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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FixSomeBugs</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-04T10:24:21Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=70635</id>
		<title>Template:Infobox main/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=70635"/>
		<updated>2020-05-02T23:17:17Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intro==&lt;br /&gt;
[[Template:Infobox main]] Is the core of what powers the SemanticMediaWiki database of rimworld objects.&lt;br /&gt;
Since the template is so complex, it's worth taking a step back and summarizing what this template does:&lt;br /&gt;
* '''Takes in facts''': On each page which describes an in-game object, we call &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ...}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things&lt;br /&gt;
* '''Rendering an infobox''': This template takes those parameters and presents them in a nice looking infobox on the right side of the page.  If you add a param &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt;, this template will add a line to the infobox showing the market value annotated with a silver icon.  Cool!&lt;br /&gt;
* '''Setting SMW properties''': The real magic comes from this templates ability to also set SMW properties.  If the &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt; param is present, this template will ''also'' set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.&lt;br /&gt;
&lt;br /&gt;
As an example, say there was an Page called &amp;quot;Foo&amp;quot; for an in-game object with the same name.  In-game, a foo has a market value of 200.  When you invoke &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ... | marketvalue = 200 | ...&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, this template will set the 'Market Value Base' property of the 'Foo' page to 200.&lt;br /&gt;
&lt;br /&gt;
These properties can then be retrieved using a snippet like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{#show:Foo|?Market Value Base}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  You can browse the properties for a given page by clicking the &amp;quot;Browse properties&amp;quot; link on the left side of the page.  For an example, see [[Special:Browse/:Duster]]&lt;br /&gt;
&lt;br /&gt;
==Positional parameters==&lt;br /&gt;
This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&lt;br /&gt;
*Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. &lt;br /&gt;
&lt;br /&gt;
*You can add a &amp;quot;name&amp;quot; and &amp;quot;image&amp;quot;. Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|animal/plant/weapon/area/structure/production/security/furniture (used to set color theme)&lt;br /&gt;
|additional styles (optional)&lt;br /&gt;
&lt;br /&gt;
|name = Title of the infobox. Defaults to current page name if not specified.&lt;br /&gt;
|image = Picture name.(jpg/png)| variables such as size, alt text (optional)&lt;br /&gt;
|description = Short description of the item. Recommended to use the description from the in-game info page.&lt;br /&gt;
|type = use for main category &lt;br /&gt;
|type2 = use for subcategory (optional)&lt;br /&gt;
|placeable = Yes/No&lt;br /&gt;
|rotatable = Yes/No&lt;br /&gt;
|size = two values, separated by | - (1|2)&lt;br /&gt;
|beauty = use for beauty&lt;br /&gt;
|flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%)&lt;br /&gt;
|market value = the amount of currency the item is worth&lt;br /&gt;
|mass base = mass in kilograms - DO NOT USE FOR ANIMALS&lt;br /&gt;
|hp = the amount of damage an object can take; use for objects with hit points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
|movespeed = base movement speed&lt;br /&gt;
|attack1dmg = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|attack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|attack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|attack1cool = cooldown of first attack (in ticks) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) &amp;lt;extraMeleeDamages&amp;gt;&lt;br /&gt;
|attack2dmg = as above for second attack&lt;br /&gt;
|attack2type = as above for second attack&lt;br /&gt;
|attack2part = as above for second attack&lt;br /&gt;
|attack2cool = as above for second attack&lt;br /&gt;
|attack2stun = as above for second attack&lt;br /&gt;
|attack3dmg = as above for third attack&lt;br /&gt;
|attack3type = as above for third attack&lt;br /&gt;
|attack3part = as above for third attack&lt;br /&gt;
|attack3cool = as above for third attack&lt;br /&gt;
|attack3stun = as above for third attack&lt;br /&gt;
|attack4dmg = as above for fourth attack&lt;br /&gt;
|attack4type = as above for fourth attack&lt;br /&gt;
|attack4part = as above for fourth attack&lt;br /&gt;
|attack4cool = as above for fourth attack&lt;br /&gt;
|attack4stun = as above for fourth attack&lt;br /&gt;
|bodysize = required in order to calculate meat yield, leather yields, and carrying capacity&lt;br /&gt;
|leathername = use only if leather, skin, or fur is dropped when butchered&lt;br /&gt;
|massyoung = the mass of an animal when young&lt;br /&gt;
|massjuvenile = the mass of an animal when juvenile&lt;br /&gt;
|massadult = the mass of an animal when adult&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Apparel and Armor--&amp;gt;&lt;br /&gt;
|armorblunt = blunt armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorsharp = sharp armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorheat = heat armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorheatfactor = heat armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|painshockthreshold = increase in pain shock threshold&lt;br /&gt;
|insulationheat = base heat tolerance modifier&lt;br /&gt;
|insulationcold = base cold tolerance modifier&lt;br /&gt;
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor&lt;br /&gt;
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor&lt;br /&gt;
|coverage = coverage provided by the item&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals only --&amp;gt;&lt;br /&gt;
|manhunter = chance to turn manhunter when attacked (0.00 - 1.00)&lt;br /&gt;
|manhuntertame = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)&lt;br /&gt;
|hungerrate = base hunger rate&lt;br /&gt;
|diet = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous&lt;br /&gt;
|lifespan = life expectancy&lt;br /&gt;
|trainable = none/simple/intermediate/advanced&lt;br /&gt;
|handleskill = minimum handling skill&lt;br /&gt;
|wildness = wildness level of creature&lt;br /&gt;
|milk = amount of milk produced&lt;br /&gt;
|milktime = milking interval (days)&lt;br /&gt;
|wool = wool amount&lt;br /&gt;
|sheartime = shearing interval&lt;br /&gt;
|eggsmin = eggs per clutