label = {{{attack4label|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Label No Location = {{{attack4labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 4 AP = {{#var:Attack4AP}} }}&lt;br /&gt;
	{{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 4 Part = {{ucfirst:{{{attack4part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 4 DPS = {{#var:Attack4DPS}} }}&lt;br /&gt;
	{{#set:Attack 4 Stun = {{{attack4stun|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Ensure Linked Body Parts Group Always Usable = {{{attack4ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Always Treat As Weapon = {{{attack4alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{#if: {{{attack4label|}}}|{{#if: {{{attack4labelNoLocation|}}}|{{ucfirst:{{{attack4label|}}}}} ({{ucfirst:{{{attack4labelNoLocation|}}}}})|{{ucfirst:{{{attack4label|}}} }} }}|{{ucfirst:{{{attack4part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack4chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack4stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}} |&lt;br /&gt;
  {{#vardefine: Attack5AP | {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 5 Label = {{{attack5label|}}} }}&lt;br /&gt;
	{{#set:Attack 5 Label No Location = {{{attack5labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 5 Damage = {{{attack5dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 5 AP = {{#var:Attack5AP}} }}&lt;br /&gt;
	{{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 5 Part = {{ucfirst:{{{attack5part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 5 Cooldown = {{{attack5cool|}}} }}&lt;br /&gt;
	{{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 5 DPS = {{#var:Attack5DPS}} }}&lt;br /&gt;
	{{#set:Attack 5 Stun = {{{attack5stun|}}} }}&lt;br /&gt;
	{{#set:Attack 5 Ensure Linked Body Parts Group Always Usable = {{{attack5ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 5 Always Treat As Weapon = {{{attack5alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack 5&lt;br /&gt;
:{{#if: {{{attack5label|}}}|{{#if: {{{attack5labelNoLocation|}}}|{{ucfirst:{{{attack5label|}}}}} ({{ucfirst:{{{attack5labelNoLocation|}}}}})|{{ucfirst:{{{attack5label|}}} }} }}|{{ucfirst:{{{attack5part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack5chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack5stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}} |&lt;br /&gt;
  {{#vardefine: Attack6AP | {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 6 Label = {{{attack6label|}}} }}&lt;br /&gt;
	{{#set:Attack 6 Label No Location = {{{attack6labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 6 Damage = {{{attack6dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 6 AP = {{#var:Attack6AP}} }}&lt;br /&gt;
	{{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 6 Part = {{ucfirst:{{{attack6part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 6 Cooldown = {{{attack6cool|}}} }}&lt;br /&gt;
	{{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 6 DPS = {{#var:Attack6DPS}} }}&lt;br /&gt;
	{{#set:Attack 6 Stun = {{{attack6stun|}}} }}&lt;br /&gt;
	{{#set:Attack 6 Ensure Linked Body Parts Group Always Usable = {{{attack6ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 6 Always Treat As Weapon = {{{attack6alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack 6&lt;br /&gt;
:{{#if: {{{attack6label|}}}|{{#if: {{{attack6labelNoLocation|}}}|{{ucfirst:{{{attack6label|}}}}} ({{ucfirst:{{{attack6labelNoLocation|}}}}})|{{ucfirst:{{{attack6label|}}} }} }}|{{ucfirst:{{{attack6part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack6chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack6stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack7dmg|}}}{{{attack7type|}}}{{{attack7part|}}}{{{attack7cool|}}} |&lt;br /&gt;
  {{#vardefine: Attack7AP | {{{attack7ap|{{#expr: ({{{attack7dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#vardefine: Attack7DPS | {{#expr: {{{attack7dmg|}}} / ({{{attack7cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 7 Label = {{{attack7label|}}} }}&lt;br /&gt;
	{{#set:Attack 7 Label No Location = {{{attack7labelNoLocation|}}} }}&lt;br /&gt;
	{{#set:Attack 7 Damage = {{{attack7dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 7 AP = {{#var:Attack7AP}} }}&lt;br /&gt;
	{{#set:Attack 7 Type = {{ucfirst:{{{attack7type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 7 Part = {{ucfirst:{{{attack7part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 7 Cooldown = {{{attack7cool|}}} }}&lt;br /&gt;
	{{#set:Attack 7 Chance Factor = {{{attack7chancefactor|}}} }}&lt;br /&gt;
	{{#set:Attack 7 DPS = {{#var:Attack7DPS}} }}&lt;br /&gt;
	{{#set:Attack 7 Stun = {{{attack7stun|}}} }}&lt;br /&gt;
	{{#set:Attack 7 Ensure Linked Body Parts Group Always Usable = {{{attack7ensureLinkedBodyPartsGroupAlwaysUsable|}}} }}&lt;br /&gt;
	{{#set:Attack 7 Always Treat As Weapon = {{{attack7alwaysTreatAsWeapon|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Attack 7&lt;br /&gt;
:{{#if: {{{attack7label|}}}|{{#if: {{{attack7labelNoLocation|}}}|{{ucfirst:{{{attack7label|}}}}} ({{ucfirst:{{{attack7labelNoLocation|}}}}})|{{ucfirst:{{{attack7label|}}} }} }}|{{ucfirst:{{{attack7part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack7dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack7type|}}} }}|{{ucfirst:{{{attack7type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack7ap|{{#expr: ({{{attack7dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack7cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack7chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack7chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack7stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack7stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#varexists: Attack1DPS}} | &amp;lt;!-- Defined on the &amp;quot;attack1&amp;quot; block.--&amp;gt;&lt;br /&gt;
  {{#vardefine:MobAverageDPS|{{#expr:0.62*{{True Melee DPS Calculator|{{#var:Name}} }} }} }}{{#if: {{#var:setProperty}} | {{#set:Mob Average DPS = {{#var:MobAverageDPS}} }} }}&lt;br /&gt;
;Average {{DPS}}&lt;br /&gt;
:{{#var:MobAverageDPS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{mode|}}} }} | melee | {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
	{{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack1part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack1chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{body part|}}} | &amp;lt;!-- Body part that is replaced by an artificial body part --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Part = {{{body part|}}} }} }} &amp;lt;!-- appliedOnFixedBodyParts or appliedOnFixedBodyPartGroups in the xml.--&amp;gt;&lt;br /&gt;
;Body Part&lt;br /&gt;
:{{{body part|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
	{{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack2part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack2chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
	{{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack3part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack3chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}&lt;br /&gt;
	{{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }}&lt;br /&gt;
	{{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }}&lt;br /&gt;
	{{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}&lt;br /&gt;
	{{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }}&lt;br /&gt;
  }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack4part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack4chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var:MeleeAttack1Chance}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2DPS}} * {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3DPS}} * {{#var:MeleeAttack3Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:meleeattack2dmg}} * {{#var:MeleeAttack2Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var:MeleeAttack1DPS}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- 13. CREATION ---&amp;gt;&lt;br /&gt;
{{#if: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{destroyyield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} {{{product amount|}}} {{{work speed stat|}}} {{{gestation cycles|}}}  {{{ritual duration|}}}  {{{ritual cooldown|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Creation&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{production facility 1|}}} | &amp;lt;!-- Compressed --&amp;gt;&lt;br /&gt;
	{{#if: {{#var:setProperty}} | {{#set:Production Facility 1 = {{{production facility 1|}}} }} }}&lt;br /&gt;
	{{#if: {{{production facility 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 2 = {{{production facility 2|}}} }} }} }}&lt;br /&gt;
	{{#if: {{{production facility 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 3 = {{{production facility 3|}}} }} }} }}&lt;br /&gt;
	{{#if: {{{production facility 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 4 = {{{production facility 4|}}} }} }} }}&lt;br /&gt;
;Crafted At&lt;br /&gt;
:{{Icon Small|{{{production facility 1|}}}|{{#switch:{{lc:{{{production facility 1|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }}{{#if:{{{production facility 2|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 2|}}}|{{#switch:{{lc:{{{production facility 2|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 3|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 3|}}}|{{#switch:{{lc:{{{production facility 3|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 4|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 4|}}}|{{#switch:{{lc:{{{production facility 4|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Research section --&amp;gt;&lt;br /&gt;
{{#if: {{#vardefineecho:research|{{{research|}}} }} | {{#vardefine:research1|{{ucfirst:{{#explode:{{#var:research}}|,|0}} }} }}{{#vardefine:research2|{{ucfirst:{{#explode:{{#var:research}}|,|1}} }} }}{{#vardefine:research3|{{ucfirst:{{#explode:{{#var:research}}|,|2}} }} }}{{#vardefine:research4|{{ucfirst:{{#explode:{{#var:research}}|,|3}} }} }}{{#vardefine:research5|{{ucfirst:{{#explode:{{#var:research}}|,|4}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
   Required Research = {{#var:research1}}&lt;br /&gt;
 | Required Research = {{#var:research2}}&lt;br /&gt;
 | Required Research = {{#var:research3}}&lt;br /&gt;
 | Required Research = {{#var:research4}}&lt;br /&gt;
 | Required Research = {{#var:research5}}&lt;br /&gt;
}} }}&lt;br /&gt;
;Required Research&lt;br /&gt;
:[[Research#{{#var:research1}}|{{#var:research1}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research1}} }} | {{Icon Small|Techprint|16}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research2}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research3}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research4}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research5}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#if: {{{skill 1|}}} | {{#set:Skill 1 = {{ucfirst:{{{skill 1|}}} }} }} }}&lt;br /&gt;
	{{#if: {{{skill 2|}}} | {{#set:Skill 2 = {{ucfirst:{{{skill 2|}}} }} }} }}&lt;br /&gt;
	{{#if: {{{skill 1 level|}}} | {{#set:Skill 1 Level = {{{skill 1 level|}}} }} }}&lt;br /&gt;
	{{#if: {{{skill 2 level|}}} | {{#set:Skill 2 Level = {{{skill 2 level|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} |&lt;br /&gt;
;Skill{{#if:{{{skill 2|}}}|s}} Required&lt;br /&gt;
:[[Skills#{{ucfirst:{{{skill 1|}}} }}|{{ucfirst:{{{skill 1|}}} }}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|&amp;amp; [[Skills#{{ucfirst:{{{skill 2|}}} }}|{{ucfirst:{{{skill 2|}}} }}]] {{{skill 2 level|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{work to make|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Work To Make = {{{work to make|}}} }} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{ticks| {{{work to make|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work speed stat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Stat = {{{work speed stat|}}} }} }}&lt;br /&gt;
;Work Speed Stat&lt;br /&gt;
:[[{{{work speed stat|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation cycles|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid&amp;quot;&amp;gt;Gestation Cycles&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{gestation cycles|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Ritual Duration = {{{ritual duration|}}} }}&lt;br /&gt;
	{{#set:Ritual Cooldown = {{{ritual cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{ritual duration|}}} |&lt;br /&gt;
;Ritual Duration&lt;br /&gt;
:{{ticks| {{{ritual duration|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ritual cooldown|}}} |&lt;br /&gt;
;Ritual Cooldown&lt;br /&gt;
:{{ticks| {{{ritual cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff tags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|1}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|2}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|3}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|4}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff Tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stuff tags|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
	{{#if: {{#var:setProperty}} | &lt;br /&gt;
  {{#if: {{{resource 1|}}} | {{#set:Resource 1 = {{{resource 1|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 2|}}} | {{#set:Resource 2 = {{{resource 2|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 3|}}} | {{#set:Resource 3 = {{{resource 3|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 4|}}} | {{#set:Resource 4 = {{{resource 4|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 5|}}} | {{#set:Resource 5 = {{{resource 5|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 6|}}} | {{#set:Resource 6 = {{{resource 6|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 type|}}} | {{#set:Resource 1 Type = {{{resource 1 type|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 type|}}} | {{#set:Resource 2 Type = {{{resource 2 type|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 type|}}} | {{#set:Resource 3 Type = {{{resource 3 type|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 type|}}} | {{#set:Resource 4 Type = {{{resource 4 type|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 type|}}} | {{#set:Resource 5 Type = {{{resource 5 type|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 type|}}} | {{#set:Resource 6 Type = {{{resource 6 type|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 amount|}}} | {{#set:Resource 1 Amount = {{{resource 1 amount|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 amount|}}} | {{#set:Resource 2 Amount = {{{resource 2 amount|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 amount|}}} | {{#set:Resource 3 Amount = {{{resource 3 amount|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 amount|}}} | {{#set:Resource 4 Amount = {{{resource 4 amount|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 amount|}}} | {{#set:Resource 5 Amount = {{{resource 5 amount|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 amount|}}} | {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }} }}&lt;br /&gt;
  {{#if: {{{resource 1|}}} | {{#set:Resources = {{{resource 1|}}},{{{resource 2|}}},{{{resource 3|}}},{{{resource 4|}}},{{{resource 5|}}},{{{resource 6|}}}|+sep=,}} }}&amp;lt;!--Used only wiki internally to simplify #ask calls to find all pages with a specific ingredient--&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{{resource 1|}}}|&amp;lt;!--{{#ifeq: {{lc:{{{placeable|}}} }}|false||--&amp;gt;&lt;br /&gt;
;Resources to make&lt;br /&gt;
:{{#ifeq: {{{resource 1|}}}|Nutrition|{{{resource 1 amount|}}} [[{{{resource 1|}}}]] ({{{resource 1 type|}}})|{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} }} {{#if: {{{resource 2|}}}| + {{#ifeq: {{{resource 2|}}}|Nutrition|{{{resource 2 amount|}}} [[{{{resource 2|}}}]] ({{{resource 2 type|}}})|{{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}} }} }} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}} {{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}} {{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}} {{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}&lt;br /&gt;
&amp;lt;!--|}}--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---&amp;gt;&lt;br /&gt;
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''ERROR: NO STUFF TAGS'''&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced from the required resources&amp;quot;&amp;gt;Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{deconstructable|}}} }} | false || {{#ifeq: {{lc:{{{type|}}} }} | building | &amp;lt;!-- Only deconstructable buildings --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Deconstruct Yield Fraction = {{{deconstructyieldfraction|0.5}}} }} }} &amp;lt;!-- Set for internal use --&amp;gt;&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#if: {{{deconstruct yield|}}} | {{{deconstruct yield|}}} &amp;lt;!-- &amp;quot;deconstruct yield&amp;quot; parameter overwrites calculation --&amp;gt;&lt;br /&gt;
  | {{#ifeq: {{{deconstructyieldfraction}}} | 0 | nothing | {{#ifeq: {{{resource 1|}}} || nothing&amp;lt;!-- Write &amp;quot;nothing&amp;quot; when deconstructyieldfraction is 0 or it has no ingredients --&amp;gt;&lt;br /&gt;
   | &amp;lt;!-- Actual calculation --&amp;gt;&lt;br /&gt;
{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}}&lt;br /&gt;
  }} }} }}&amp;lt;!-- Close checks for &amp;quot;resource 1&amp;quot; and &amp;quot;deconstruct yield&amp;quot; parameters and &amp;quot;deconstructyieldfraction = 0&amp;quot; --&amp;gt;&lt;br /&gt;
}} }} &amp;lt;!-- Close ifeq for decontructable building --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{destroyyield|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{destroyyield|}}}&amp;lt;!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.&lt;br /&gt;
--&amp;gt;| {{#ifeq:{{{type|}}}|Building|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title&lt;br /&gt;
--&amp;gt;{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} | {{#expr: {{{resource 2 amount|}}}*0.25 }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} | {{#expr: {{{resource 3 amount|}}}*0.25 }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} | {{#expr: {{{resource 4 amount|}}}*0.25 }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} | {{#expr: {{{resource 5 amount|}}}*0.25 }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} | {{#expr: {{{resource 6 amount|}}}*0.25 }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write &amp;quot; + &amp;quot;&lt;br /&gt;
--&amp;gt;{{#if: {{{bonusdestroyleavings|}}} | {{{bonusdestroyleavings|}}} }}&amp;lt;!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: &amp;lt;amount&amp;gt; {{Icon Small|&amp;lt;resource&amp;gt;}})&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 14. ABILITY --&amp;gt;&lt;br /&gt;
{{#if: {{{psylink level|}}} {{{casting time|}}} {{{ability range|}}} {{{psyfocus cost|}}} {{{neural heat gain|}}} {{{effect radius|}}} {{{duration|}}} {{{duration multiplier|}}} {{{goodwill impact|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ability&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Psylink Level = {{{psylink level|}}} }}&lt;br /&gt;
	{{#set:Psyfocus Cost = {{{psyfocus cost|}}} }}&lt;br /&gt;
	{{#set:Neural Heat Gain = {{{neural heat gain|}}} }}&lt;br /&gt;
	{{#set:Casting Time = {{{casting time|}}} }}&lt;br /&gt;
	{{#set:Ability Range = {{{ability range|}}} }}&lt;br /&gt;
	{{#set:Effect Radius = {{{effect radius|}}} }}&lt;br /&gt;
	{{#set:Duration = {{{duration|}}} }}&lt;br /&gt;
	{{#set:Duration Multiplier = {{{duration multiplier|}}} }}&lt;br /&gt;
	{{#set:Goodwill Impact = {{{goodwill impact|}}} }}&lt;br /&gt;
	{{#set:Caster Must Be Capable Of Violence = {{{caster must be capable of violence|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{psylink level|}}} |&lt;br /&gt;
;Psylink Level&lt;br /&gt;
:{{{psylink level|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psyfocus cost|}}} |&lt;br /&gt;
;Psyfocus Cost&lt;br /&gt;
:{{%|{{{psyfocus cost|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{neural heat gain|}}} |&lt;br /&gt;
;Neural Heat Gain&lt;br /&gt;
:{{{neural heat gain|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{casting time|}}} |&lt;br /&gt;
;Casting Time&lt;br /&gt;
:{{Ticks|{{{casting time|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ability range|}}} | &amp;lt;!--- Unsure whether to fold this into normal range - is currently used by weapons, weapon likes and weapon like utilities --&amp;gt; &lt;br /&gt;
;Range&lt;br /&gt;
:{{{ability range|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{effect radius|}}} |&lt;br /&gt;
;Effect Radius&lt;br /&gt;
:{{{effect radius|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{duration|}}} |&lt;br /&gt;
;Duration&lt;br /&gt;
:{{ticks|{{{duration|}}}}}{{#if: {{{duration multiplier|}}}|&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Modified by {{{duration multiplier|}}})&amp;lt;/small&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{goodwill impact|}}} |&lt;br /&gt;
;Goodwill Impact&lt;br /&gt;
:{{{goodwill impact|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{caster must be capable of violence|}}} |&lt;br /&gt;
;Caster Must Be Capable of Violence&lt;br /&gt;
:{{ucfirst:{{{caster must be capable of violence|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 14.5 Containment --&amp;gt;&lt;br /&gt;
{{#if: {{{containment strength|}}} {{{containment offset|}}} {{{containment factor|}}} {{{minimum containment strength|}}} {{{anomaly knowledge|}}} {{{knowledge category|}}} {{{study interval|}}} {{{gets cold containment bonus|}}} {{{min monolith level for study|}}} {{{requires holding platform|}}} {{{requires imprisonment|}}} {{{base escape interval MTB days|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Containment&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Containment Strength = {{{containment strength|}}} }}&amp;lt;!-- Only bioferrite uses the base value, but all are translated into this property. unsure how to procede.--&amp;gt;&lt;br /&gt;
	{{#set:Containment Strength Offset = {{{containment offset|}}} }}&lt;br /&gt;
	{{#set:Containment Factor = {{{containment factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{containment strength|}}} |&lt;br /&gt;
;Containment Strength&lt;br /&gt;
:{{{containment strength|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{containment offset|}}} |&lt;br /&gt;
;Containment Offset&lt;br /&gt;
:{{#ifexpr: {{{containment offset|}}} &amp;gt; 0 | {{+|{{{containment offset|}}} }} | {{--|{{{containment offset|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{containment factor|}}} |&lt;br /&gt;
;Containment Factor&lt;br /&gt;
:{{#ifexpr: {{{containment factor|}}} = 1 | ×{{%|{{{containment factor|}}} }} | {{#ifexpr: {{{containment factor|}}} &amp;gt; 1 | {{Good|×{{%|{{{containment factor|}}} }} }} | {{Bad|×{{%|{{{containment factor|}}} }} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Entity |&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Minimum Containment Strength = {{{minimum containment strength|0}}} }}&lt;br /&gt;
	{{#set:Knowledge Category = {{{knowledge category|}}} }}&lt;br /&gt;
	{{#set:Studiable Frequency Ticks = {{{study interval|}}} }}&lt;br /&gt;
	{{#set:Bioferrite Density = {{{bioferrite density|}}} }}&lt;br /&gt;
	{{#set:Anomaly Knowledge = {{#expr:{{{anomaly knowledge|0}}} + {{{anomaly knowledge offset|0}}} }} }}&lt;br /&gt;
	{{#set:Gets Cold Containment Bonus = {{{gets cold containment bonus|false}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum containment strength|}}} |&lt;br /&gt;
;Min Containment Strength&lt;br /&gt;
:{{{minimum containment strength|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{knowledge category|}}} |&lt;br /&gt;
;Knowledge Gain&lt;br /&gt;
:{{{anomaly knowledge|}}} {{{knowledge category|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{study interval|}}} |&lt;br /&gt;
;Study Interval&lt;br /&gt;
:{{Ticks/gametime/days|{{{study interval|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bioferrite density|}}} |&lt;br /&gt;
;Bioferrite Generation&lt;br /&gt;
:{{Icon Small|Bioferrite}} {{#expr: 1 * {{{bodysize|}}} * {{{bioferrite density|}}} }}/day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gets cold containment bonus|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;{{Q|Cold Containment Bonus|Description}}&amp;quot;&amp;gt;Gets Cold Bonus&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{gets cold containment bonus|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{#if: {{{min monolith level|}}} | Comented out as this is currently unused. Unsure of actual purpose.&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Monolith Level = {{{min monolith level|}}} }} }}&lt;br /&gt;
;Min Monolith Level&lt;br /&gt;
:{{{min monolith level|}}}&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} |&lt;br /&gt;
  {{#set:Minimum Monolith Level For Study = {{{min monolith level for study|}}} }}&lt;br /&gt;
  {{#set:Requires Holding Platform = {{{requires holding platform|}}} }}&lt;br /&gt;
  {{#set:Requires Imprisonment = {{{requires imprisonment|}}} }}&lt;br /&gt;
  {{#set:Base Escape Interval Mtb Days = {{{base escape interval MTB days|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{min monolith level for study|}}} |&lt;br /&gt;
;Min Monolith Level For Study&lt;br /&gt;
:{{{min monolith level for study|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{requires holding platform|}}} |&lt;br /&gt;
;Held on Spot or Platform&lt;br /&gt;
:{{{requires holding platform|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{requires imprisonment|}}} |&lt;br /&gt;
;Imprisoned&lt;br /&gt;
:{{{requires imprisonment|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{base escape interval MTB days|}}} |&lt;br /&gt;
;Escape Interval&lt;br /&gt;
:{{MTB}} {{{base escape interval MTB days|}}} days&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 16. TECHNICAL --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{defName|}}} {{{has quality|}}} {{{color|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags|}}} {{{factionPrerequisiteTags|}}} {{{harvestTag|}}} {{{recipePrerequisiteTags|}}} {{{ResearchProjectTagDef|}}} {{{sowTag|}}} {{{sowTags|}}} {{{tag|}}} {{{tags|}}} {{{techHediffsTags|}}} {{{thingSetMakerTagsToAllow|}}} {{{thingSetMakerTagsToDisallow|}}} {{{tradeTag|}}} {{{tradeTags|}}} {{{tradeTagsBuy|}}} {{{tradeTagsSell|}}} {{{tradeTagsToAllow|}}} {{{tutorHighlightTag|}}} {{{apparelTags|}}} {{{buildingTags|}}} {{{stuff adjective|}}} {{{small volume|}}} {{{preferability|}}} {{{drug category|}}} {{{is pleasure drug|}}} {{{work efficiency factor|}}} {{{work efficiency offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{work table not in room role factor|}}} {{{bulk product amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;subheading mw-customtoggle-myDivision&amp;quot; style='height: 1em !important; padding: 0.25em 0em 0.5em !important; margin: 0.5em 0 0.5em !important; width:300px'&amp;gt; Technical&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt; &amp;lt;span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'&amp;gt;&lt;br /&gt;
{{#if: {{{defName|}}} |&lt;br /&gt;
; defName&lt;br /&gt;
: {{{defName|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{has quality|}}} | {{#if: {{#var:setProperty}} | {{#set:Has Quality = {{ucfirst:{{{has quality|}}} }} }} }}&lt;br /&gt;
;Has Quality&lt;br /&gt;
:{{ucfirst:{{{has quality|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{color|}}} | {{#if: {{#var:setProperty}} | {{#set:color = {{{color|}}} }} }}&lt;br /&gt;
;Color&lt;br /&gt;
:{{{color|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{file|}}} |&lt;br /&gt;
; File&lt;br /&gt;
: {{{file|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingCategories|}}} |&lt;br /&gt;
; thingCategories&lt;br /&gt;
: {{{thingCategories|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{weaponTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|0}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|1}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|2}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|3}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
; weaponTags&lt;br /&gt;
: {{{weaponTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 thingSetMakerTags = {{ucfirst:{{#explode:{{{thingSetMakerTags|}}}|,|0}} }}&lt;br /&gt;
|thingSetMakerTags = {{ucfirst:{{#explode:{{{thingSetMakerTags|}}}|,|1}} }}&lt;br /&gt;
|thingSetMakerTags = {{ucfirst:{{#explode:{{{thingSetMakerTags|}}}|,|2}} }}&lt;br /&gt;
|thingSetMakerTags = {{ucfirst:{{#explode:{{{thingSetMakerTags|}}}|,|3}} }}&lt;br /&gt;
|thingSetMakerTags = {{ucfirst:{{#explode:{{{thingSetMakerTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
; thingSetMakerTags&lt;br /&gt;
: {{{thingSetMakerTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{defaultOutfitTags|}}} |&lt;br /&gt;
; defaultOutfitTags&lt;br /&gt;
: {{{defaultOutfitTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{factionPrerequisiteTags|}}} |&lt;br /&gt;
; factionPrerequisiteTags&lt;br /&gt;
: {{{factionPrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{harvestTag|}}} |&lt;br /&gt;
; harvestTag&lt;br /&gt;
: {{{harvestTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{recipePrerequisiteTags|}}} |&lt;br /&gt;
;recipePrerequisiteTags&lt;br /&gt;
: {{{recipePrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{ResearchProjectTagDef|}}} |&lt;br /&gt;
;ResearchProjectTagDef&lt;br /&gt;
:{{{ResearchProjectTagDef|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTag|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTag = {{{sowTag|}}} }} }}&lt;br /&gt;
;sowTag&lt;br /&gt;
:{{{sowTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;sowTags&lt;br /&gt;
:{{{sowTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tag|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tag = {{ucfirst:{{#explode:{{{tag|}}}|,|0}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|1}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|2}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|3}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tag&lt;br /&gt;
:{{{tag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tags = {{ucfirst:{{#explode:{{{tags|}}}|,|0}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|1}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|2}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|3}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tags&lt;br /&gt;
:{{{tags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{techHediffsTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|0}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|1}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|2}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|3}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;techHediffsTags&lt;br /&gt;
:{{{techHediffsTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToAllow|}}} |&lt;br /&gt;
;thingSetMakerTagsToAllow&lt;br /&gt;
:{{{thingSetMakerTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToDisallow|}}} |&lt;br /&gt;
;thingSetMakerTagsToDisallow&lt;br /&gt;
:{{{thingSetMakerTagsToDisallow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTag|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:tradeTag = {{{tradeTag|}}} }} }}&lt;br /&gt;
;tradeTag&lt;br /&gt;
:{{{tradeTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}}&lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}} &lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }}&lt;br /&gt;
;tradeTags&lt;br /&gt;
:{{{tradeTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsBuy|}}} |&lt;br /&gt;
;tradeTagsBuy&lt;br /&gt;
:{{{tradeTagsBuy|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsSell|}}} |&lt;br /&gt;
;tradeTagsSell&lt;br /&gt;
:{{{tradeTagsSell|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsToAllow|}}} |&lt;br /&gt;
;tradeTagsToAllow&lt;br /&gt;
:{{{tradeTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tutorHighlightTag|}}} |&lt;br /&gt;
;tutorHighlightTag&lt;br /&gt;
:{{{tutorHighlightTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{apparelTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|0}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|1}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|2}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|3}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;apparelTags&lt;br /&gt;
:{{{apparelTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{buildingTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|0}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|1}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|2}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|3}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;buildingTags&lt;br /&gt;
:{{{buildingTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{#var:setProperty}} |&lt;br /&gt;
	{{#set:Stuff Adjective = {{{stuff adjective|}}} }}&lt;br /&gt;
	{{#set:Small Volume = {{{small volume|}}} }}&lt;br /&gt;
	{{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }}&lt;br /&gt;
	{{#set:Drug Category = {{{drug category|}}} }}&lt;br /&gt;
	{{#set:Is Pleasure Drug = {{{is pleasure drug|}}} }}&lt;br /&gt;
	{{#set:Bulk Product Amount = {{{bulk product amount|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{stuff adjective|}}} |&lt;br /&gt;
; Stuff Adjective&lt;br /&gt;
:{{{stuff adjective|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{small volume|}}} |&lt;br /&gt;
; Small Volume&lt;br /&gt;
:{{{small volume|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{preferability|}}} |&lt;br /&gt;
; Preferability&lt;br /&gt;
: {{ucfirst:{{{preferability|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{drug category|}}} |&lt;br /&gt;
; Drug Category&lt;br /&gt;
: {{{drug category|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{is pleasure drug|}}} |&lt;br /&gt;
; Is Pleasure Drug&lt;br /&gt;
: {{{is pleasure drug|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{bulk product amount|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced by the bulk recipe&amp;quot;&amp;gt;Bulk Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} }} {{{product amount|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Penguin_egg_(fert.)&amp;diff=175909</id>
		<title>Penguin egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Penguin_egg_(fert.)&amp;diff=175909"/>
		<updated>2026-02-25T16:18:03Z</updated>

		<summary type="html">&lt;p&gt;Esredar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Penguin egg (fert.)&lt;br /&gt;
| image = Turkey egg (fert.) b.png&lt;br /&gt;
| description = A fertilized penguin egg. If all goes well, it should hatch into a baby penguin. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 25&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggPenguinFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (236, 217, 184)&lt;br /&gt;
| default color = (236, 217, 184)&lt;br /&gt;
| drawSize = 1.2&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Penguin eggs''' are a type of [[Eggs|egg]] laid by female [[penguin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] penguin eggs are displayed as &amp;quot;[[Penguin egg (unfert.)]]&amp;quot;, while fertilized penguin eggs are displayed as &amp;quot;Penguin egg (fert.)&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Turkey egg (fert.) a.png|One penguin egg&lt;br /&gt;
Turkey egg (fert.) b.png|Stack of penguin eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Penguin_egg_(unfert.)&amp;diff=175908</id>
		<title>Penguin egg (unfert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Penguin_egg_(unfert.)&amp;diff=175908"/>
		<updated>2026-02-25T16:17:25Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Penguins only lay fertilized eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}} &lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Penguin egg (unfert.)&lt;br /&gt;
| image = Turkey egg (fert.) b.png&lt;br /&gt;
| description = An unfertilized penguin egg. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggPenguinUnfertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (236, 217, 184)&lt;br /&gt;
| default color = (236, 217, 184)&lt;br /&gt;
| drawSize = 1.2&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
'''Penguin eggs (unfert.)''' are a type of [[egg]] associated with [[penguin]]s. Only [[penguin egg (fert.)|fertilized penguin eggs]] are laid, but unfertilized eggs can be obtained when a fertilized egg is ruined by unsuitable temperature. Eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Turkey egg (fert.) a.png|One penguin egg (unfert.)&lt;br /&gt;
Turkey egg (fert.) b.png|Stack of penguin eggs (unfert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(fert.)&amp;diff=175907</id>
		<title>Sea turtle egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(fert.)&amp;diff=175907"/>
		<updated>2026-02-25T16:14:46Z</updated>

		<summary type="html">&lt;p&gt;Esredar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Sea turtle egg (fert.)&lt;br /&gt;
| image = Sea turtle egg (fert.) b.png&lt;br /&gt;
| description = A fertilized sea turtle egg. If all goes well, it should hatch into a baby sea turtle. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 20&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggSeaTurtleFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (236, 217, 184)&lt;br /&gt;
| default color = (236, 217, 184)&lt;br /&gt;
| drawSize = 1.1&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggRound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sea turtle eggs''' are a type of [[Eggs|egg]] laid by female [[sea turtle]]s.&lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] sea turtle eggs are displayed as &amp;quot;[[Sea turtle egg (unfert.)]]&amp;quot;, while fertilized sea turtle eggs are displayed as &amp;quot;Sea turtle egg (fert.)&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sea turtle egg (fert.) a.png|One sea turtle egg&lt;br /&gt;
Sea turtle egg (fert.) b.png|Stack of sea turtle eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(unfert.)&amp;diff=175906</id>
		<title>Sea turtle egg (unfert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_turtle_egg_(unfert.)&amp;diff=175906"/>
		<updated>2026-02-25T16:14:17Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Sea turtles only lay fertilized eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|food&lt;br /&gt;
| name = Sea turtle egg (unfert.)&lt;br /&gt;
| image = Sea_turtle_egg_(unfert.) b.png&lt;br /&gt;
| description = An unfertilized sea turtle egg. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 9&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggSeaTurtleUnfertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = 1.6.4523&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (228,185,135)&lt;br /&gt;
| default color = (236, 217, 184)&lt;br /&gt;
| drawSize = 1.1&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggRound&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sea turtle eggs (unfert.)''' are a type of [[egg]] associated with [[sea turtle]]s. Only [[sea turtle egg (fert.)|fertilized sea turtle eggs]] are laid, but unfertilized eggs can be obtained when a fertilized egg is ruined by unsuitable temperature. Eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sea_turtle_egg_(unfert.) a.png|One sea turtle egg (unfert.)&lt;br /&gt;
Sea_turtle_egg_(unfert.) b.png|Stack of sea turtle eggs (unfert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eggs&amp;diff=175905</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eggs&amp;diff=175905"/>
		<updated>2026-02-25T16:05:38Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Version history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Do not delete--&amp;gt;{{#set:Image = [[File:Egg small a.png]]}}&amp;lt;!--Do not delete--&amp;gt;{{Info|'''Eggs''' are a type of [[animal]] product and [[raw food]]. They are carried inside a female of an egg-laying species until they are ready to be laid, at which point they become a workable item and the female's egg-laying timer resets to zero.}} When there are two or more eggs in a stack, the image will change to represent a pile of eggs.&lt;br /&gt;
&lt;br /&gt;
== Egg producers ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertilization ==&lt;br /&gt;
If a male of the same species is not present or fails to copulate with the female before she finishes laying the egg, the female is described as &amp;quot;Unfertilized&amp;quot; in her inspect pane. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(unfert.)&amp;lt;/code&amp;gt; after the egg name. Many types of animals do not lay unfertilized eggs. For example, a female [[ostrich]]'s egg-laying timer stops at 50% until fertilization occurs..&lt;br /&gt;
&lt;br /&gt;
If a male of the same species is present and copulates with the female before she finishes laying the egg, the female will show &amp;quot;Fertilized&amp;quot; on her inspect pane. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(fert.)&amp;lt;/code&amp;gt; after the egg name.&lt;br /&gt;
&lt;br /&gt;
Both fertilized and unfertilized eggs are edible. If eaten raw, both generate the &amp;quot;[[Thoughts#Ate raw food|Ate raw food]]&amp;quot; thought. Eggs can be used as a substitute for [[meat]] when cooking [[meals]]. Each can substitute for 5 meat, e.g. a fine meal requires only one egg and 5 vegetables.&lt;br /&gt;
&lt;br /&gt;
== Unfertilized eggs ==&lt;br /&gt;
[[File:Eggs unfertilized.png|28px|left|thump|An unfertilized egg.]]&lt;br /&gt;
All unfertilized eggs rot in 15 days unless refrigerated or frozen. &lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
[[File:Egg fertilized.png|28px|left|thump|A fertilized egg.]]&lt;br /&gt;
When protected from [[Ovivore|ovivorous]] animals, bad temperatures, and outdoors deterioration, fertilized eggs will hatch into a baby animal, even if both parents die. The progress to hatching time is displayed on the inspect pane when the egg is selected. &lt;br /&gt;
&lt;br /&gt;
Fertilized eggs do not rot like most food, but they can [[deteriorate]] if left outside and unroofed or get ruined by bad temperatures. Extreme temperatures will kill the animal within the egg, transforming fertilized eggs into unfertilized eggs that are unable to hatch. Eggs are safe between {{Temperature|0|50}}.&lt;br /&gt;
&lt;br /&gt;
An [[Egg box]] can be used to direct egg laying animals where to lay both fertilized and unfertilized eggs.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
Fertilized and unfertilized eggs can be eaten for their base nutrition. They can also be used as a [[cooking]] ingredient, where they can also be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals.&lt;br /&gt;
&lt;br /&gt;
Letting fertilized eggs hatch and butchering the hatchling for meat often results in more total nutrition than using the fertilized eggs for cooking, but this is species dependent and more time is spent at the butcher's table.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fertilized eggs now turn into unfertilized eggs upon being ruined. Added unfertilized versions of all eggs.&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food|#Eggs]] [[Category:Raw Food|#Eggs]] [[Category:Animal Products|#Eggs]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Eggs&amp;diff=175903</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Eggs&amp;diff=175903"/>
		<updated>2026-02-25T16:00:33Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Fertilized eggs */ extreme temperatures turn fertilized eggs into unfertilized eggs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Do not delete--&amp;gt;{{#set:Image = [[File:Egg small a.png]]}}&amp;lt;!--Do not delete--&amp;gt;{{Info|'''Eggs''' are a type of [[animal]] product and [[raw food]]. They are carried inside a female of an egg-laying species until they are ready to be laid, at which point they become a workable item and the female's egg-laying timer resets to zero.}} When there are two or more eggs in a stack, the image will change to represent a pile of eggs.&lt;br /&gt;
&lt;br /&gt;
== Egg producers ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fertilization ==&lt;br /&gt;
If a male of the same species is not present or fails to copulate with the female before she finishes laying the egg, the female is described as &amp;quot;Unfertilized&amp;quot; in her inspect pane. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(unfert.)&amp;lt;/code&amp;gt; after the egg name. Many types of animals do not lay unfertilized eggs. For example, a female [[ostrich]]'s egg-laying timer stops at 50% until fertilization occurs..&lt;br /&gt;
&lt;br /&gt;
If a male of the same species is present and copulates with the female before she finishes laying the egg, the female will show &amp;quot;Fertilized&amp;quot; on her inspect pane. Once the female lays the egg, it will be spawned as a new item and show &amp;lt;code&amp;gt;(fert.)&amp;lt;/code&amp;gt; after the egg name.&lt;br /&gt;
&lt;br /&gt;
Both fertilized and unfertilized eggs are edible. If eaten raw, both generate the &amp;quot;[[Thoughts#Ate raw food|Ate raw food]]&amp;quot; thought. Eggs can be used as a substitute for [[meat]] when cooking [[meals]]. Each can substitute for 5 meat, e.g. a fine meal requires only one egg and 5 vegetables.&lt;br /&gt;
&lt;br /&gt;
== Unfertilized eggs ==&lt;br /&gt;
[[File:Eggs unfertilized.png|28px|left|thump|An unfertilized egg.]]&lt;br /&gt;
All unfertilized eggs rot in 15 days unless refrigerated or frozen. &lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
[[File:Egg fertilized.png|28px|left|thump|A fertilized egg.]]&lt;br /&gt;
When protected from [[Ovivore|ovivorous]] animals, bad temperatures, and outdoors deterioration, fertilized eggs will hatch into a baby animal, even if both parents die. The progress to hatching time is displayed on the inspect pane when the egg is selected. &lt;br /&gt;
&lt;br /&gt;
Fertilized eggs do not rot like most food, but they can [[deteriorate]] if left outside and unroofed or get ruined by bad temperatures. Extreme temperatures will kill the animal within the egg, transforming fertilized eggs into unfertilized eggs that are unable to hatch. Eggs are safe between {{Temperature|0|50}}.&lt;br /&gt;
&lt;br /&gt;
An [[Egg box]] can be used to direct egg laying animals where to lay both fertilized and unfertilized eggs.&lt;br /&gt;
&lt;br /&gt;
== Consumption ==&lt;br /&gt;
Fertilized and unfertilized eggs can be eaten for their base nutrition. They can also be used as a [[cooking]] ingredient, where they can also be substituted for an amount of meat of equivalent nutrition in meals that require meat, and used in place of any nutrition in vegetarian meals.&lt;br /&gt;
&lt;br /&gt;
Letting fertilized eggs hatch and butchering the hatchling for meat often results in more total nutrition than using the fertilized eggs for cooking, but this is species dependent and more time is spent at the butcher's table.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food|#Eggs]] [[Category:Raw Food|#Eggs]] [[Category:Animal Products|#Eggs]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Penguin&amp;diff=175893</id>
		<title>Penguin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Penguin&amp;diff=175893"/>
		<updated>2026-02-25T14:14:12Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Penguins only lay fertilized eggs (confirmed in-game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and summary}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Penguin&lt;br /&gt;
| image = Penguin east.png&lt;br /&gt;
| description = A flightless bird adept at surviving in cold regions. Their black and white plumage and waddling gait make them unmistakable. They are deadly hunters in the water, but slow and vulnerable on land.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 2&lt;br /&gt;
| min comfortable temperature = -70&lt;br /&gt;
| max comfortable temperature = 30&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 150&lt;br /&gt;
| filth rate = 6&lt;br /&gt;
| wildness = 0.45&lt;br /&gt;
| combatPower = 50&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 0.6&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.28&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.12&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| eggsmin = 1&lt;br /&gt;
| eggsmax = 1&lt;br /&gt;
| eggs_avg = 1&lt;br /&gt;
| eggtime = 2&lt;br /&gt;
| eggs_unfertilized = false&lt;br /&gt;
| meatname = bird meat&lt;br /&gt;
| leathername = birdskin&lt;br /&gt;
| attack1dmg = 4&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = claws&lt;br /&gt;
| attack2dmg = 5&lt;br /&gt;
| attack2type = Bite&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = beak&lt;br /&gt;
| attack3dmg = 4&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2&lt;br /&gt;
| isCoastal = true&lt;br /&gt;
| livesin_icesheet = 0.1&lt;br /&gt;
| livesin_seaice = 0.1&lt;br /&gt;
| livesin_glacialplain = 0.1&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
      &amp;lt;waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt;&lt;br /&gt;
      &amp;lt;canFishForFood&amp;gt;true&amp;lt;/canFishForFood&amp;gt;&lt;br /&gt;
      &lt;br /&gt;
      &lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|Bird}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Penguin east.png|Adult facing east &lt;br /&gt;
Penguin north.png|Adult facing north &lt;br /&gt;
Penguin south.png|Adult facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PenguinBaby east.png|Baby facing east &lt;br /&gt;
PenguinBaby north.png|Baby facing north &lt;br /&gt;
PenguinBaby south.png|Baby facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SwimmingPenguin east.png|Adult swimming east &lt;br /&gt;
SwimmingPenguin north.png|Adult swimming north &lt;br /&gt;
SwimmingPenguin south.png|Adult swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SwimmingPenguinBaby east.png|Baby swimming east &lt;br /&gt;
SwimmingPenguinBaby north.png|Baby swimming north &lt;br /&gt;
SwimmingPenguinBaby south.png|Baby swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Penguin east.png|Desiccated facing east (both ages)&lt;br /&gt;
File:Dessicated Penguin north.png|Desiccated facing north (both ages)&lt;br /&gt;
File:Dessicated Penguin south.png|Desiccated facing south (both ages)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The penguin appears to be based off both (currently) extant species in the [https://en.wikipedia.org/wiki/Aptenodytes Aptenodytes] genus. The juvenile penguin has the gray pattern of a juvenile [https://en.wikipedia.org/wiki/Emperor_penguin emperor penguin], but the adult penguin has the cheek patches of a [https://en.wikipedia.org/wiki/King_penguin king penguin].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sea_turtle&amp;diff=175892</id>
		<title>Sea turtle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sea_turtle&amp;diff=175892"/>
		<updated>2026-02-25T14:12:42Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Sea turtles only lay fertilized eggs (confirmed in-game)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General but also specifically habitates}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Sea turtle&lt;br /&gt;
| image = SeaTurtle east.png&lt;br /&gt;
| description = A large marine turtle. Their streamlined shell and powerful flippers make them excellent swimmers.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 1.5&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 60&lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| bodysize = 0.5&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = Lizardskin&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 80&lt;br /&gt;
| juvenileage = 0.15&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| eggsmin = 1&lt;br /&gt;
| eggsmax = 3&lt;br /&gt;
| eggs_avg = 1.5&lt;br /&gt;
| eggtime = 6.66&lt;br /&gt;
| eggs_unfertilized = false&lt;br /&gt;
| attack1dmg = 10&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = beak&lt;br /&gt;
| attack2dmg = 3&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2.6&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = true&lt;br /&gt;
| livesin_tropicalrainforest = 0.1&lt;br /&gt;
| livesin_tropicalswamp = 0.1&lt;br /&gt;
| livesin_aridshrubland = 0.1&lt;br /&gt;
| livesin_lavafield = 0.1&lt;br /&gt;
}}&lt;br /&gt;
A '''sea turtle''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found on coast maps in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
=== Body parts ===&lt;br /&gt;
{{Animal Health Table|TurtleLike}}&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| set1name= {{P|Name}} (Sharp) | set1armor1={{P|Armor - Sharp}} &lt;br /&gt;
| set2name= {{P|Name}} (Blunt) | set2armor1={{P|Armor - Blunt}} &lt;br /&gt;
| set3name= {{P|Name}} (Heat) | set3armor1={{P|Armor - Heat}} &lt;br /&gt;
| color= grey, blue, red&lt;br /&gt;
}} &lt;br /&gt;
|}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SeaTurtle east.png|Facing east&lt;br /&gt;
SeaTurtle north.png|Facing north &lt;br /&gt;
SeaTurtle south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Swimming_SeaTurtle east.png|Swimming east&lt;br /&gt;
Swimming_SeaTurtle north.png|Swimming north &lt;br /&gt;
Swimming_SeaTurtle south.png|Swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated SeaTurtle east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated SeaTurtle north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated SeaTurtle south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Fix: Alligator eggs hatching into sea turtles.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plants&amp;diff=175852</id>
		<title>Plants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plants&amp;diff=175852"/>
		<updated>2026-02-24T21:48:13Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Plants_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Cleanup and clarity}}&lt;br /&gt;
{{for|the skill of the same name|Skills#Plants{{!}}Skills}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Plants''' are passive, flammable objects available in numerous species of different appearance, growth rate, lifespan, '''fertility''' requirements, and biome. Plants are generally passable, minifiable, provide no cover, and are not susceptible to Sharp or Blunt damage (except trees, cacti, and bushes.) All plants can be destroyed by [[Fire]], [[Work#Plant_cut|cutting]], a [[Defoliator ship]], or being consumed by an animal.&lt;br /&gt;
Plants may spontaneously grow in available tiles or can be cultivated by colonists in [[growing zone]]s or [[hydroponics basin]]s. With adequate time and environmental conditions, plants will age into a '''mature''' lifestage when they can be '''harvested''' by colonists assigned to [[Work#Grow|Grow]] work.&lt;br /&gt;
&lt;br /&gt;
Plants are essential to producing [[food]], [[textile]]s, feed for [[animals]], [[dye]], [[wood]], [[chemfuel]], [[drug]]s, and [[medicine]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Plantation growing zone.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Growth rate factors ==&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
{{For|[[human]] fertility|Reproduction#Fertility{{!}}Reproduction}}&lt;br /&gt;
Fertility is a measure of a location's efficacy for growing plants. Most plants have a Fertility requirement of at least 50% (except trees at a measly 30% Fertility). Plant growth speed is also positively correlated to soil Fertility. However, fertility does ''not'' affect the harvested yield from a plant, just the time to mature to that yield. Different [[terrain]]s or growing apparatuses have different fertilities.&lt;br /&gt;
&lt;br /&gt;
Most plants have a [[Property:Fertility_Sensitivity|fertility sensitivity]], known internally as fertilityFactorGrowthRate, which is used to determine how &amp;quot;picky&amp;quot; a plant is about terrain fertility. A plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 0% will not care if it is planted on fertile soil or sand; it will grow at the same rate on any possible terrain tile. In contrast, a plant with a [[Property:Fertility_Sensitivity|fertility sensitivity]] of 100% will not grow so well if it is planted on anything less fertile than standard soil.&lt;br /&gt;
&lt;br /&gt;
'''Note''': Beyond 100% Fertility, high Fertility Sensitivity becomes a bonus rather than a penalty. For such cases highly sensitive plants are preferable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(F)) Growth Rate Factor(Fertility) {{=}} (Fertility &amp;amp;divide; 100% &amp;amp;minus; 1) &amp;amp;times; fertilityFactorGrowthRate + 1}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Fertility table ====&lt;br /&gt;
{{See also|Terrain}}&lt;br /&gt;
The table below lists the fertility of different terrains and other valid places to grow crops. Note that not all of the below support all plants - for example, trees cannot be grown in hydroponics basins, even though the basin's fertility is above their fertility requirement.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Type !! Fertility&lt;br /&gt;
|-&lt;br /&gt;
! [[Hydroponics basin]]&lt;br /&gt;
| 280%&lt;br /&gt;
|-&lt;br /&gt;
! Lichen-covered soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Marshy soil&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Plant pot]]&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Rich soil&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
! Sand&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
! Soil &lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! Stony soil&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai pot]] {{IdeologyIcon}}&lt;br /&gt;
| 100%&lt;br /&gt;
|-&lt;br /&gt;
! [[Fungal gravel]] {{IdeologyIcon}}&lt;br /&gt;
| 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
For normal growth rate, most plants require a [[temperature]] between {{Temperature|6}} and {{Temperature|42}}. &amp;lt;!--Plant growth rate drops by 10.0% for each degree Celsius below {{Temperature|6}}, and by 6.25% for each degree above {{Temperature|42}}.--&amp;gt; The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Temperature growth multiplier: #%&amp;amp;apos;''. Plants will not grow when the temperature falls below {{Temperature|0}} or rises above {{Temperature|58}}, &lt;br /&gt;
although heat-loving plants such as cacti keep growing up to {{Temperature|75}}. The plant's info window will show ''&amp;amp;apos;Non-ideal temperature. Not growing.&amp;amp;apos;'' In addition, colonists refuse to sow crops when the temperature is below {{Temperature|0}}.&lt;br /&gt;
&lt;br /&gt;
If the temperature drops below {{Temperature|-10}}, plants start to either die or lose their leaves, depending on their type. &lt;br /&gt;
* Most crops die, together with cultivated flowers and cocoa trees. [[Healroot]], [[nutrifungus]]{{IdeologyIcon}} and [[fibercorn]]{{IdeologyIcon}} are the only cold-resistant crops.&lt;br /&gt;
* Most wild plants merely become leafless. Mature plants such as [[berry bush]]es can still be harvested even if it's not obvious at first glance. [[Glowstool]]s, [[bryolux]], and [[psilocap]]{{OdysseyIcon}} are fragile and die from the cold.&lt;br /&gt;
&lt;br /&gt;
Each plant has its own temperature threshold, set at a random temperature between {{Temperature|-18}} and {{Temperature|-10}}, which is why not all crops die at the same time. As long as the temperature stays above {{Temperature|-19}}, some crops might survive. Beyond that, they won't.&lt;br /&gt;
&lt;br /&gt;
Leafless plants are inedible by animals. The leafless effect is obvious on deciduous trees, because they are shown without leaves, and on bushes and grass, because they look brown and shrivelled. But it actually applies to all plants, including those that look unchanged, such as pine trees, wild healroot or wild flowers. It takes 24 hours for leafless plants to regrow leaves after the temperature rises back above the plant's leafless threshold. Note that, despite being unedible during that time, they start growing again as soon as the temperature is above zero. &lt;br /&gt;
&lt;br /&gt;
An additional reason why animals might starve in cold weather is that deep snow can cover low lying plants and prevent animals from eating them, even if the temperature is not low enough to make them leafless.&lt;br /&gt;
&lt;br /&gt;
The actual values of temperature and temperature growth multiplier are unseen real numbers, the game only shows rounded values. Thus, it is possible, for example, to see a 3% multiplier at 58°C (the actual temperature may be 57.52°C).&lt;br /&gt;
{{GraphChart|width=400|height=100|xAxisTitle=Temperature (°C)|yAxisTitle=Growth Factor|type=line|x=0, 6, 42, 58 |y1=0, 1, 1, 0|yType=number}}&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} Temperature &amp;amp;divide; 6°C {{X|&amp;amp;nbsp;|15}}; Temperature &amp;lt; 6°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} 1 {{X|&amp;amp;nbsp;|44}} ; 6°C ≤ Temperature ≤ 42°C}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''(GRF(T)) Growth Rate Factor(Temperature) {{=}} (58°C &amp;amp;minus; Temperature) &amp;amp;divide; 16°C ; Temperature &amp;gt; 42°C}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
Most plants typically require at least 51% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
Decorative Plants typically require at least 30% [[Environment#Light|light]] to grow.&lt;br /&gt;
&lt;br /&gt;
All mushrooms, such as nutrifungus, need 0% [[Environment#Light|light]] to grow. Any light from non-mushroom sources will cause the nutrifungus to die.&lt;br /&gt;
&lt;br /&gt;
When a plant lacks adequate light its info window indicates this with the text &amp;lt;tt&amp;gt;'Needs light level: ##%'&amp;lt;/tt&amp;gt;. Over that minimum a plant's growth rate will increase until it reaches its optimal light level (100% standard).&lt;br /&gt;
: Example: Rose (Needs light level: 30% Optimal light 100%). In soil or Plant pot (Fertility 100%) under Standing lamp Light (50%) growing Speed 29%) &lt;br /&gt;
&lt;br /&gt;
Most artificial light sources only provide 50% light. Only decorative plants, [[tinctoria]], and [[Fibercorn|fibercorn]] can grow under such poor light conditions. The [[sun lamp]] provides 100% light in its radius, and is thus usually required for any indoor growing.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;big&amp;gt;{{math|''(GRF(L)) Growth Rate Factor(Light) {{=}}&amp;lt;br&amp;gt;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; (Light &amp;amp;minus; growMinGlow) &amp;amp;divide; (growOptimalGlow &amp;amp;minus; growMinGlow)}}&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[Modding|mods]], this minimum light value can be modified by changing a plant's &amp;lt;growMinGlow&amp;gt; value. A plant's optimal light level can be modified by changing its &amp;lt;growOptimalGlow&amp;gt; value.&lt;br /&gt;
&lt;br /&gt;
==Rest==&lt;br /&gt;
[[File:Plants-Growing_Time.png|right|thumb|Overview of the hourly plant activity.]]&lt;br /&gt;
All plants rest from hour 19 through hour 5. More accurately, plants rest for 11h of the day, leaving 13h of the day for growing.&lt;br /&gt;
&lt;br /&gt;
During the plant resting time period, plants will not grow no matter the light level.&lt;br /&gt;
&lt;br /&gt;
A new constant, Growing Ticks/Day, can be found by multiplying Ticks/Day by 13/24 (approx. 54.167%) :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growing Ticks/Day {{=}} (60,000 Ticks/Day &amp;amp;times; 13/24) {{=}} 32,500 Ticks}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Initial growth==&lt;br /&gt;
All plants receive an instantaneous growth of 5% when sown (planted).{{Check Tag|Fact Check Needed}}&amp;lt;br&amp;gt;&lt;br /&gt;
This is relevant because it means that all plants only need to grow 95% from the moment they are sown to become fully grown (100%).&amp;lt;br&amp;gt;&lt;br /&gt;
You'll see this show up in a later equation as a new value: Growth Remaining&amp;lt;br&amp;gt;&lt;br /&gt;
You can use this value to help determine how long a plant has left before it is fully grown.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Growth Remaining'' {{=}} 1 &amp;amp;minus; 0.05 {{=}} 0.95}}; Plant was just sown&amp;lt;br&amp;gt;&lt;br /&gt;
{{math|''Growth Remaining'' {{=}} 1 &amp;amp;minus; ''Current Growth'' &amp;amp;lt; 0.95}}; Plant was sown some time ago&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actual growth time==&lt;br /&gt;
The Growth Time displayed in-game can tend to confuse a player into thinking a plant will be fully grown in X number of days.&amp;lt;br&amp;gt;&lt;br /&gt;
Due to the various Growth Rate Factors (Fertility, Temperature, Light) and every plant's need to rest, the growDays or &amp;quot;Growing Time&amp;quot; listed in-game is not an accurate/intuitive representation of how long a plant actually takes to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;{{math|''Actual Growth Time {{=}} (Growth Remaining &amp;amp;times; 60,000 Ticks/Day &amp;amp;times; growDays) &amp;amp;divide; (Growing Ticks/Day &amp;amp;times; GRF(Fert) &amp;amp;times; GRF(Temp) &amp;amp;times; GRF(Light))}}&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore, Real Growth days is approximately 1.8462 times bigger than in-game value of &amp;quot;Growing Time&amp;quot;. And if to also account for initial growth, the actual growth time becomes 1.7538 times bigger.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: If to sow a Potato plant (5.8:growDays), on Soil (1:Fert), experiencing optimal temperature and light 100% of the time (1:Temp, 1:Light), it will take approximately 10.2 actual in-game days to grow.&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to remember this when setting up your growing zones.&lt;br /&gt;
&lt;br /&gt;
==Lifespan==&lt;br /&gt;
If they are not harvested or eaten, plants will eventually die. The [[Menus#Messages 2|message]] will be named ''&amp;lt;plant&amp;gt; died from rotting''. The counting of their lifetime starts when the plant is sown/spawned. Since plants only grow during certain hours, and growth rate varies greatly under different circumstances, it is possible for a plant to die before it reaches full maturity or even while still on the initial progress. A plant will also die from rotting if it is completely deprived of light - for example, if a roof is built over it.&lt;br /&gt;
&lt;br /&gt;
The lifespan of a plant is calculated by  multiplying the plant's ''growDays'' by its ''lifespanFraction''.&lt;br /&gt;
Most vanilla plants have a default ''lifespanFraction'' of 5, but some go as high as 8. Trees have this property as well, but due to their long growth time (''growDays''), their lifespan is longer than is generally relevant.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types of plants ==&lt;br /&gt;
There are no clear categories of plants provided by the game. For the purpose of easier comparison, plants can be split in the following categories. Note that many plants fall in more than one category.&lt;br /&gt;
* '''[[Wild plants]]''' are plants that can't be planted by the player.&lt;br /&gt;
* '''[[Decorative plants]]''' are plants that can be planted by the player and which main purpose is to add [[Beauty]] to a room or area.&lt;br /&gt;
* '''[[Trees]]''' are plants that yield wood or have &amp;quot;tree&amp;quot; in their name.&lt;br /&gt;
* '''[[Domesticated plants]]''' are plants that can be planted by the player and yield something else than wood.&lt;br /&gt;
* '''Food plants''' are plants that yield food.&lt;br /&gt;
* '''Resource plants''' are plants that yield something else than food and wood.&lt;br /&gt;
&lt;br /&gt;
=== Domesticated plants ===&lt;br /&gt;
{{#ask: [[Category:Domesticated plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Harvest Yield Per Day (280) # = Yield Per Day (Hydroponic)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Real Grow Days'' {{=}} Grow Days &amp;amp;divide; 0.5417}}&lt;br /&gt;
{{math|''Nutrition per Day'' {{=}} Harvest Yield &amp;amp;times; Nutrition (0.05) &amp;amp;divide; Real Grow Days}}&lt;br /&gt;
&lt;br /&gt;
=== Decorative plants ===&lt;br /&gt;
{{Main|Decorative plants}}&lt;br /&gt;
{{#ask: [[Category:Decorative plants]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Lifespan&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
| ?Sow Work&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Wild plants ===&lt;br /&gt;
{{#ask: [[Category:Wild plants]]&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Product&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
{{Main|Trees}}&lt;br /&gt;
{{#ask: [[Category:Trees]]&lt;br /&gt;
| ?Beauty&lt;br /&gt;
| ?Grow Days&lt;br /&gt;
| ?Real Grow Days&lt;br /&gt;
| ?Harvest Yield&lt;br /&gt;
| ?Harvest Yield Per Day (70) # = Yield Per Day (Gravel)&lt;br /&gt;
| ?Harvest Yield Per Day (100) # = Yield Per Day (Normal)&lt;br /&gt;
| ?Harvest Yield Per Day (140) # = Yield Per Day (Fertile)&lt;br /&gt;
| ?Fertility Sensitivity&lt;br /&gt;
}}&lt;br /&gt;
{{math|''Yield per Day' {{=}} Yield  &amp;amp;times; (1 &amp;amp;minus; Plant Resting&amp;lt;ref&amp;gt;This is the fraction of the day when plants don't grow, 0.45 is used in above calculation.   [[#Actual growth time|Actual growth time]] for more information&amp;lt;/ref&amp;gt;)&amp;amp;times;[(Fertility of Soil&amp;lt;ref&amp;gt;Normal soil (1.00) is used in above equation.&amp;lt;/ref&amp;gt; &amp;amp;times; Fertility Factor) + 1 &amp;amp;minus; Fertility Factor) &amp;amp;divide; Growth Time]}}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The yield of plants with products depends on four factors: &lt;br /&gt;
# The base yield of the plant&lt;br /&gt;
# The maturity of the plant. Plants that are harvested at the first possible moment (at growth 65%) will only grant half of the total normal yield; this scales linearly towards full harvest as the growth percentage increases. This gives a slight penalty to early harvests.&lt;br /&gt;
# The health of the plant. Damaged plants will lose up to half of their yield. A plant at 50% health will lose 25% of the yield.&lt;br /&gt;
# The [[Plant Harvest Yield]] of the harvesting pawn which acts as a scalar on the resulting number.&lt;br /&gt;
# The [[AI Storytellers#Economy|Harvest Yield]] storyteller variable - note that [[Difficulty]] settings change variable even if a custom difficulty is not selected.&lt;br /&gt;
&lt;br /&gt;
As plant harvest yield increases with [[Skills#Plants|Plants skill]], pawns with the highest skills should ideally be used to harvest plants, while any pawn can be used to sow them.&lt;br /&gt;
&lt;br /&gt;
== Plants per pawn ==&lt;br /&gt;
{{Move|section=true|destination=Food|reason=Alternative destination: [[Food production]]. Avoid redundancy. Those pages are way more specific while this page covers all plants not just food plants}}&lt;br /&gt;
The number of food-bearing plants required per pawn depends on a number of factors, including:&lt;br /&gt;
&lt;br /&gt;
* Hunger rate of the pawn&lt;br /&gt;
* Soil type, including the use of [[hydroponics]] &lt;br /&gt;
* [[Meal]] type's nutrient efficiency &lt;br /&gt;
* Whether [[meat]] is available&lt;br /&gt;
* Light times including the effect of latitude, sun lamps, and sun blocking [[events]] and [[condition causer]]s such as [[Eclipse]]s&lt;br /&gt;
* [[Plant Harvest Yield]] of the harvesting pawn&lt;br /&gt;
* Whether pawns are allowed to eat before they are hungry enough to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
* Whether the pawn has a large enough [[Saturation]] bar to reap the full benefit from the nutrition offered by the meal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Plants per Pawn = Hunger rate&amp;lt;ref&amp;gt;This is {{#vardefineecho:hungerRate|{{#expr: 1.6 * {{Q|Human|Base Hunger Rate}} }} }} for [[Human]]s&amp;lt;/ref&amp;gt;  &amp;amp;divide; (Yield per Day&amp;lt;ref&amp;gt;Depends on soil type, see [[#Fertility|Fertility]] for details.&amp;lt;/ref&amp;gt;  &amp;amp;times; Nutrition of each harvested item&amp;lt;ref&amp;gt;This is 0.05 for all crop products at the time of writing. See the page of the relevant raw food for details.&amp;lt;/ref&amp;gt; &amp;amp;times; Nutrient efficiency of the meal&amp;lt;ref&amp;gt;This varies from as low as [[Vegetarian lavish meal|40%]] to as high as [[Nutrient paste meal|300%]]. See [[Meals]] for details. &amp;lt;/ref&amp;gt; &amp;amp;times; Plant Harvest Yield&amp;lt;ref&amp;gt;This varies from 0% to 150%. See [[Plant Harvest Yield]] for details.&amp;lt;/ref&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick reference ===&lt;br /&gt;
The table below assumes humans with a [[Hunger Rate Factor]] of 100% are fed in a manner that the maximum [[overeating]] occurs and the plants are harvested with a [[Plant Harvest Yield]] of 100%.&lt;br /&gt;
&lt;br /&gt;
{{Plants Per Pawn Table|{{#var:hungerRate}} }}&lt;br /&gt;
&lt;br /&gt;
To calculate the number of plants per pawn for non-vegan meals in addition to the other ingredients needed, calculate the following:&lt;br /&gt;
* For [[packaged survival meal]] multiply the numbers for [[simple meal]] by 3/5.&lt;br /&gt;
* For [[fine meal]] divide the numbers for [[vegetarian fine meal]] by 3.&lt;br /&gt;
* For [[lavish meal]] divide the numbers for [[vegetarian lavish meal]] by 2.5.&lt;br /&gt;
&lt;br /&gt;
==Plant growth approaches==&lt;br /&gt;
The player has a number of options to get plants grown for food and raw material. Each of them has their up- and downsides and a proper mix of them is necessary to be resistant to disruptions, including seasons.&lt;br /&gt;
&lt;br /&gt;
===Fields===&lt;br /&gt;
You just define a growing zone, select the crop and let nature and your pawns set to growing do the rest.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* No cost, excluding the work time to clear trees, sow crops, and harvesting.&lt;br /&gt;
* Available at the start, regardless of technology level&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Outdoor growing is dependent on the local seasonal weather and even impossible in the coldest biomes&lt;br /&gt;
* Highly vulnerable to irregular temperature variations such as [[Events#Cold snap|cold snaps]] and [[Events#Heat Wave|heat waves]] that could stop growth or even kill plants&lt;br /&gt;
* Outdoor growing is vulnerable to events like [[Events#Toxic fallout|toxic fallout]] and [[Events#Volcanic winter|volcanic winter]]&lt;br /&gt;
* Without walls, raiders can easily set your crops ablaze and wild animals can eat your crops. Tamed animals can be excluded via zones however&lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
The Greenhouse is a walled and roofed growing zone, with a sun lamp providing light and heaters or coolers maintaining climate&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Walling off your crops keeps out raiders and wild animals&lt;br /&gt;
* Low costs for the walls and sun lamp alone&lt;br /&gt;
* Full resistance to temperature variations once [[heater]]s or [[cooler]]s are built&lt;br /&gt;
* Slightly increased growth, due to the persistent 100% lighting level from the sun lamp during the day&lt;br /&gt;
* Energy shortages will only kill existing plants if the temperature gets too extreme&lt;br /&gt;
* Immune to events like toxic fallout and volcanic winter&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Trees cannot be planted in greenhouses&lt;br /&gt;
* Needs tiles that can support building walls to support the roof, which is difficult in swamp biomes&lt;br /&gt;
* High energy costs for maintaining sun lamps&lt;br /&gt;
* Requires electricity research to unlock&lt;br /&gt;
&lt;br /&gt;
==== Open roof greenhouses ====&lt;br /&gt;
Only indoor rooms can control temperature, however any room is considered indoors so long as less than 1/4 of the tiles are unroofed, up to a limit of 300 unroofed tiles. Though unroofed sections increase the rate of temperature equalization significantly, this allows the creation of greenhouses that can be used to grow trees, which cannot usually be grown under [[roof]]s, or even without sun lamps.  &lt;br /&gt;
&lt;br /&gt;
These are constructed like most greenhouses, but with the [[remove roof area]] order used to remove 1 tile fewer than 1/4 of the roof. If for growing trees, these removed areas should be spaced 1 tile away from each other gap both horizontally and vertically, as trees cannot be sown next to each other. For growing traditional crops without a sun lamp, this should all be concentrated in one area to limit time spent traveling from place to place while sowing and harvesting.&lt;br /&gt;
&lt;br /&gt;
Due to the costs of controlling the temperature, using this strategy to avoid the cost of sun lamps may or may not break even depending on the biome and the heating or cooling required.  In cold biomes, combination with a [[steam geyser]] can significantly reduce heating costs, making this strategy much more viable regardless of the intent. If using [[campfire]]s to heat the greenhouse, they should be placed in the roofed areas to prevent additional fuel usage during inclement [[weather]]. &lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Does not require sun lamps or even electricity&lt;br /&gt;
* Can support trees, including [[cocoa tree]]s.&lt;br /&gt;
** When used for trees, no larger than is necessary as trees can't be planted adjacent to each other anyway.&lt;br /&gt;
** Forces trees to be sown perfectly spaced without having to micromanage it, improving yields/area&lt;br /&gt;
* Easy to convert to and from more traditional greenhouses&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Needs significantly more heating/cooling&lt;br /&gt;
* 4x larger for the same volume of non-tree greenhouse space&lt;br /&gt;
* Slow and/or difficult to adapt to changing weather conditions.&lt;br /&gt;
* Net wood-negative when using campfires to grow trees.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics basin===&lt;br /&gt;
[[Hydroponics basin|Hydroponics]] allows plants to grow without soil by using nutrients dissolved in a water bath. In-game, it requires research to unlock and the construction of one or more Hydroponics basins. These basins will override any growing zone they are placed on top of.&lt;br /&gt;
&lt;br /&gt;
'''Upsides:'''&lt;br /&gt;
* Basins provide fertility of 280%, the highest rating in the game&lt;br /&gt;
* Plants with high fertility sensitivity grow especially well&lt;br /&gt;
* Can be combined with [[#Greenhouse|greenhouses]] for growing in environments too cold or hot for outdoor plant growth, including mountains&lt;br /&gt;
&lt;br /&gt;
'''Downsides:'''&lt;br /&gt;
* Building a sun lamp and 24 basins (the maximum amount of basins that can fit within a sun lamp's radius of light) requires a huge resource and power commitment, requiring 4580 watts, 1720 steel, and 24 components.&lt;br /&gt;
* If the basin loses power or breaks down, the plants within will begin taking rotting damage which will kill most plants within 8 hours unless power is restored or the basin is repaired.  If the power stays off for an extended amount of time or the basin cannot be repaired, then harvesting the plants as soon as possible is recommended.&lt;br /&gt;
* A power outage including [[Events#Solar flare|solar flares]] can wipe all of your hydroponic crops, requiring extensive replanting and usually disrupting food production.&lt;br /&gt;
* There are fewer options for growing crops within hydroponics basins.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Rebalanced and reformatted plant ecology tunings to lengthen crop cycles and slow wild plant spread. Reworked plant growth in relation to light levels so plants can still grow slowly in dim light (e.g. tundra summers).&lt;br /&gt;
* Beta 19/1.0 - All non-tree sowable crops yield 20% less when harvested and take 10% longer to sow.&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Generator&amp;diff=175729</id>
		<title>Generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Generator&amp;diff=175729"/>
		<updated>2026-02-23T11:17:28Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Link to power generators table and add the gravcore power cell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Power#Power_generators|label 1 = power generators}}&lt;br /&gt;
&lt;br /&gt;
The term &amp;quot;'''generator'''&amp;quot; or &amp;quot;'''fueled generator'''&amp;quot; may refer to a number of different items in RimWorld.&lt;br /&gt;
&lt;br /&gt;
These include:&lt;br /&gt;
* [[Wood-fired generator]] - a [[wood]]-powered [[power]] source, known as a '''fueled generator''' prior to Beta 18.&lt;br /&gt;
* [[Chemfuel powered generator]] - a [[chemfuel]]-powered power source, more efficient than its wood-fired counterpart.&lt;br /&gt;
* [[Solar generator]] - aka a &amp;quot;solar panel&amp;quot;, it converts sunlight to power.&lt;br /&gt;
* [[Geothermal generator]] - that converts the heat from [[geyser]]s into power.&lt;br /&gt;
* [[Watermill generator]] - that relies on moving water to create power.&lt;br /&gt;
* [[Tornado generator]] - a single-use [[utility]] item that can be used to create an uncontrollable tornado.&lt;br /&gt;
* [[Ancient generator]]{{IdeologyIcon}} - a non-functional structure found in [[ruins]].&lt;br /&gt;
* [[Toxifier generator]]{{BiotechIcon}} - that generates large amounts of power in exchange for [[pollution]].&lt;br /&gt;
* [[Bioferrite generator]]{{AnomalyIcon}} - a [[bioferrite]] powered power source.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Generator'''&amp;quot; may also be used generally to refer to any structure that creates power. Not including those listed above, these include:&lt;br /&gt;
* [[Wind turbine]] - that converts [[weather|wind]] into some-what intermittent power.&lt;br /&gt;
* [[Ship reactor]] - that creates a perpetual supply of power and is necessary for the [[Ending the game#Ship Launch|Ship Launch]] ending, but calls [[raid]]s for 15 days upon activation&lt;br /&gt;
* [[Vanometric power cell]] - that creates perpetual supply of power that cannot be constructed and is only available as a [[quest]] reward.&lt;br /&gt;
* [[Unstable power cell]]{{RoyaltyIcon}} - that creates perpetual supply of power that cannot be constructed and is only available from [[mech cluster]]s.{{RoyaltyIcon}} Results in a massive explosion when damaged.&lt;br /&gt;
* [[Electroharvester]]{{AnomalyIcon}} - that generates power from captured [[entities]]{{AnomalyIcon}} dependent on size, type, and number connected.&lt;br /&gt;
* [[Gravcore power cell]]{{OdysseyIcon}} - that creates perpetual supply of power when placed on a gravship&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lake&amp;diff=175713</id>
		<title>Lake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lake&amp;diff=175713"/>
		<updated>2026-02-22T08:56:34Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Lake&lt;br /&gt;
| image = OceanTexture.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = OceanTexture.png&lt;br /&gt;
| canbuildbase = No&lt;br /&gt;
| allowFarmingCamps = No&lt;br /&gt;
| impassable = Yes&lt;br /&gt;
| roads and rivers = No&lt;br /&gt;
| Water Biome = Yes&lt;br /&gt;
| description = A large lake. Beautiful to live next to. Not so beautiful to live in.&lt;br /&gt;
}}&lt;br /&gt;
'''Lake''' is a water [[biome]] in RimWorld.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
A lake acts as a background biome on the surface of the world. You cannot settle, nor enter a Lake tile.&lt;br /&gt;
&lt;br /&gt;
It is mechanically the same as the [[ocean]] biome, with a few exceptions:&lt;br /&gt;
* Entering a tile next to a lake/ocean tile will make the water body on the coastline be freshwater or saltwater, respectively.&lt;br /&gt;
* A water tile will be a lake if it's part of a water body with a size of 15 tiles or smaller, otherwise it will be ocean.&lt;br /&gt;
&lt;br /&gt;
A lake tile, as well as [[ocean]] and [[sea ice]], has a [[pollution]]{{BiotechIcon}} factor of 8 - dumping [[toxic wastepack]]s onto these tiles will pollute them eight times more than a normal land tile.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OceanTexture.png|Ocean's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Water Biomes]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Esredar/NavJunk&amp;diff=175561</id>
		<title>User:Esredar/NavJunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Esredar/NavJunk&amp;diff=175561"/>
		<updated>2026-02-19T20:46:14Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Experiment with list style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Number of junk items: &lt;br /&gt;
{{#ask: [[Junk::true]]&lt;br /&gt;
 | format = count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Usual style'''&lt;br /&gt;
* Could benefit from breaking up into groups of 20 or 25.&lt;br /&gt;
* The left part of the nav takes a lot of screen space for little benefit&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;margin: 1em 0em; clear: both;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nav c_25 wide&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;box&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;heading&amp;quot;&amp;gt;[[Decorative Ruins]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Decorative buildings&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;{{#ask: [[Junk::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp;&lt;br /&gt;
 | limit = 110&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Related&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;[[Ruins]]&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{Nav/sep}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''List style'''&lt;br /&gt;
* More compact but still needs to be broken up&lt;br /&gt;
* How to display the related links?&lt;br /&gt;
** a vertical dl would be nice (and kinder to small screens than the standard style) but probably requires messing with the CSS&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;margin: 1em 0em; clear: both;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nav c_25 wide&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;box&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;heading&amp;quot;&amp;gt;[[Decorative Ruins]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin: .5rem 0; padding:0 2rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Junk::true]]&lt;br /&gt;
 | format = list&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp;&lt;br /&gt;
 | limit = 110&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
{{Nav/sep}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;dt&amp;gt;Related&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;[[Ruins]]&amp;lt;/dd&amp;gt;&lt;br /&gt;
!--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Documentation|Template:Nav/doc}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
!--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scaria&amp;diff=175560</id>
		<title>Scaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scaria&amp;diff=175560"/>
		<updated>2026-02-19T18:40:59Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Occurrence */ details about scaria spreading by humans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scaria''' is a [[disease]] that causes afflicted [[animals]] to be permanently [[manhunter]], and afflicted humans permanently [[Mental_break#Berserk|berserk]]. If not treated, it kills the victim in five days.&lt;br /&gt;
&lt;br /&gt;
Upon [[Death|death]], pawns with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The pawn's mental break will be suppressed if it is downed, but resumes if they regain movement.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{stub|section=1|reason=Is scaria infection a distinct disease, meriting its own page? Or redirect here?}}&lt;br /&gt;
Ordinarily, it may be introduced to the map only on by a [[manhunter pack]] event or quest, and will not infect your tamed animals by event. In [[Biome#Scarlands|scarlands]]{{OdysseyIcon}} half of wild animals will enter the map with scaria.&lt;br /&gt;
&lt;br /&gt;
=== Scaria infection ===&lt;br /&gt;
Scaria spreads through bites and scratches inflicted by an animal or a human with scaria. As long as these wounds don't become infected - in the usual manner -, the injured pawn is safe from scaria. If they do get infected, it will manifest as a scaria infection instead of a regular [[infection]]. Other types of wounds do not spread scaria.&lt;br /&gt;
&lt;br /&gt;
Animals mostly inflict bites{{Check Tag|Check special bites|Do animals with toxic bite or porcupine bite spread scaria?}} and scratches, which makes them the main spreaders of scaria. &lt;br /&gt;
&lt;br /&gt;
Humans can technically spread scaria but only in specific conditions:&lt;br /&gt;
* '''Biting''': Humans rarely bite. Because of the [[melee verb selection]] mechanic, humans only bite when they can't use their hands or a weapon, so in effect either when they have no hands or when they have 2 [[wooden hand]]s and no weapon equipped.&lt;br /&gt;
* '''Scratching''': Humans do not have a natural scratch attack but they can still spread scaria if they have prosthetics or weapons that inflict scratch wounds, such as:&lt;br /&gt;
** [[power claw]], [[hand talon]]{{RoyaltyIcon}}&lt;br /&gt;
** [[thrumbo horn]], [[elephant tusk]], [[mastodon tusk]]{{OdysseyIcon}}, [[alpha thrumbo horn]]{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
A scaria infection progresses at the same speed and has the same immunization properties as a regular infection, but increases mental break threshold in addition to pain, and causes scaria instead of death. The effects on breathing and consciousness seen in the late stages of regular infections are absent (apart from the effect of pain on consciousness).&lt;br /&gt;
&lt;br /&gt;
==== Stages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (minor)''' || 0% - 32% ||&lt;br /&gt;
* [[Pain]]: {{++|5%}}&lt;br /&gt;
* [[Mental break threshold]]: {{++|2%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (major)''' || 33% - 77% ||&lt;br /&gt;
* [[Pain]]: {{++|8%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 78% - 99% ||&lt;br /&gt;
* [[Pain]]: {{++|12%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 100% ||&lt;br /&gt;
* Scaria&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Scaria infections may be treated in the same manner as an ordinary [[infection]]. If this fails, the infection will be replaced by scaria.&lt;br /&gt;
&lt;br /&gt;
On a downed pawn, scaria can be treated with an [[operation]] requiring both:&lt;br /&gt;
* 3 medicine of [[Medicine|industrial]] quality or better; and&lt;br /&gt;
* A doctor with a [[medical]] skill of 8 or higher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.&lt;br /&gt;
&lt;br /&gt;
Financially, it is almost never worth it to cure an animal's scaria, with the exception of [[Thrumbo|Thrumbos]] or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.&lt;br /&gt;
&lt;br /&gt;
In addition to the risk of wound infections, pawns engaged in melee with scaria manhunters will be exposed to corpse gas from instant rot, which will cause [[lung rot]] very rapidly. [[Detoxifier lung]]s{{BiotechIcon}} will defend against this danger.&lt;br /&gt;
&lt;br /&gt;
The same techniques that defend against normal wound [[infection]]s also apply to scaria infection. If beating the infection is in doubt, the pawn should be disarmed before the disease drives them berserk. Afterwards, treatment may be applied if the requirements are available and the victim is unable to walk.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scaria infected panthers.png|Scaria infected panthers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fixed a bug where curing scaria would not remove manhunting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Now spreads when attacking&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Esredar/NavJunk&amp;diff=175524</id>
		<title>User:Esredar/NavJunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Esredar/NavJunk&amp;diff=175524"/>
		<updated>2026-02-18T18:35:39Z</updated>

		<summary type="html">&lt;p&gt;Esredar: WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;hr style=&amp;quot;margin: 1em 0em; clear: both;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;nav c_25 wide&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;box&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;heading&amp;quot;&amp;gt;[[Decorative Ruins]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Decorative buildings&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;{{#ask: [[Junk::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp;&lt;br /&gt;
 | limit = 110&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;dt&amp;gt;Broken&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;&lt;br /&gt;
[[Broken autocannon turret]] {{OdysseyIcon}} &amp;amp;bull; [[Broken uranium slug turret]] {{OdysseyIcon}} &amp;amp;bull; [[Busted mortar]] {{OdysseyIcon}} &amp;amp;bull; [[Busted television]] {{OdysseyIcon}} &amp;amp;bull; [[Cracked bathtub]] {{OdysseyIcon}} &amp;amp;bull; [[Cracked shower]] {{OdysseyIcon}}&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Ruined&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;{{#ask: [[Name::~*Ruined*]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp;&lt;br /&gt;
 | limit = 50&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dt&amp;gt;Rusted&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;{{#ask: [[Name::~*Rusted*]] [[!Rusted safe]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;amp;nbsp;&amp;amp;bull;&amp;amp;nbsp;&lt;br /&gt;
 | limit = 50&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Other&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;[[Large concrete barrier]] {{OdysseyIcon}} &amp;amp;bull; [[Old cardboard box]] {{OdysseyIcon}} &amp;amp;bull; [[Old wooden crate]] {{OdysseyIcon}} &amp;amp;bull; [[Rubble pile]] {{OdysseyIcon}}&amp;lt;/dd&amp;gt;&lt;br /&gt;
!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;dt&amp;gt;Related&amp;lt;/dt&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt;[[Ruins]]&amp;lt;/dd&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{Nav/sep}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Documentation|Template:Nav/doc}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
!--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rubble_pile&amp;diff=175519</id>
		<title>Rubble pile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rubble_pile&amp;diff=175519"/>
		<updated>2026-02-18T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Remove deconstruct yield to set junk to true&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Rubble pile&lt;br /&gt;
| image = rubble pile.png&lt;br /&gt;
| description =  The crumbled remains of an ancient structure.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| constructable = false&lt;br /&gt;
| work to make = 500&lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4566&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rubble piles''' are found inside ancient ruins and space ruins. They can neither be reinstalled nor built and yield nothing when deconstructed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Esredar/Sandbox&amp;diff=175512</id>
		<title>User:Esredar/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Esredar/Sandbox&amp;diff=175512"/>
		<updated>2026-02-18T15:15:00Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Ruins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Esredar's sandbox&lt;br /&gt;
&lt;br /&gt;
== Ruins ==&lt;br /&gt;
Number of pages with Type2::Ruins: {{#ask: [[Type2::Ruins]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Number of pages with Category:Project Ruins: {{#ask: [[Category:Project Ruins]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Info added by Arcangelus ===&lt;br /&gt;
Pages with Type2::Ruins but not in Category:Project Ruins: 23 (As of February 9, 2026)&lt;br /&gt;
&lt;br /&gt;
[[Advanced component box]], [[Ancient barrel]], [[Ancient bed]], [[Chemfuel canister]], [[Component box]], [[Crashed shuttle]], [[Hermetic crate]], [[Life support unit]], [[Malfunctioning transport pod]], [[Mechanoid ship chunk]], [[Medicine pallet]], [[Rusted bed]], [[Rusted double bed]], [[Rusted open container]], [[Rusted safe]], [[Sealed container]], [[Sealed crate]], [[Security crate]], [[Ship chunk]], [[Ship part (psychic droner)]], [[Steel scrap box]], [[Steel scrap pallet]], [[Survival meal pallet]]&lt;br /&gt;
&lt;br /&gt;
=== Deconstruct yield ===&lt;br /&gt;
Number of pages with Type2::Ruins and Deconstruct Yield Fraction: {{#ask: [[Type2::Ruins]][[Deconstruct Yield Fraction::+]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Number of pages with Deconstruct Yield Fraction: {{#ask: [[Deconstruct Yield Fraction::+]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Number of pages with Type2::Ruins and Resource 1 (set if constructable): {{#ask: [[Type2::Ruins]][[Resource 1::+]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Number of pages with Resource 1 (set if constructable): {{#ask: [[Resource 1::+]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Number of pages with Type2::Ruins and Resources (set if constructable): {{#ask: [[Type2::Ruins]][[Resources::+]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Number of pages with Resources (set if constructable): {{#ask: [[Resources::+]]&lt;br /&gt;
| format=count&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;Deconstruct Yield Fraction&amp;lt;/code&amp;gt; is set on a number of pages. This happens when Infobox variable &amp;lt;code&amp;gt;deconstructable&amp;lt;/code&amp;gt; is set to true.&lt;br /&gt;
* Since the yield is calculated from the construction resources, yield is zero (at least on the pages, not sure in-game).&lt;br /&gt;
* examples&lt;br /&gt;
&lt;br /&gt;
=== Destroy yield ===&lt;br /&gt;
* There is no property set for destroy yield.&lt;br /&gt;
* There are several variables expressing this in Infobox main: &amp;lt;code&amp;gt;destroyyield&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;leavesresourceswhendestroyed&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bonusdestroyleavings&amp;lt;/code&amp;gt; (the last 2 are being phased out).&lt;br /&gt;
** &amp;lt;code&amp;gt;destroyyield&amp;lt;/code&amp;gt; is just a string that's being displayed&lt;br /&gt;
** &amp;lt;code&amp;gt;leavesresourceswhendestroyed&amp;lt;/code&amp;gt; applies to construction resources, multiplies by 25% instead of 50% for deconstruct.&lt;br /&gt;
** &amp;lt;code&amp;gt;bonusdestroyleavings&amp;lt;/code&amp;gt; is a display string like &amp;lt;code&amp;gt;destroyyield&amp;lt;/code&amp;gt;. I guess &amp;lt;code&amp;gt;destroyyield&amp;lt;/code&amp;gt; is its new name?&lt;br /&gt;
* examples&lt;br /&gt;
** &amp;lt;code&amp;gt;destroyyield&amp;lt;/code&amp;gt;: found on 97 pages, some of them ruins, including {{Loot Item|Ancient warwalker claw}}. Few Odyssey pages: {{Loot Item|Mechanoid ship chunk}}, {{Loot Item|Crashed shuttle}}&lt;br /&gt;
** &amp;lt;code&amp;gt;leavesresourceswhendestroyed&amp;lt;/code&amp;gt;: only found on 2 pages, none of them ruins&lt;br /&gt;
** &amp;lt;code&amp;gt;bonusdestroyleavings&amp;lt;/code&amp;gt;: only found on 10 pages, some displaying the yield, some not. Not obvious why.&lt;br /&gt;
*** displayed: {{Loot Item|Ancient dropship}}, {{Loot Item|Ancient ruined APC}} &lt;br /&gt;
*** not displayed: {{Loot Item|Ancient dropship engine}}, {{Loot Item|Ancient truck}}, {{Loot Item|Ancient exostrider cannon}}, {{Loot Item|Ancient exostrider head}}, {{Loot Item|Ancient exostrider leg}}, {{Loot Item|Ancient car}}, {{Loot Item|Ancient exostrider midsection}}&lt;br /&gt;
*** not a ruin, displayed: {{Loot Item|Cannibal platter}} is weird, gives less if deconstructed than if destroyed, is that correct? Also has leavesresourceswhendestroyed=false.&lt;br /&gt;
&lt;br /&gt;
== Ancient Shrine loot ==&lt;br /&gt;
=== Table ===&lt;br /&gt;
Each type of item is given a chance to spawn, then if there are several options for it, one is randomly picked. In the case of the artifacts, up to two items are picked, which be the same or different. Because artifacts don't stack, there could be up to 7 different items if the Royalty DLC is present, 6 if not. Conversely there could be no item at all.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_06 text-center}}&lt;br /&gt;
! Item !! Randomly picked among !! Amount || Chance&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| {{#ask:[[Category:Artifact]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}} || 1 - 2 || 70%&lt;br /&gt;
|-&lt;br /&gt;
! Misc. item&lt;br /&gt;
| &amp;lt;!--&lt;br /&gt;
Gave up trying to get the data through a query for automatic sorting, because we reach the wiki limits when querying for a list of pages rather than through properties. So let's build this list the old fashioned way.&lt;br /&gt;
!--&amp;gt;{{Loot Item|Antigrain warhead}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Archotech arm}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Archotech eye}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Archotech leg}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Assault rifle}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Bionic arm}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Bionic eye}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Bionic heart}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Bionic leg}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Bionic spine}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Charge lance}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Charge rifle}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Doomsday rocket launcher}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Flatscreen television}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Grand sculpture}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Healer mech serum}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Joywire}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Marine armor}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Marine helmet}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Megascreen television}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Orbital bombardment targeter}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Orbital power beam targeter}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Painstopper}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Power claw}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Resurrector mech serum}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Skilltrainer}} (any), &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Techprof subpersona core}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Tornado generator}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Triple rocket launcher}}, &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Loot Item|Orbital mech cluster targeter}} &amp;lt;!--&lt;br /&gt;
!--&amp;gt;|| 1 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! {{Loot Item|Techprint}}&lt;br /&gt;
| any || 1 || 50%&lt;br /&gt;
|-&lt;br /&gt;
! {{Loot Item|Luciferium}}&lt;br /&gt;
|  || 5 - 20 || 35%&lt;br /&gt;
|-&lt;br /&gt;
! {{Loot Item|Advanced component}}&lt;br /&gt;
|  || 1 - 4 || 35%&lt;br /&gt;
|-&lt;br /&gt;
! {{Loot Item|Glitterworld medicine}}&lt;br /&gt;
|  || 2 - 8 || 35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Problem with the Misc. items query ===&lt;br /&gt;
I want the list to be sorted by DLC, then by name, as usual. But my initial attempt at a query isn't working.&lt;br /&gt;
&lt;br /&gt;
The aim is to get the query to sort the strings so I need to supply it with the hard-coded list of items to merge it with the query on single use weapons (and skilltrainers).&lt;br /&gt;
&lt;br /&gt;
Alternatives: I haven't found any functions that allow alphabetical sorting, you can only compare strings for equality, and anyway there is no programmatical support for arrays or lists. So as far as I'm aware, queries are the way to go.&lt;br /&gt;
&lt;br /&gt;
==== Attempt 1: Selecting on Name ====&lt;br /&gt;
This is what I tried initially. It stops working when the list is over 12 names long. You get absolutely everything instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{#ask:[[ThingSetMakerTags::SingleUseWeapon||SkillNeurotrainer]] OR [[Name::Marine armor || Marine helmet || Charge rifle || Charge lance || Assault rifle || Techprof subpersona core || Archotech eye || Archotech arm || Archotech leg || Power claw || Bionic eye || Bionic arm || Bionic leg || Bionic spine || Bionic heart || Joywire || Painstopper || Antigrain warhead || Healer mech serum || Resurrector mech serum || Flatscreen television || Megascreen television || Grand sculpture]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: you get a list of all pages in the wiki. Not a great result. Plus a warning:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;The following query condition could not be considered due to this wiki's restrictions on query size or depth: [[Marine armor]] OR [[Marine helmet]] OR ...&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it converts &amp;lt;pre&amp;gt;[[Name::Marine armor || Marine helmet || ...]]&amp;lt;/pre&amp;gt; to &amp;lt;pre&amp;gt;[[Marine armor]] OR [[Marine helmet]] OR ...&amp;lt;/pre&amp;gt; and complains it has too many conditions.&lt;br /&gt;
&lt;br /&gt;
==== Attempt 2: Selecting pages directly ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{#ask:[[ThingSetMakerTags::SingleUseWeapon||SkillNeurotrainer]] OR [[Marine armor || Marine helmet || Charge rifle || Charge lance || Assault rifle || Techprof subpersona core || Archotech eye || Archotech arm || Archotech leg || Power claw || Bionic eye || Bionic arm || Bionic leg || Bionic spine || Bionic heart || Joywire || Painstopper || Antigrain warhead || Healer mech serum || Resurrector mech serum || Flatscreen television || Megascreen television || Grand sculpture]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;The following query condition could not be considered due to this wiki's restrictions on query size or depth: [[ThingSetMakerTags::SingleUseWeapon||SkillNeurotrainer]] OR [[:Marine armor]] OR [[:Marine helmet]] OR ...&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So it's the same problem but you get None with this syntax, whereas you get all pages when restricting on Name. Also in this case it includes the first query in its message.&lt;br /&gt;
&lt;br /&gt;
This time we're limited to 13 names. It's fine up to Bionic leg but stops working if you add Bionic spine to the list. Bizarre.&lt;br /&gt;
&lt;br /&gt;
I tried removing the spaces in case it was related to the length of the query string but it didn't help.&lt;br /&gt;
&lt;br /&gt;
==== Attempt 3: Splitting into several queries ====&lt;br /&gt;
The first option message doesn't include the first condition, so maybe the second condition is considered as a subquery whereas the second option flattens it to a single query. Could I use two subqueries of 12 items or less? I have 23 items total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{#ask:[[ThingSetMakerTags::SingleUseWeapon||SkillNeurotrainer]] OR [[Name::Marine armor || Marine helmet || Charge rifle || Charge lance || Assault rifle || Techprof subpersona core || Archotech eye || Archotech arm || Archotech leg || Power claw || Bionic eye || Bionic arm]] OR [[Name::Bionic leg || Bionic spine || Bionic heart || Joywire || Painstopper || Antigrain warhead || Healer mech serum || Resurrector mech serum || Flatscreen television || Megascreen television || Grand sculpture]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: None.&lt;br /&gt;
&lt;br /&gt;
Nope, it doesn't work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;pre&amp;gt;The following query condition could not be considered due to this wiki's restrictions on query size or depth: [[ThingSetMakerTags::SingleUseWeapon||SkillNeurotrainer]] OR [[Name::Marine armor || Marine helmet || Charge rifle || Charge lance || Assault rifle || Techprof subpersona core || Archotech eye || Archotech arm || Archotech leg || Power claw || Bionic eye || Bionic arm]] OR [[Name::Bionic leg || Bionic spine || Bionic heart || Joywire || Painstopper || Antigrain warhead || Healer mech serum || Resurrector mech serum || Flatscreen television || Megascreen television || Grand sculpture]].&amp;lt;/pre&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Well this time it doesn't transform it in the message.&lt;br /&gt;
&lt;br /&gt;
==== Conclusion ====&lt;br /&gt;
I'm running out of ideas. Options left:&lt;br /&gt;
* ask to change the wiki limit - although it's probably there for performance reasons, not sure it's a good idea.&lt;br /&gt;
* give up on querying and hard-code the whole list. It will need to be updated if new single use weapons are added in future DLCs. But it's also the case if new items are added to the list.&lt;br /&gt;
* have two parts in the table cell, separated by a hard break. One for the hard-coded list, manually sorted; and one for the single use weapons, obtained by a query; skill trainers can be added to the hard-coded list since there's only one item and it doesn't really fit with the single use weapons. Problem with this approach: It might confuse the reader since there's no good reason to separate the items into two lists.&lt;br /&gt;
&lt;br /&gt;
Is it an isolated case? No, MapGen_ScarlandsHermeticCrate has a similar format. But nothing else does.&lt;br /&gt;
&lt;br /&gt;
== Loot Item template test ==&lt;br /&gt;
{{Loot Item|unique assault rifle}}&lt;br /&gt;
&lt;br /&gt;
{{#ask:[[ThingSetMakerTags::RewardStandardLowFreq]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None&lt;br /&gt;
 | limit = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Fishing rare catches WIP ==&lt;br /&gt;
Fishing rare catches offer a large variety of items, the majority of which are available in all biomes, with a small number only available in some biomes.&lt;br /&gt;
&lt;br /&gt;
=== Biome-independent items ===&lt;br /&gt;
The most common items are [[map]]s, followed by [[book]]s and [[drug]]s.&lt;br /&gt;
&lt;br /&gt;
=== Biome-related items ===&lt;br /&gt;
These items are only present in specific [[biome]] subsets:&lt;br /&gt;
* Hot: [[arid shrubland]], [[desert]], [[extreme desert]], [[grassland]], [[lava field]]&lt;br /&gt;
* Cold: [[boreal forest]], [[cold bog]], [[tundra]], [[ice sheet]], [[sea ice]], [[glacial plain]]&lt;br /&gt;
* Temperate: [[temperate forest]], [[temperate swamp]]&lt;br /&gt;
* Tropical: [[tropical rainforest]], [[tropical swamp]]&lt;br /&gt;
* [[Glowforest]] has its own subset&lt;br /&gt;
* Fishing is not possible in the [[scarlands]].&lt;br /&gt;
&lt;br /&gt;
For most biomes, these items are biome-appropriate [[apparel]], [[animal]] corpses, and fertilized [[egg]]s. In the [[glowforest]] it's [[psilocap]] and [[raw fungus]].&lt;br /&gt;
&lt;br /&gt;
=== Fishing rare catch table ===&lt;br /&gt;
A rare catch gives one of the following items:&amp;lt;!-- &lt;br /&gt;
Set variables for individual weights and calculate total&lt;br /&gt;
Source:  (ThingSetMakerDef)&lt;br /&gt;
Might change with later DLCs as new items are added, better to edit it in one place.&lt;br /&gt;
!--&amp;gt;{{#vardefine:lootAllWeights|&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#vardefineecho:lootCorpse|3}} + &lt;br /&gt;
    {{#vardefineecho:lootHumanButcher|2}} +&lt;br /&gt;
    {{#vardefineecho:lootHumanOrgan|2}} +&lt;br /&gt;
    {{#vardefineecho:lootGravlitePanel|2}} +&lt;br /&gt;
    {{#vardefineecho:lootUniqueWeapon|1}} +&lt;br /&gt;
    {{#vardefineecho:lootMap|10}} +&lt;br /&gt;
    {{#vardefineecho:lootBook|5}} +&lt;br /&gt;
    {{#vardefineecho:lootDrug|5}} +&lt;br /&gt;
    {{#vardefineecho:lootVacstone|3}} +&lt;br /&gt;
    {{#vardefineecho:lootObsidian|3}} +&lt;br /&gt;
    {{#vardefineecho:lootSeed|3}} +&lt;br /&gt;
    {{#vardefineecho:lootSentienceCat|3}} +&lt;br /&gt;
    {{#vardefineecho:lootResource|1}} +&lt;br /&gt;
    {{#vardefineecho:lootAdComp|1}} +&lt;br /&gt;
    {{#vardefineecho:lootGlitterMed|1}} +&lt;br /&gt;
    {{#vardefineecho:lootMisc|2}} +&lt;br /&gt;
    {{#vardefineecho:lootHighFreq|1}} +&lt;br /&gt;
    {{#vardefineecho:lootMidFreq|1}} +&lt;br /&gt;
    {{#vardefineecho:lootLowFreq|1}} +&lt;br /&gt;
    {{#vardefineecho:lootNone|0}}&lt;br /&gt;
  }} }}&amp;lt;!--&lt;br /&gt;
  Hot biomes, includes grassland and lava field&lt;br /&gt;
!--&amp;gt;{{#vardefine:lootAllWeightsHot|&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#vardefineecho:lootAnimalCorpseHot|4}} + &lt;br /&gt;
    {{#vardefineecho:lootApparelHot|6}} + &lt;br /&gt;
    {{#var:lootAllWeights}}&lt;br /&gt;
  }} }}&amp;lt;!--&lt;br /&gt;
  Cold biomes, includes glacial plain&lt;br /&gt;
!--&amp;gt;{{#vardefine:lootAllWeightsCold|&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#vardefineecho:lootAnimalCorpseCold|3}} + &lt;br /&gt;
    {{#vardefineecho:lootApparelCold|7}} + &lt;br /&gt;
    {{#vardefineecho:lootEggCold|1}} + &lt;br /&gt;
    {{#var:lootAllWeights}}&lt;br /&gt;
  }} }}&amp;lt;!--&lt;br /&gt;
  Temperate biomes (core)&lt;br /&gt;
!--&amp;gt;{{#vardefine:lootAllWeightsTemp|&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#vardefineecho:lootAnimalCorpseTemp|4}} + &lt;br /&gt;
    {{#vardefineecho:lootApparelTemp|6}} + &lt;br /&gt;
    {{#vardefineecho:lootEggTemp|5}} + &lt;br /&gt;
    {{#var:lootAllWeights}}&lt;br /&gt;
  }} }}&amp;lt;!--&lt;br /&gt;
  Tropical biomes (core)&lt;br /&gt;
!--&amp;gt;{{#vardefine:lootAllWeightsTrop|&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#vardefineecho:lootAnimalCorpseTrop|4}} + &lt;br /&gt;
    {{#vardefineecho:lootApparelTrop|6}} + &lt;br /&gt;
    {{#vardefineecho:lootEggTrop|5}} + &lt;br /&gt;
    {{#var:lootAllWeights}}&lt;br /&gt;
  }} }}&amp;lt;!--&lt;br /&gt;
  Glowforest&lt;br /&gt;
!--&amp;gt;{{#vardefine:lootAllWeightsGlow|&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#vardefineecho:lootPsiGlow|10}} + &lt;br /&gt;
    {{#vardefineecho:lootFungusGlow|5}} + &lt;br /&gt;
    {{#var:lootAllWeights}}&lt;br /&gt;
  }} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_09 text-right}}&lt;br /&gt;
! rowspan=2 | Item&lt;br /&gt;
! rowspan=2 | Randomly picked among&lt;br /&gt;
! rowspan=2 | &amp;lt;abbr title=&amp;quot;Quantity&amp;quot;&amp;gt;Qty&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=6 | Chance&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Base&amp;quot;&amp;gt;Bs&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Hot&amp;quot;&amp;gt;Ht&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Cold&amp;quot;&amp;gt;Cld&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate&amp;quot;&amp;gt;Tmp&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical&amp;quot;&amp;gt;Trp&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glowforest&amp;quot;&amp;gt;Glf&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Corpse}} [[Corpse|Human corpse]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | pirate gunner, villager, drifter&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootCorpse}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootCorpse}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootCorpse}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootCorpse}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootCorpse}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootCorpse}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Human Resource&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|human meat}} [[human meat]], {{Icon Small|human leather}} [[human leather]]&lt;br /&gt;
| 10-20&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanButcher}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanButcher}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanButcher}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanButcher}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanButcher}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanButcher}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Human Organ&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|skull}} [[skull]], {{Icon Small|heart}} [[heart]], {{Icon Small|lung}} [[lung]], {{Icon Small|kidney}} [[kidney]]&lt;br /&gt;
| 10-20&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanOrgan}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanOrgan}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanOrgan}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanOrgan}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanOrgan}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHumanOrgan}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Gravlite panel]]s&lt;br /&gt;
| &lt;br /&gt;
| 15-35&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGravlitePanel}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGravlitePanel}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGravlitePanel}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGravlitePanel}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGravlitePanel}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGravlitePanel}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Unique weapon]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootUniqueWeapon}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootUniqueWeapon}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootUniqueWeapon}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootUniqueWeapon}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootUniqueWeapon}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootUniqueWeapon}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Map]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMap}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMap}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMap}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMap}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMap}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMap}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Book]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|novel}} [[novel]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|schematic}} [[schematic]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|textbook}} [[textbook]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|tome}} [[tome]]{{AnomalyIcon}}&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootBook}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootBook}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootBook}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootBook}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootBook}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootBook}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Drug]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[ambrosia]], [[beer]], [[flake]], [[go-juice]], [[luciferium]], [[smokeleaf joint]], [[wake-up]], [[yayo]]&lt;br /&gt;
| 5-12&lt;br /&gt;
| {{#expr: (100 * {{#var:lootDrug}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootDrug}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootDrug}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootDrug}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootDrug}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootDrug}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Vacstone blocks]]&lt;br /&gt;
| &lt;br /&gt;
| 30-60&lt;br /&gt;
| {{#expr: (100 * {{#var:lootVacstone}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootVacstone}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootVacstone}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootVacstone}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootVacstone}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootVacstone}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Obsidian]]&lt;br /&gt;
| &lt;br /&gt;
| 50-75&lt;br /&gt;
| {{#expr: (100 * {{#var:lootObsidian}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootObsidian}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootObsidian}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootObsidian}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootObsidian}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootObsidian}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Seed&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[polux seed]], [[harbinger seed]], [[archean seed]]&lt;br /&gt;
| 1-2&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSeed}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSeed}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSeed}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSeed}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSeed}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSeed}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Sentience catalyst]]&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSentienceCat}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSentienceCat}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSentienceCat}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSentienceCat}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSentienceCat}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootSentienceCat}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Resource&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[hyperweave]], [[plasteel]]&lt;br /&gt;
| 10-20&lt;br /&gt;
| {{#expr: (100 * {{#var:lootResource}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootResource}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootResource}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootResource}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootResource}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootResource}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Advanced component]]s&lt;br /&gt;
| &lt;br /&gt;
| 2-3&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAdComp}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAdComp}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAdComp}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAdComp}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAdComp}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAdComp}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Glitterworld medicine}} [[Glitterworld medicine]]&lt;br /&gt;
| &lt;br /&gt;
| 2-3&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGlitterMed}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGlitterMed}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGlitterMed}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGlitterMed}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGlitterMed}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootGlitterMed}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Miscellaneous&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|antigrain warhead}} [[antigrain warhead]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|archotech arm}} [[archotech arm]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|archotech eye}} [[archotech eye]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|archotech leg}} [[archotech leg]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|bionic arm}} [[bionic arm]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|bionic eye}} [[bionic eye]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|bionic heart}} [[bionic heart]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|bionic leg}} [[bionic leg]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|bionic spine}} [[bionic spine]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|bionic stomach}} [[bionic stomach]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|healer mech serum}} [[healer mech serum]], &amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{Icon Small|techprof subpersona core}} [[techprof subpersona core]]&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMisc}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMisc}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMisc}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMisc}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMisc}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMisc}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! High frequency reward&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask:[[ThingSetMakerTags::RewardStandardHighFreq]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHighFreq}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHighFreq}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHighFreq}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHighFreq}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHighFreq}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootHighFreq}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Mid frequency reward&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask:[[ThingSetMakerTags::RewardStandardMidFreq]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMidFreq}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMidFreq}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMidFreq}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMidFreq}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMidFreq}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootMidFreq}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Low frequency reward&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{#ask:[[ThingSetMakerTags::RewardStandardLowFreq]]&lt;br /&gt;
 | format = plainlist&lt;br /&gt;
 | template = Loot Item&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;#32;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | limit = 100&lt;br /&gt;
}}&lt;br /&gt;
| 1&lt;br /&gt;
| {{#expr: (100 * {{#var:lootLowFreq}} / {{#var:lootAllWeights}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootLowFreq}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootLowFreq}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootLowFreq}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootLowFreq}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootLowFreq}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! Animal corpse&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Depends on biome:&amp;lt;ul&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;hot: [[iguana]], [[rat]], [[vulture]], [[monitor lizard]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;cold: [[seal]], [[arctic fox]], [[snowhare]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;temperate: [[sparrow]], [[crow]], [[porcupine]], [[squirrel]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;tropical: [[flamingo]], [[capybara]], [[cobra]], [[monkey]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAnimalCorpseHot}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAnimalCorpseCold}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAnimalCorpseTemp}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootAnimalCorpseTrop}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! [[Apparel]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Depends on biome:&amp;lt;ul&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;hot: [[cowboy hat]], [[duster]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;cold: [[parka]], [[tuque]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;temperate: [[t-shirt]], [[pants]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;tropical: [[tribal headdress]], [[war mask]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (100 * {{#var:lootApparelHot}} / {{#var:lootAllWeightsHot}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootApparelCold}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootApparelTemp}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootApparelTrop}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Fertilized [[egg]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Depends on biome:&amp;lt;ul&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;cold: [[penguin egg (fert.)|penguin egg]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;temperate: [[duck egg (fert.)|duck egg]], [[heron egg (fert.)|heron egg]]&amp;lt;/li&amp;gt;&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&amp;lt;li&amp;gt;tropical: [[peacock egg (fert.)|peacock egg]], [[flamingo egg (fert.)|flamingo egg]], [[cobra egg (fert.)|cobra egg]]&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (100 * {{#var:lootEggCold}} / {{#var:lootAllWeightsCold}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootEggTemp}} / {{#var:lootAllWeightsTemp}})round 1}}%&lt;br /&gt;
| {{#expr: (100 * {{#var:lootEggTrop}} / {{#var:lootAllWeightsTrop}})round 1}}%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! [[Psilocap]]&lt;br /&gt;
| &lt;br /&gt;
| 15-20&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (100 * {{#var:lootPsiGlow}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
! [[Raw fungus]]&lt;br /&gt;
| &lt;br /&gt;
| 40-60&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{#expr: (100 * {{#var:lootFungusGlow}} / {{#var:lootAllWeightsGlow}})round 1}}%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Plants with completelyIgnoreFertility ==&lt;br /&gt;
Expected: same values for all types of soil&lt;br /&gt;
&lt;br /&gt;
=== Reeds ===&lt;br /&gt;
{{Grow Table | Reeds}}&lt;br /&gt;
&lt;br /&gt;
=== Cypress tree ===&lt;br /&gt;
{{Grow Table | Cypress tree}}&lt;br /&gt;
&lt;br /&gt;
Done by setting min fertility and fertility sensitivity to 0.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
=== Multiple tables ===&lt;br /&gt;
Implemented in [[Landmarks]]&lt;br /&gt;
&lt;br /&gt;
=== Single table ===&lt;br /&gt;
wikitable:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable &amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Name&lt;br /&gt;
! rowspan=2 | Description&lt;br /&gt;
! colspan=4 | Terrain&lt;br /&gt;
! colspan=17 | Biomes&lt;br /&gt;
! rowspan=2 | Combines with&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Flat&amp;quot;&amp;gt;F&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Small hills&amp;quot;&amp;gt;SH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Large hills&amp;quot;&amp;gt;LH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Mountainous&amp;quot;&amp;gt;M&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Forest&amp;quot;&amp;gt;TF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Swamp&amp;quot;&amp;gt;TS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Rainforest&amp;quot;&amp;gt;TrR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Swamp&amp;quot;&amp;gt;TrS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Arid Shrubland&amp;quot;&amp;gt;AS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Desert&amp;quot;&amp;gt;D&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Extreme Desert&amp;quot;&amp;gt;ED&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Boreal Forest&amp;quot;&amp;gt;BF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Cold Bog&amp;quot;&amp;gt;CB&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tundra&amp;quot;&amp;gt;T&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Ice Sheet&amp;quot;&amp;gt;IC&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Sea Ice&amp;quot;&amp;gt;SI&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glacial plain&amp;quot;&amp;gt;GP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glowforest&amp;quot;&amp;gt;Gl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Grassland&amp;quot;&amp;gt;Gr&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Lava field&amp;quot;&amp;gt;L&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Scarlands&amp;quot;&amp;gt;S&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
| ''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || wetland, ancient quarry&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
| Example || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || Example&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
| Example || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
STDT double row header:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_09 }}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Name&lt;br /&gt;
! rowspan=2 | Description&lt;br /&gt;
! colspan=4 | Terrain&lt;br /&gt;
! colspan=17 | Biomes&lt;br /&gt;
! rowspan=2 | Combines with&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Flat&amp;quot;&amp;gt;F&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Small hills&amp;quot;&amp;gt;SH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Large hills&amp;quot;&amp;gt;LH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Mountainous&amp;quot;&amp;gt;M&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Forest&amp;quot;&amp;gt;TF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Swamp&amp;quot;&amp;gt;TS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Rainforest&amp;quot;&amp;gt;TrR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Swamp&amp;quot;&amp;gt;TrS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Arid Shrubland&amp;quot;&amp;gt;AS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Desert&amp;quot;&amp;gt;D&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Extreme Desert&amp;quot;&amp;gt;ED&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Boreal Forest&amp;quot;&amp;gt;BF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Cold Bog&amp;quot;&amp;gt;CB&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tundra&amp;quot;&amp;gt;T&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Ice Sheet&amp;quot;&amp;gt;IC&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Sea Ice&amp;quot;&amp;gt;SI&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glacial plain&amp;quot;&amp;gt;GP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glowforest&amp;quot;&amp;gt;Gl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Grassland&amp;quot;&amp;gt;Gr&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Lava field&amp;quot;&amp;gt;L&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Scarlands&amp;quot;&amp;gt;S&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
| ''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || wetland, ancient quarry&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
| Example || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || Example&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
| Example || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
STDT single row header:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_09 }}&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Flat&amp;quot;&amp;gt;F&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Small hills&amp;quot;&amp;gt;SH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Large hills&amp;quot;&amp;gt;LH&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Mountainous&amp;quot;&amp;gt;M&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Forest&amp;quot;&amp;gt;TF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Temperate Swamp&amp;quot;&amp;gt;TS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Rainforest&amp;quot;&amp;gt;TrR&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tropical Swamp&amp;quot;&amp;gt;TrS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Arid Shrubland&amp;quot;&amp;gt;AS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Desert&amp;quot;&amp;gt;D&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Extreme Desert&amp;quot;&amp;gt;ED&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Boreal Forest&amp;quot;&amp;gt;BF&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Cold Bog&amp;quot;&amp;gt;CB&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Tundra&amp;quot;&amp;gt;T&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Ice Sheet&amp;quot;&amp;gt;IC&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Sea Ice&amp;quot;&amp;gt;SI&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glacial plain&amp;quot;&amp;gt;GP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Glowforest&amp;quot;&amp;gt;Gl&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Grassland&amp;quot;&amp;gt;Gr&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Lava field&amp;quot;&amp;gt;L&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Scarlands&amp;quot;&amp;gt;S&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! Combines with&lt;br /&gt;
|-&lt;br /&gt;
! Basin&lt;br /&gt;
| ''A natural depression in a mountain range, in which groundwater feeds a small lake.''&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || wetland, ancient quarry&lt;br /&gt;
|-&lt;br /&gt;
! Cavern&lt;br /&gt;
| Example || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || Example&lt;br /&gt;
|-&lt;br /&gt;
! Chasm&lt;br /&gt;
| Example || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
=== Dealing with coastal animals ===&lt;br /&gt;
==== Adding a Coastal Animal flag to animals ====&lt;br /&gt;
Temperate Forest Fauna (current): &lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Testing for non-coastal: &lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Testing for coastal (not implemented): {{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Comments ====&lt;br /&gt;
* Adding a Is_coastal boolean is fairly easy but since the flag would only be set on specific animals, you can only test if it is true. Undefined is not evaluated as false.&lt;br /&gt;
** There's also the issue of Infobox growing into a monster as we add more data&lt;br /&gt;
* So &lt;br /&gt;
** the current implementation would get all animals (coastal or not) without discriminating. It works I guess but there's no way to differentiate the coastal animals. You'd have to go to the page and see the description. Possible in the short term but a bit disappointing. Not as good as the current description.&lt;br /&gt;
** Testing if Is_Coastal is false always returns None. Useless.&lt;br /&gt;
*** The only way for this to work would be to generate the value automatically on all pages that don't have the flag set. Not worth it.&lt;br /&gt;
** Testing if it's true  would likely work. We'd get a list of the coastal animals for that biome.&lt;br /&gt;
* Could maybe get the full list and the coastal list and painstakingly build the displayed list. Uggh, it 's not like we have good string functions.&lt;br /&gt;
&lt;br /&gt;
Maybe it's the wrong approach.&lt;br /&gt;
==== What we have in the XML ====&lt;br /&gt;
Going back to the XML files, we have:&lt;br /&gt;
* All coastal animals come with Odyssey. There are 8 total, 7 defined in Races_Animal_Coastal.xml, 1 (penguin) defined in Races_Animal_Birds.xml.&lt;br /&gt;
* Biomes have them listed under tag &amp;lt;coastalWildAnimals&amp;gt;, unlike the other animals who are in &amp;lt;wildAnimals&amp;gt;.&lt;br /&gt;
** 12 Core biomes and 4 Odyssey biomes have them.&lt;br /&gt;
** Side note: there's also tag &amp;lt;pollutionWildAnimals&amp;gt;, which was added with Biotech. Presumably that list defines the animals spawning when the tile is polluted. Not sure what happens if the map is not very polluted, do you get a mix? That's beside the point, but at some point it could be useful to display that in Biomes too.&lt;br /&gt;
&lt;br /&gt;
==== Analysis ====&lt;br /&gt;
So it's the biome that lists which animals live where, with a different list for coastal and a different list for pollution.&lt;br /&gt;
&lt;br /&gt;
In contrast, in the wiki, each animal has boolean flags set for each biome it lives in. It makes sense because it's a many to many relationship, you can't have lists in properties, and there are less biomes than animals.&lt;br /&gt;
&lt;br /&gt;
Coastal animals are always coastal, at least for now. There are no animals that are sometimes land-based and sometimes coastal. So having a Is_Coastal flag along with the usual Lives_In_Temperate_Forest (and friends) makes more sense than doubling the biome list with stuff like Lives_In_Temperate_Forest_Coast, which would mirror what has been done for &amp;lt;wildAnimals&amp;gt;. My concern is property ballooning, although I'm unclear on the limitations of the wiki.&lt;br /&gt;
&lt;br /&gt;
Do we need to know that an animal is coastal?&lt;br /&gt;
* on the animal page, it could be displayed automatically. But that could also be done by mentioning it in the text.&lt;br /&gt;
* having a property for it means you would get a page listing all the coastal animals. Always nice.&lt;br /&gt;
* on Biomes, it would be nice to differentiate between the land animals that always have a chance to be there, and the coastal animals that are only there if the tile is coastal.&lt;br /&gt;
&lt;br /&gt;
I think in the short term, just setting the biomes flags would allow us to use #ask for the Odyssey biomes and the Habitats template on coastal animals.&lt;br /&gt;
&lt;br /&gt;
For lists mentioning that the animals are coastal in Biomes, it would actually be easier to have specific Lives_In_Temperate_Forest_Coast. I don't like the redundancy of info but maybe that comes with the limits of working with a wiki. Need input from experienced people.&lt;br /&gt;
&lt;br /&gt;
==== Unsolicited Feedback ====&lt;br /&gt;
[[User:Arcangelus|Arcangelus]]: Done. The default value of [[Property:Coastal Animal]] was not properly set up. Now, it works as intended. I also changed the queries above to reflect the change.&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Seal&amp;diff=175505</id>
		<title>Seal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Seal&amp;diff=175505"/>
		<updated>2026-02-18T14:44:24Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and summary inadequate}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Seal&lt;br /&gt;
| image = Seal east.png&lt;br /&gt;
| description = A marine mammal with a streamlined body that is adept at hunting fish. While slow on land, seals are relatively quick in water.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 2.6&lt;br /&gt;
| min comfortable temperature = -20&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 290&lt;br /&gt;
| filth rate = 6&lt;br /&gt;
| wildness = 0.50&lt;br /&gt;
| combatPower = 50&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.3&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = Sealskin&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| specialtrainables = Comfort&lt;br /&gt;
| nuzzleMtb = 24&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.25&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Teeth&lt;br /&gt;
| attack1chancefactor = 0.6&lt;br /&gt;
| attack2dmg = 5&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = true&lt;br /&gt;
| livesin_temperateforest = 0.1&lt;br /&gt;
| livesin_temperateswamp = 0.1&lt;br /&gt;
| livesin_tropicalrainforest = 0.1&lt;br /&gt;
| livesin_tropicalswamp = 0.1&lt;br /&gt;
| livesin_grassland = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Seals''', called '''seal pups''' as babies, are aquatic [[animal]]s added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
      &lt;br /&gt;
      &amp;lt;waterSeeker&amp;gt;true&amp;lt;/waterSeeker&amp;gt;&lt;br /&gt;
      &amp;lt;waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt; &lt;br /&gt;
      &amp;lt;canFishForFood&amp;gt;true&amp;lt;/canFishForFood&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{PAGENAME}}s are one of the few animals that can [[nuzzle]] colonists, giving a {{+|4}} ''Nuzzled'' moodlet to colonists.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Pinniped body type not supported}}&lt;br /&gt;
{{Animal Health Table|Pinniped}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Seal east.png|Facing east&lt;br /&gt;
Seal north.png|Facing north &lt;br /&gt;
Seal south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Swimming Seal east.png|Swimming east&lt;br /&gt;
Swimming Seal north.png|Swimming north &lt;br /&gt;
Swimming Seal south.png|Swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Seal east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Seal north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Seal south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Panda&amp;diff=175503</id>
		<title>Panda</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Panda&amp;diff=175503"/>
		<updated>2026-02-18T14:42:59Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Panda&lt;br /&gt;
| image = Panda east.png&lt;br /&gt;
| description = A slow lumbering herbivore. Pandas are admired by many for their clumsy charm, making them common pets on urbworlds. On the rim, pandas are rarely seen outside of captivity.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| min comfortable temperature = -10&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| filth rate = 2&lt;br /&gt;
| wildness = 0.40&lt;br /&gt;
| combatPower = 80&lt;br /&gt;
| herdanimal = false&lt;br /&gt;
| bodysize = 1.5&lt;br /&gt;
| healthscale = 1.2&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = Bearskin&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| nuzzleMtb = 48&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| lifespan = 22&lt;br /&gt;
| specialtrainables = Comfort&lt;br /&gt;
| juvenileage = 0.2&lt;br /&gt;
| maturityage = 0.5&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 10&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left claw&lt;br /&gt;
| attack2dmg = 10&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = right claw&lt;br /&gt;
| attack3dmg = 12&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.5&lt;br /&gt;
| attack4dmg = 6&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_tropicalrainforest = 0.05&lt;br /&gt;
| livesin_tropicalswamp = 0.05&lt;br /&gt;
}}&lt;br /&gt;
A '''panda''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{PAGENAME}}s are one of the few animals that can [[nuzzle]] colonists, giving a {{+|4}} ''Nuzzled'' moodlet to colonists.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Pandas have a low hunger rate and low wildness (0.32 nutrition/day; 40%) relatively to grizzly bears (0.56 nutrition/day; 80%) and polar bears (0.56 nutrition/day; 85%), in addition to being herbivorous - making them preferable for bearskin farms (60 bearskin vs 86 bearskin for other bears).&lt;br /&gt;
Unlike bears, however, pandas cannot be trained to rescue and haul - with the tradeoff that they can nuzzle colonists. They are also evidently inferior in combat: they have lower speed, lower damage per second and lower health scale.&lt;br /&gt;
&lt;br /&gt;
In conclusion, pandas are cheaper to maintain and useful for bearskin farms, but individually inferior to grizzly or polar bears in terms of capabilities - with the exception of having the ability to nuzzle.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Panda east.png|Facing east&lt;br /&gt;
Panda north.png|Facing north&lt;br /&gt;
Panda south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Panda east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Panda north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Panda south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, Pandas have incredible bite force, which they need in order to crush and eat bamboo.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Seal&amp;diff=175502</id>
		<title>Seal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Seal&amp;diff=175502"/>
		<updated>2026-02-18T14:40:38Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and summary inadequate}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Seal&lt;br /&gt;
| image = Seal east.png&lt;br /&gt;
| description = A marine mammal with a streamlined body that is adept at hunting fish. While slow on land, seals are relatively quick in water.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 2.6&lt;br /&gt;
| min comfortable temperature = -20&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 290&lt;br /&gt;
| filth rate = 6&lt;br /&gt;
| wildness = 0.50&lt;br /&gt;
| combatPower = 50&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.3&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = Sealskin&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| specialtrainables = Comfort&lt;br /&gt;
| nuzzleMtb = 24&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.25&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Teeth&lt;br /&gt;
| attack1chancefactor = 0.6&lt;br /&gt;
| attack2dmg = 5&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = true&lt;br /&gt;
| livesin_temperateforest = 0.1&lt;br /&gt;
| livesin_temperateswamp = 0.1&lt;br /&gt;
| livesin_tropicalrainforest = 0.1&lt;br /&gt;
| livesin_tropicalswamp = 0.1&lt;br /&gt;
| livesin_grassland = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Seals''', called '''seal pups''' as babies, are aquatic [[animal]]s added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
      &lt;br /&gt;
      &amp;lt;waterSeeker&amp;gt;true&amp;lt;/waterSeeker&amp;gt;&lt;br /&gt;
      &amp;lt;waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt; &lt;br /&gt;
      &amp;lt;canFishForFood&amp;gt;true&amp;lt;/canFishForFood&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Seals are one of the few animals that can nuzzle, giving a +4 Nuzzled moodlet to colonists.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Pinniped body type not supported}}&lt;br /&gt;
{{Animal Health Table|Pinniped}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Seal east.png|Facing east&lt;br /&gt;
Seal north.png|Facing north &lt;br /&gt;
Seal south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Swimming Seal east.png|Swimming east&lt;br /&gt;
Swimming Seal north.png|Swimming north &lt;br /&gt;
Swimming Seal south.png|Swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Seal east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Seal north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Seal south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Seal&amp;diff=175501</id>
		<title>Seal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Seal&amp;diff=175501"/>
		<updated>2026-02-18T14:38:46Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Missing analysis and summary inadequate}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Seal&lt;br /&gt;
| image = Seal east.png&lt;br /&gt;
| description = A marine mammal with a streamlined body that is adept at hunting fish. While slow on land, seals are relatively quick in water.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 2.6&lt;br /&gt;
| min comfortable temperature = -20&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 290&lt;br /&gt;
| filth rate = 6&lt;br /&gt;
| wildness = 0.50&lt;br /&gt;
| combatPower = 50&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.3&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = Sealskin&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| specialtrainables = Comfort&lt;br /&gt;
| nuzzleMtb = 24&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.25&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Teeth&lt;br /&gt;
| attack1chancefactor = 0.6&lt;br /&gt;
| attack2dmg = 5&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = true&lt;br /&gt;
| livesin_temperateforest = 0.1&lt;br /&gt;
| livesin_temperateswamp = 0.1&lt;br /&gt;
| livesin_tropicalrainforest = 0.1&lt;br /&gt;
| livesin_tropicalswamp = 0.1&lt;br /&gt;
| livesin_grassland = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Seals''', called '''seal pups''' as babies, are aquatic [[animal]]s added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;moveSpeedFactorByTerrainTag&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&lt;br /&gt;
        &amp;lt;key&amp;gt;Water&amp;lt;/key&amp;gt;&lt;br /&gt;
        &amp;lt;value&amp;gt;2.0&amp;lt;/value&amp;gt;&lt;br /&gt;
      &amp;lt;/li&amp;gt;&lt;br /&gt;
      &lt;br /&gt;
      &amp;lt;waterSeeker&amp;gt;true&amp;lt;/waterSeeker&amp;gt;&lt;br /&gt;
      &amp;lt;waterCellCost&amp;gt;1&amp;lt;/waterCellCost&amp;gt; &lt;br /&gt;
      &amp;lt;canFishForFood&amp;gt;true&amp;lt;/canFishForFood&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Recode|section=1|reason=Pinniped body type not supported}}&lt;br /&gt;
{{Animal Health Table|Pinniped}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Seal east.png|Facing east&lt;br /&gt;
Seal north.png|Facing north &lt;br /&gt;
Seal south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Swimming Seal east.png|Swimming east&lt;br /&gt;
Swimming Seal north.png|Swimming north &lt;br /&gt;
Swimming Seal south.png|Swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Seal east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Seal north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Seal south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Monkey&amp;diff=175499</id>
		<title>Monkey</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Monkey&amp;diff=175499"/>
		<updated>2026-02-18T14:37:00Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
| name = Monkey&lt;br /&gt;
| image = Monkey.png&lt;br /&gt;
|description = A small primate, the monkey can use its curly tail to grab on to branches, leaving its hands free to do other things. Monkeys are selfish but clever, and can be trained to carry out fairly complex tasks.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.3&lt;br /&gt;
| min comfortable temperature = -5&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| combatPower = 35&lt;br /&gt;
| bodysize = 0.35&lt;br /&gt;
| healthscale = 0.45&lt;br /&gt;
| hungerrate = 0.125&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = lightleather&lt;br /&gt;
| wildness = 0.6&lt;br /&gt;
| petness = 0.5&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| nuzzleMtb = 24&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 30&lt;br /&gt;
| juvenileage = 0.2&lt;br /&gt;
| maturityage = 0.266&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| attack1dmg = 3.6&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = left hand&lt;br /&gt;
| attack2dmg = 3.6&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 1.5&lt;br /&gt;
| attack2part = right hand&lt;br /&gt;
| attack3dmg = 4&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 2&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_tropicalrainforest = 1&lt;br /&gt;
| livesin_tropicalswamp = 1&lt;br /&gt;
}}{{Info|'''Monkeys''' are omnivorous [[animals]] that live in the [[tropical rainforest]] and [[tropical swamp|swamp]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Monkeys are small and have relatively low damage, making them poor as actual tame animals. They cannot haul, either.&lt;br /&gt;
&lt;br /&gt;
However, monkeys are one of the few animals that can [[nuzzle]], giving a {{+|4}} ''Nuzzled'' moodlet to colonists. They are one of 2 nuzzlers, along with the [[guinea pig]], that can be found in the wild. Note that the guinea pig eats less, produces more offspring, and is just as difficult to tame, though is a rarer animal.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|Monkey}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monkey.png|Facing east&lt;br /&gt;
Monkeynorth.png|Facing north&lt;br /&gt;
Monkeysouth.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated monkey east.png|Dessicated facing east&lt;br /&gt;
Dessicated Monkey north.png|Dessicated facing north&lt;br /&gt;
Dessicated Monkey south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Trivia == &lt;br /&gt;
The updated monkey texture was originally part of the [https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324 Vanilla Textures Expanded] mod, but was integrated into the base game by agreement.&amp;lt;ref&amp;gt;https://www.reddit.com/r/RimWorld/comments/wvn286/comment/ilkm3e2/?context=4&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added.&lt;br /&gt;
* Beta 19/ 1.0 - nuzzle interval 72 -&amp;gt; 48 hours&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Monkey east old.png|Texture prior to Vanilla Textures Expanded integration&lt;br /&gt;
Monkey north old.png|Texture prior to Vanilla Textures Expanded integration&lt;br /&gt;
Monkey south old.png|Texture prior to Vanilla Textures Expanded integration&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Husky&amp;diff=175498</id>
		<title>Husky</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Husky&amp;diff=175498"/>
		<updated>2026-02-18T14:35:46Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Husky&lt;br /&gt;
| image = Husky.png&lt;br /&gt;
| description = A large, energetic dog with a thick fur coat for remaining comfortable in arctic environments.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| bodysize = 0.86&lt;br /&gt;
| healthscale = 1.05&lt;br /&gt;
| hungerrate = 0.5&lt;br /&gt;
| diet = omnivorous, ovivorous&lt;br /&gt;
| leathername = dog leather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| nuzzleMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.721&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.5&lt;br /&gt;
| tradeTags = AnimalPet, AnimalCommon&lt;br /&gt;
| attack1dmg = 9.7&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 9.7&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 14.2&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 6&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Huskies''', called '''husky puppies''' as babies, are a trainable, cold weather [[dog]]. They are sometimes selected as a starter pet.}} Huskies, like [[labrador retriever]]s, can periodically haul items and rescue downed pawns, making them useful pets to have. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Huskies do not spawn as wild animals. Instead they must be [[Trade|purchased]] from a trader or [[faction base]], or join the colony in an [[Events#Animals join|Animals join]] events.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Huskies and [[labrador retriever]]s are strong candidates for hauler animals. Both are easy to tame, don't require a minimum skill to train, and don't ever lose training over time. With 0 wildness, they do not generate [[filth]]. As omnivores, they can eat meals, [[kibble]], or any food you have lying around. A downside is that they can be hunted by predator animals, as opposed to [[cougar]]s and [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
Compared to the labrador retriever, a husky is more combat effective ({{#show:Husky|?Mob Average DPS}} vs {{#show:Labrador retriever|?Mob Average DPS}}), eats more ({{#show:Husky|?Real Hunger Rate}} vs {{#show:Labrador retriever|?Real Hunger Rate}}), carries slightly more ({{#show:Husky|?Carrying Capacity}} vs {{#show:Labrador retriever|?Carrying Capacity}}), and has slightly fewer puppies per litter ({{#show:Husky|?Average Offspring Per Birth}} vs {{#show:Labrador retriever|?Average Offspring Per Birth}}), and has a greater tolerance for cold ({{Temperature|{{#show:Labrador retriever|?Min Comfortable Temperature}}}} vs {{Temperature|{{#show:Husky| &lt;br /&gt;
?Min Comfortable Temperature}}}}).&lt;br /&gt;
&lt;br /&gt;
Huskies are one of the few animals that can [[nuzzle]] colonists, giving a {{+|4}} ''Nuzzled'' moodlet to colonists.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Husky east.png|Facing east&lt;br /&gt;
Husky north.png|Facing north&lt;br /&gt;
Husky south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated husky east.png|Dessicated facing east&lt;br /&gt;
Dessicated Husky north.png|Dessicated facing north&lt;br /&gt;
Dessicated Husky south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* Beta 19/ 1.0 - Body sizes reduced slightly.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Old warg and husky.png|Legacy texture used before version A14. Reused from an older version of the [[warg]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pet]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labrador_retriever&amp;diff=175497</id>
		<title>Labrador retriever</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labrador_retriever&amp;diff=175497"/>
		<updated>2026-02-18T14:35:19Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| name = Labrador retriever&lt;br /&gt;
| image = Labrador retriever.png&lt;br /&gt;
| description = A very versatile, medium-sized dog. Originally bred to retrieve birds shot on the hunt, the lab is also an excellent guard dog, play pal, and family friend.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5&lt;br /&gt;
| min comfortable temperature = -30&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| combatPower = 70&lt;br /&gt;
| bodysize = 0.75&lt;br /&gt;
| healthscale = 1&lt;br /&gt;
| hungerrate = 0.4&lt;br /&gt;
| diet = omnivorous, ovivorous&lt;br /&gt;
| leathername = dog leather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| nuzzleMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.937&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.5&lt;br /&gt;
| tradeTags = AnimalPet, AnimalCommon&lt;br /&gt;
| attack1dmg = 8.5&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 8.5&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 14.2&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 5&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Labrador retrievers''', called '''labrador puppies''' as babies, are a type of trainable [[dog]]. They are sometimes selected as the starter animal.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Labrador retrievers do not spawn as wild animals. Instead they must be [[Trade|purchased]] from a trader or [[faction base]], or join the colony in an [[Events#Animals join|Animals join]] events.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Labs and [[husky|huskies]] are strong candidates for hauler animals. Both are easy to tame, don't require a minimum skill to train, and don't ever lose training over time. With 0 wildness, they do not generate [[filth]]. As omnivores, they can eat meals, [[kibble]], or any food you have lying around. A downside is that they can be hunted by predator animals, as opposed to [[cougar]]s and [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
Compared to the husky, a labrador is less combat effective ({{#show:Labrador retriever|?Mob Average DPS}} vs {{#show:Husky|?Mob Average DPS}}), eats less ({{#show:Labrador retriever|?Real Hunger Rate}} vs {{#show:Husky|?Real Hunger Rate}}), carries slightly less ({{#show:Labrador retriever|?Carrying Capacity}} vs {{#show:Husky|?Carrying Capacity}}), and has slightly more puppies per litter ({{#show:Labrador retriever|?Average Offspring Per Birth}} vs {{#show:Husky|?Average Offspring Per Birth}}), and cannot tolerate as much cold ({{Temperature|{{#show:Labrador retriever|?Min Comfortable Temperature}}}} vs {{Temperature|{{#show:Husky|?Min Comfortable Temperature}}}}).&lt;br /&gt;
&lt;br /&gt;
Labs are one of the few animals that can [[nuzzle]] colonists, giving a {{+|4}} ''Nuzzled'' moodlet to colonists.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Labrador retriever.png|Facing east&lt;br /&gt;
Labrador north.png|Facing north&lt;br /&gt;
Labrador south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated labrador east.png|Dessicated facing east&lt;br /&gt;
Dessicated Labrador north.png|Dessicated facing north&lt;br /&gt;
Dessicated Labrador south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pet]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yorkshire_terrier&amp;diff=175496</id>
		<title>Yorkshire terrier</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yorkshire_terrier&amp;diff=175496"/>
		<updated>2026-02-18T14:34:51Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Yorkshire terrier&lt;br /&gt;
| image = Yorkshireterrier east.png&lt;br /&gt;
| description = A small, even-tempered dog. Originally bred to hunt rats, it later became a show and companionship animal. Some consider it useless, but the mood boost it gives by nuzzling can outweigh the cost of feeding it.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.1&lt;br /&gt;
| min comfortable temperature = -15&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| combatPower = 30&lt;br /&gt;
| bodysize = 0.32&lt;br /&gt;
| healthscale = 0.4&lt;br /&gt;
| hungerrate = 0.15&lt;br /&gt;
| diet = omnivorous, ovivorous&lt;br /&gt;
| leathername = dog leather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| nuzzleMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.937&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3&lt;br /&gt;
| tradeTags = AnimalPet, AnimalCommon&lt;br /&gt;
| attack1dmg = 3.6&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 3.6&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 4.8&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 2&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Yorkshire terriers''', called '''yorkshire terrier puppies''' as babies, are small, fluffy [[dogs]]. They may be chosen as one of the starter pets.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Yorkshire terriers do not spawn as wild animals. Instead they must be [[Trade|purchased]] from a trader or [[faction base]], or join the colony in an [[Events#Animals join|Animals join]] events.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Yorkies are, in theory, ratters - but a rimworld [[rat]] is a different beast from those back on Earth, and although Yorkies can be trained to &amp;quot;Attack!&amp;quot;, they are hardly combat worthy against even the weakest game. Sending a Yorkie against even a single [[manhunter|marrauding]] rat or squirrel is usually a losing proposition, although it may give a colonist time to dodge through a door unscathed.&lt;br /&gt;
&lt;br /&gt;
Yorkies are poor at combat, and otherwise unhelpful, but are one of the few animals that can [[nuzzle]] colonists. It may be worth feeding a dog for its {{+|4}} ''Nuzzled'' [[mood]]let. You can also use train a yorkie to train a handler's Animals skill.&lt;br /&gt;
&lt;br /&gt;
Although some may consider doing this an atrocious act, yorkies can be farmed for [[meat|dog meat]]. This isn't terribly efficient, as they cannot graze on grass.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Yorkshireterrier east.png|Facing east&lt;br /&gt;
Yorkshireterrier north.png|Facing north&lt;br /&gt;
Yorkshireterrier south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated yorkshireterrier  east.png|Dessicated facing east&lt;br /&gt;
File:Dessicated YorkshireTerrier north.png|Dessicated facing north&lt;br /&gt;
File:Dessicated YorkshireTerrier south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* Beta 19/ 1.0 - Nuzzle interval 15 -&amp;gt; 24 hours&lt;br /&gt;
* ? - Nuzzle interval reduced from 24 -&amp;gt; 12 hours&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pet]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cat&amp;diff=175495</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cat&amp;diff=175495"/>
		<updated>2026-02-18T14:32:05Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Training */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Analysis, summary}}&lt;br /&gt;
{{See also|altphrase=&amp;quot;Kitten&amp;quot; redirects here. For the similarly named lynx kitten see|Lynx}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Cat&lt;br /&gt;
| image = Cat east.png&lt;br /&gt;
| description = One of mankind's first pets, the cat is a small mammal which hunts vermin. Known for their aloofness, cats are nevertheless popular companions because of their independence, calm disposition, and fine, pettable fur.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.4&lt;br /&gt;
| min comfortable temperature = -25&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| predator = true&lt;br /&gt;
| combatPower = 35&lt;br /&gt;
| bodysize = 0.32&lt;br /&gt;
| healthscale = 0.42&lt;br /&gt;
| hungerrate = 0.15&lt;br /&gt;
| diet = carnivorous, ovivorous&lt;br /&gt;
| leathername = lightleather&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| petness = 1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| nuzzleMtb = 12&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.937&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
| juvenileage = 0.15&lt;br /&gt;
| maturityage = 0.4&lt;br /&gt;
| tradeTags = AnimalPet, AnimalCommon&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 1.5&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 3&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
}}&lt;br /&gt;
'''Cats''', called '''kittens''' as babies, are small [[carnivore|carnivorous]] [[animals]]. Unsurprisingly, you can't get them to do anything. On the upside, they don't eat much, and cheer up your colonists with their [[nuzzle]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Cats do not spawn as wild animals. Instead they must be [[Trade|purchased]] from a trader, [[faction base]], [[Trade#Bulk goods trader 2|bulk goods traders]] or join the colony in an [[Events#Animals join|Animals join]] events.{{Check Tag|Verify event|If confirmed can join via that event, please add cats as option to events page}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cats often start [[bond]]ed with your colonists as a random pet at the start of the game. Cats are one of the few animals that can [[nuzzle]] colonists, giving {{Thought|desc=A cute animal nuzzled me.|label=Nuzzled|value=+4|stack=3|duration=1}} to non-[[psychopath]]ic colonists.&lt;br /&gt;
&lt;br /&gt;
Other than their nuzzles, these cats are more of a nuisance than anything. If you don't have meat, they can feed off [[meal]]s (vegetarian or not), [[corpse]]s, and are also able to hunt small game like [[rat]]s and [[squirrel]]s.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make your colonists happier when it does so.” This boosts the normal nuzzling effect to {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|stack=3|duration=1}}.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
{{Pawn Attack Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cat east.png|Facing east&lt;br /&gt;
Cat north.png|Facing north&lt;br /&gt;
Cat south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated cat east.png|Dessicated facing east&lt;br /&gt;
Dessicated Cat north.png|Dessicated facing north&lt;br /&gt;
Dessicated Cat south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pet]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scaria&amp;diff=175494</id>
		<title>Scaria</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scaria&amp;diff=175494"/>
		<updated>2026-02-18T12:12:42Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scaria''' is a [[disease]] that causes afflicted [[animals]] to be permanently [[manhunter]], and afflicted humans permanently [[Mental_break#Berserk|berserk]]. If not treated, it kills the victim in five days.&lt;br /&gt;
&lt;br /&gt;
Upon [[Death|death]], pawns with scaria have a chance of instantly rotting, preventing any butchering products from being obtained. This chance is dependent on [[difficulty]].&lt;br /&gt;
&lt;br /&gt;
The pawn's mental break will be suppressed if it is downed, but resumes if they regain movement.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{stub|section=1|reason=Is scaria infection a distinct disease, meriting its own page? Or redirect here?}}&lt;br /&gt;
Ordinarily, it may be introduced to the map only on by a [[manhunter pack]] event or quest, and will not infect your tamed animals by event. In [[Biome#Scarlands|scarlands]]{{OdysseyIcon}} half of wild animals will enter the map with scaria.&lt;br /&gt;
&lt;br /&gt;
=== Scaria infection ===&lt;br /&gt;
Scaria spreads through bites and scratches inflicted by an animal or a human with scaria. As long as these wounds don't become infected - in the usual manner -, the injured pawn is safe from scaria. If they do get infected, it will manifest as a scaria infection instead of a regular [[infection]]. Other types of wounds do not spread scaria.&lt;br /&gt;
&lt;br /&gt;
Animals mostly inflict bites{{Check Tag|Check special bites|Do animals with toxic bite or porcupine bite spread scaria?}} and scratches, so they are the main spreader of scaria. Humans do not normally scratch{{Check Tag|What happens when they do?|Can humans spread scaria with scratch attack from implant or weapon?}} and only have a low chance of biting, so a scaria-berserk human is less likely to  spread the disease than an animal, although it's still possible.&lt;br /&gt;
&lt;br /&gt;
A scaria infection progresses at the same speed and has the same immunization properties as a regular infection, but increases mental break threshold in addition to pain, and causes scaria instead of death. The effects on breathing and consciousness seen in the late stages of regular infections are absent (apart from the effect of pain on consciousness).&lt;br /&gt;
&lt;br /&gt;
==== Stages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Severity !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (minor)''' || 0% - 32% ||&lt;br /&gt;
* [[Pain]]: {{++|5%}}&lt;br /&gt;
* [[Mental break threshold]]: {{++|2%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (major)''' || 33% - 77% ||&lt;br /&gt;
* [[Pain]]: {{++|8%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|4%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 78% - 99% ||&lt;br /&gt;
* [[Pain]]: {{++|12%}} &lt;br /&gt;
* [[Mental break threshold]]: {{++|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Infection (extreme)''' || 100% ||&lt;br /&gt;
* Scaria&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
Scaria infections may be treated in the same manner as an ordinary [[infection]]. If this fails, the infection will be replaced by scaria.&lt;br /&gt;
&lt;br /&gt;
On a downed pawn, scaria can be treated with an [[operation]] requiring both:&lt;br /&gt;
* 3 medicine of [[Medicine|industrial]] quality or better; and&lt;br /&gt;
* A doctor with a [[medical]] skill of 8 or higher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Scaria was added to balance out manhunter packs, from being a huge wealth boost from the corpse butchering. Now most of the manhunter animals end up as useless rotten corpses.&lt;br /&gt;
&lt;br /&gt;
Financially, it is almost never worth it to cure an animal's scaria, with the exception of [[Thrumbo|Thrumbos]] or any other high value animals. In that case, if the manhunter Thrumbo is downed, curing the scaria then slaughtering it guarantees a useful corpse for butchering.&lt;br /&gt;
&lt;br /&gt;
In addition to the risk of wound infections, pawns engaged in melee with scaria manhunters will be exposed to corpse gas from instant rot, which will cause [[lung rot]] very rapidly. [[Detoxifier lung]]s{{BiotechIcon}} will defend against this danger.&lt;br /&gt;
&lt;br /&gt;
The same techniques that defend against normal wound [[infection]]s also apply to scaria infection. If beating the infection is in doubt, the pawn should be disarmed before the disease drives them berserk. Afterwards, treatment may be applied if the requirements are available and the victim is unable to walk.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Scaria infected panthers.png|Scaria infected panthers&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fixed a bug where curing scaria would not remove manhunting.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Now spreads when attacking&lt;br /&gt;
&lt;br /&gt;
{{Nav|disease|wide}}&lt;br /&gt;
[[Category:Disease]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ruins&amp;diff=175447</id>
		<title>Ruins</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ruins&amp;diff=175447"/>
		<updated>2026-02-17T15:20:11Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* List of Decorative Ruins */ Make list collapsible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Split| reason = Debris - &amp;lt;br&amp;gt;This is the main page of all ruins and should be structured in line with the ruins project. Debris is one of several distinct subcategories, and should be paged seperately.}}&lt;br /&gt;
&lt;br /&gt;
'''Ruins''' are ancient abandoned and destroyed structures appearing in every [[biome]] except for the [[Biomes#Sea_Ice|sea ice]]. Ruins may consist of damaged [[wall]]s, [[column]]s, [[stele]]s, [[urn]]s, [[sarcophagus|sarcophagi]] and stone [[floor]]ings, similar to [[monument]]s, but can also contain ancient '''debris'''. They can be [[deconstruct]]ed for quick resources in the early game or be utilized as cover in combat. Ruins can blend with the natural edges of a [[mountain]] or [[caves]], leading to unexpected area reveals when mining or scavenging. If an undamaged wall is present on a mountainous ruin with no exposed architecture, the structure may instead be an [[ancient shrine]]. &lt;br /&gt;
&lt;br /&gt;
== Sites and Landmark Ruins ==&lt;br /&gt;
If a world location contains unclaimed structures and debris it's almost always the work of people that are long gone, even if they're still inhabited or partially active. It's not always clear what function a ruin once had, and the main benefit they can initially bring your colony is their value as a quick shelter or material source before much else. Variants and exceptions include the following:&lt;br /&gt;
* Ancient Shrines&lt;br /&gt;
* Ancient Complexes {{IdeologyIcon}}&lt;br /&gt;
* Landmarks&lt;br /&gt;
* Space Ruins {{OdysseyIcon}}&lt;br /&gt;
== Ruin Types ==&lt;br /&gt;
* Ancient Infrastructure&lt;br /&gt;
** Highways and other roads&lt;br /&gt;
** Shuttle Pads&lt;br /&gt;
** Vehicle Bays&lt;br /&gt;
** Junkyards&lt;br /&gt;
** Launch sites&lt;br /&gt;
** Vents&lt;br /&gt;
 &lt;br /&gt;
* Ancient Structures&lt;br /&gt;
** Monumental buildings&lt;br /&gt;
** Complexes (Mercenary, Mechanitor, Ancient, Relic)&lt;br /&gt;
** Fragmented unidentifiable remains&lt;br /&gt;
&lt;br /&gt;
* Abandoned Colonies&lt;br /&gt;
** Medical facilities&lt;br /&gt;
** Tunnel and Underground ruins&lt;br /&gt;
 &lt;br /&gt;
* Deployments and Depots&lt;br /&gt;
** Military Sites&lt;br /&gt;
** Generators and Chemfuel stores&lt;br /&gt;
** Mechanoid Sprinter (Transponder) Wreck&lt;br /&gt;
&lt;br /&gt;
== Debris ==&lt;br /&gt;
Additional ancient buildings and debris may be scattered across the map, alongside roads, or in other [[Landmarks|features]] on a map with them. Some of these are present in the core game, but a greater number and variety will spawn with the {{IdeologyIcon}}Ideology,{{BiotechIcon}}Biotech,{{AnomalyIcon}}Anomaly and {{OdysseyIcon}}Odyssey [[DLC]]s. Many types of debris yield no resources when destroyed and cannot be deconstructed automatically, making these buildings largely useless for your colony. Junk debris sometimes gets in the way, but exists simply as the remnant evidence of previous human habitation (and of course to enhance the [[lore|world building]]).&lt;br /&gt;
&lt;br /&gt;
=== List of Functional Ruins ===&lt;br /&gt;
{{#ask: [[Type2::Ruins]][[Junk::false]]&lt;br /&gt;
| ?Image#32px&lt;br /&gt;
| ? = Building&lt;br /&gt;
| ?From DLC&lt;br /&gt;
| ?Description&lt;br /&gt;
| limit=200&lt;br /&gt;
| headers=plain&lt;br /&gt;
| class=mw-collapsible mw-collapsed sortable c_03 table&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== List of Decorative Ruins ===&lt;br /&gt;
{{#ask: [[Type2::Ruins]][[Junk::true]]&lt;br /&gt;
| ?Image#32px&lt;br /&gt;
| ? = Building&lt;br /&gt;
| ?From DLC&lt;br /&gt;
| ?Description&lt;br /&gt;
| limit=200&lt;br /&gt;
| headers=plain&lt;br /&gt;
| class=mw-collapsible mw-collapsed sortable c_03 table&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cave ruin with corpse.png|{{IdeologyIcon}}A crude ancient shelter in a cave, with a long-dead corpse.&lt;br /&gt;
Ruined APC convoy.png|{{IdeologyIcon}}A ruined convoy, consisting mainly of old APCs.&lt;br /&gt;
Ruined artillery pile.png|{{IdeologyIcon}}A pile of various ancient heavy weapons.&lt;br /&gt;
Ruined hospital in monument.png|{{IdeologyIcon}}An abandoned hospital, built in an ancient monument.&lt;br /&gt;
Ruined landing pad.png|{{IdeologyIcon}}An abandoned landing pad, with broken down beacons.&lt;br /&gt;
Small ruined building.png|{{IdeologyIcon}}A small ruined building surrounded by fences.&lt;br /&gt;
Ancient band node array.png|{{BiotechIcon}}An ancient array of destroyed [[band node]]s in a [[Pollution|polluted]] area. &lt;br /&gt;
Ancient toxifier generators.png|{{BiotechIcon}}A pair of destroyed [[toxifier generator]]s in a [[Pollution|polluted]] area. &lt;br /&gt;
Ancient exostrider wreckage complete.png|{{BiotechIcon}}The remains of an ancient [[Ancient exostrider midsection|exostrider]].&lt;br /&gt;
AncientMegacannonTripodB_Barrel_east.png|{{IdeologyIcon}}Composite image of an Ancient mega-cannon barrel and an Ancient mega-cannon platform to show what it may have looked like intact &lt;br /&gt;
Warwalker_bipedal.png|{{IdeologyIcon}}Composite image of war walker parts showing how it may have potentially looked prior to degradation over time. Note that legs were used for arms and the shell goes unused. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* 1.1 - Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins. Perviously they tend to be rectangles with some clutter furniture.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ruins&amp;diff=175446</id>
		<title>Ruins</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ruins&amp;diff=175446"/>
		<updated>2026-02-17T15:19:38Z</updated>

		<summary type="html">&lt;p&gt;Esredar: /* List of Functional Ruins */ make list collapsible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Split| reason = Debris - &amp;lt;br&amp;gt;This is the main page of all ruins and should be structured in line with the ruins project. Debris is one of several distinct subcategories, and should be paged seperately.}}&lt;br /&gt;
&lt;br /&gt;
'''Ruins''' are ancient abandoned and destroyed structures appearing in every [[biome]] except for the [[Biomes#Sea_Ice|sea ice]]. Ruins may consist of damaged [[wall]]s, [[column]]s, [[stele]]s, [[urn]]s, [[sarcophagus|sarcophagi]] and stone [[floor]]ings, similar to [[monument]]s, but can also contain ancient '''debris'''. They can be [[deconstruct]]ed for quick resources in the early game or be utilized as cover in combat. Ruins can blend with the natural edges of a [[mountain]] or [[caves]], leading to unexpected area reveals when mining or scavenging. If an undamaged wall is present on a mountainous ruin with no exposed architecture, the structure may instead be an [[ancient shrine]]. &lt;br /&gt;
&lt;br /&gt;
== Sites and Landmark Ruins ==&lt;br /&gt;
If a world location contains unclaimed structures and debris it's almost always the work of people that are long gone, even if they're still inhabited or partially active. It's not always clear what function a ruin once had, and the main benefit they can initially bring your colony is their value as a quick shelter or material source before much else. Variants and exceptions include the following:&lt;br /&gt;
* Ancient Shrines&lt;br /&gt;
* Ancient Complexes {{IdeologyIcon}}&lt;br /&gt;
* Landmarks&lt;br /&gt;
* Space Ruins {{OdysseyIcon}}&lt;br /&gt;
== Ruin Types ==&lt;br /&gt;
* Ancient Infrastructure&lt;br /&gt;
** Highways and other roads&lt;br /&gt;
** Shuttle Pads&lt;br /&gt;
** Vehicle Bays&lt;br /&gt;
** Junkyards&lt;br /&gt;
** Launch sites&lt;br /&gt;
** Vents&lt;br /&gt;
 &lt;br /&gt;
* Ancient Structures&lt;br /&gt;
** Monumental buildings&lt;br /&gt;
** Complexes (Mercenary, Mechanitor, Ancient, Relic)&lt;br /&gt;
** Fragmented unidentifiable remains&lt;br /&gt;
&lt;br /&gt;
* Abandoned Colonies&lt;br /&gt;
** Medical facilities&lt;br /&gt;
** Tunnel and Underground ruins&lt;br /&gt;
 &lt;br /&gt;
* Deployments and Depots&lt;br /&gt;
** Military Sites&lt;br /&gt;
** Generators and Chemfuel stores&lt;br /&gt;
** Mechanoid Sprinter (Transponder) Wreck&lt;br /&gt;
&lt;br /&gt;
== Debris ==&lt;br /&gt;
Additional ancient buildings and debris may be scattered across the map, alongside roads, or in other [[Landmarks|features]] on a map with them. Some of these are present in the core game, but a greater number and variety will spawn with the {{IdeologyIcon}}Ideology,{{BiotechIcon}}Biotech,{{AnomalyIcon}}Anomaly and {{OdysseyIcon}}Odyssey [[DLC]]s. Many types of debris yield no resources when destroyed and cannot be deconstructed automatically, making these buildings largely useless for your colony. Junk debris sometimes gets in the way, but exists simply as the remnant evidence of previous human habitation (and of course to enhance the [[lore|world building]]).&lt;br /&gt;
&lt;br /&gt;
=== List of Functional Ruins ===&lt;br /&gt;
{{#ask: [[Type2::Ruins]][[Junk::false]]&lt;br /&gt;
| ?Image#32px&lt;br /&gt;
| ? = Building&lt;br /&gt;
| ?From DLC&lt;br /&gt;
| ?Description&lt;br /&gt;
| limit=200&lt;br /&gt;
| headers=plain&lt;br /&gt;
| class=mw-collapsible mw-collapsed sortable c_03 table&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== List of Decorative Ruins ===&lt;br /&gt;
{{#ask: [[Type2::Ruins]][[Junk::true]]&lt;br /&gt;
| ?Image#32px&lt;br /&gt;
| ? = Building&lt;br /&gt;
| ?From DLC&lt;br /&gt;
| ?Description&lt;br /&gt;
| limit=200&lt;br /&gt;
| headers=plain&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cave ruin with corpse.png|{{IdeologyIcon}}A crude ancient shelter in a cave, with a long-dead corpse.&lt;br /&gt;
Ruined APC convoy.png|{{IdeologyIcon}}A ruined convoy, consisting mainly of old APCs.&lt;br /&gt;
Ruined artillery pile.png|{{IdeologyIcon}}A pile of various ancient heavy weapons.&lt;br /&gt;
Ruined hospital in monument.png|{{IdeologyIcon}}An abandoned hospital, built in an ancient monument.&lt;br /&gt;
Ruined landing pad.png|{{IdeologyIcon}}An abandoned landing pad, with broken down beacons.&lt;br /&gt;
Small ruined building.png|{{IdeologyIcon}}A small ruined building surrounded by fences.&lt;br /&gt;
Ancient band node array.png|{{BiotechIcon}}An ancient array of destroyed [[band node]]s in a [[Pollution|polluted]] area. &lt;br /&gt;
Ancient toxifier generators.png|{{BiotechIcon}}A pair of destroyed [[toxifier generator]]s in a [[Pollution|polluted]] area. &lt;br /&gt;
Ancient exostrider wreckage complete.png|{{BiotechIcon}}The remains of an ancient [[Ancient exostrider midsection|exostrider]].&lt;br /&gt;
AncientMegacannonTripodB_Barrel_east.png|{{IdeologyIcon}}Composite image of an Ancient mega-cannon barrel and an Ancient mega-cannon platform to show what it may have looked like intact &lt;br /&gt;
Warwalker_bipedal.png|{{IdeologyIcon}}Composite image of war walker parts showing how it may have potentially looked prior to degradation over time. Note that legs were used for arms and the shell goes unused. &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* 1.1 - Redesigned the system for generating ruined buildings on map start to make much more varied and interesting ruins. Perviously they tend to be rectangles with some clutter furniture.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_mega-cannon_platform&amp;diff=175445</id>
		<title>Ancient mega-cannon platform</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_mega-cannon_platform&amp;diff=175445"/>
		<updated>2026-02-17T14:37:58Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Is now Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{See also|Ancient mega-cannon barrel}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient mega-cannon platform&lt;br /&gt;
| image = AncientMegacannonTripodA.png&lt;br /&gt;
| description = A mounting platform that once held some sort of cannon. It has been broken for many years and every useful component was looted long ago.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 3 × 3&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| flammability =&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk}} 1&lt;br /&gt;
| work to make = 200&lt;br /&gt;
| page verified for version = 1.3.3387&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient mega-cannon platform''' are [[ruins]] that are defined in Core but only appear when the [[Ideology DLC]] and/or the [[Odyssey DLC]] are enabled.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found among the debris scattered on maps and in the [[ancient complex]].&lt;br /&gt;
&lt;br /&gt;
If the Odyssey DLC is enabled, they can be found in [[Landmarks#Ruins|ancient ruins]] and [[ancient garrison]]s.&lt;br /&gt;
&lt;br /&gt;
If neither DLC is enabled, they will not appear in-game at all.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AncientMegacannonTripodA.png | Variant A&lt;br /&gt;
AncientMegacannonTripodB.png | Variant B&lt;br /&gt;
AncientMegacannonTripodC.png | Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AncientMegacannonTripodB Barrel east.png|Composite image of an [[Ancient mega-cannon barrel]] and an Ancient mega-cannon platform to show what it may have looked like intact&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_machine&amp;diff=175444</id>
		<title>Ancient machine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_machine&amp;diff=175444"/>
		<updated>2026-02-17T14:02:04Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Is now Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient machine&lt;br /&gt;
| image = Ancient machine.png&lt;br /&gt;
| description = A large ancient machine case filled with unknown machinery. Valuable parts are missing, and everything else is degraded to uselessness.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 5 * 3 &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 300&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk}} 3&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient machines''' are [[ruins]] that are defined in Core.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found in [[ancient complex]]es.&lt;br /&gt;
&lt;br /&gt;
If the Odyssey DLC is enabled, they can be found in orbital sites.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_jet_engine&amp;diff=175443</id>
		<title>Ancient jet engine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_jet_engine&amp;diff=175443"/>
		<updated>2026-02-17T12:29:18Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Is now Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient jet engine&lt;br /&gt;
| image = Ancient jet engine.png&lt;br /&gt;
| description =  An ancient jet engine, probably detached from a large airplane. Its delicate internals are rusted to uselessness, and the valuable parts were looted long ago.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 3 * 2&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 2000&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk}} 6&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient jet engines''' are [[ruins]] that are defined in Core but only appear when the [[Ideology DLC]] is enabled.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found among the debris scattered on maps.&lt;br /&gt;
&lt;br /&gt;
Otherwise they will not appear in-game at all.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_hydrant&amp;diff=175442</id>
		<title>Ancient hydrant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_hydrant&amp;diff=175442"/>
		<updated>2026-02-17T12:23:56Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Is now Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient hydrant&lt;br /&gt;
| image = Ancient hydrant.png&lt;br /&gt;
| description = An ancient hydrant. Heavily rusted, it is completely useless now. How it got here is hard to say.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 200&lt;br /&gt;
| work to make = 40&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.4.3682&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient hydrants''' are [[ruins]] that are defined in Core but only appear when the [[Ideology DLC]] is enabled.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found among the debris scattered on maps.&lt;br /&gt;
&lt;br /&gt;
Otherwise they will not appear in-game at all.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_generator&amp;diff=175441</id>
		<title>Ancient generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_generator&amp;diff=175441"/>
		<updated>2026-02-17T12:09:00Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Is now Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient generator&lt;br /&gt;
| image = Ancient generator.png&lt;br /&gt;
| description = An ancient electrical generator. Its usable parts were smashed or looted long ago, and the rest has rusted into uselessness.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 250&lt;br /&gt;
| work to make = 200&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient generators''' are [[ruins]] that are defined in Core.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AncientGeneratorA.png|Variant A&lt;br /&gt;
AncientGeneratorB.png|Variant B&lt;br /&gt;
Undercave generator.png|Ancient generator with nearby [[chemfuel]] in an [[Undercave]]{{AnomalyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_equipment_blocks&amp;diff=175440</id>
		<title>Ancient equipment blocks</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_equipment_blocks&amp;diff=175440"/>
		<updated>2026-02-17T10:55:47Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient equipment blocks&lt;br /&gt;
| image = Ancient equipment blocks.png&lt;br /&gt;
| description = A collection of ancient equipment blocks of unknown function. Valuable parts are missing, and everything else is degraded to uselessness.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 4 * 2 &lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 200&lt;br /&gt;
| work to make = 200&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstructable = false&lt;br /&gt;
| destroyyield = {{Icon Small|Steel slag chunk}} 2&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient equipment blocks''' are [[ruins]] that are defined in Core but only appear when the [[Ideology DLC]] and/or the [[Odyssey DLC]] are enabled.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found in the [[ancient complex]].&lt;br /&gt;
&lt;br /&gt;
If the Odyssey DLC is enabled, they can be found in [[Orbital scanner#Quests|satellites]].&lt;br /&gt;
&lt;br /&gt;
If neither DLC is enabled, they will not appear in-game at all.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_engine_block&amp;diff=175439</id>
		<title>Ancient engine block</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_engine_block&amp;diff=175439"/>
		<updated>2026-02-17T10:51:20Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient engine block&lt;br /&gt;
| image = RustedEngineBlockA.png&lt;br /&gt;
| description =  An ancient engine block that is rusted through. No repair could salvage this.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 350&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.3.3387&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient engine block''' are [[ruins]] that are defined in Core but only appear when the [[Ideology DLC]] and/or the [[Odyssey DLC]] are enabled.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found among the debris scattered on maps.&lt;br /&gt;
&lt;br /&gt;
If the Odyssey DLC is enabled, they can be found in [[ancient garrison]]s.&lt;br /&gt;
&lt;br /&gt;
If neither DLC is enabled, they will not appear in-game at all.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RustedEngineBlockA.png|Variant A&lt;br /&gt;
RustedEngineBlockB.png|Variant B&lt;br /&gt;
RustedEngineBlockC.png|Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ancient_display_bank&amp;diff=175438</id>
		<title>Ancient display bank</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ancient_display_bank&amp;diff=175438"/>
		<updated>2026-02-17T10:47:47Z</updated>

		<summary type="html">&lt;p&gt;Esredar: Clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project|Ruins}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Ancient display bank&lt;br /&gt;
| image = Ancient display bank.png&lt;br /&gt;
| description = An ancient computer interface. Valuable parts are missing, and everything else is degraded to uselessness.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 3 * 1&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| hp = 250&lt;br /&gt;
| work to make = 1500&lt;br /&gt;
| beauty = &lt;br /&gt;
| deconstruct yield = &lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
'''Ancient display bank''' are [[ruins]] that are defined in Core but only appear when the [[Ideology DLC]], the [[Biotech DLC]] and/or the [[Odyssey DLC]] are enabled.&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
If the Ideology DLC is enabled, they can be found in the [[ancient complex]] quest site.&lt;br /&gt;
&lt;br /&gt;
If the Biotech DLC is enabled, they can be found in the [[mechanitor complex]] quest site.&lt;br /&gt;
&lt;br /&gt;
If the Odyssey DLC is enabled, they can be found in the following locations:&lt;br /&gt;
* landmarks: [[Landmarks#Ruins|ancient ruins]], [[frozen ruins]]&lt;br /&gt;
* biome ruins: [[scarlands]] ruins, [[glacial plain]] ruins&lt;br /&gt;
* quest sites: [[Quests#Ancient Reactor|ancient reactor]], [[Quests#Frozen Terraformer|frozen terraformer]]&lt;br /&gt;
&lt;br /&gt;
If none of these DLC is enabled, they will not appear in-game at all.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins}}&lt;br /&gt;
[[Category:Ruins]]&lt;/div&gt;</summary>
		<author><name>Esredar</name></author>
	</entry>
</feed>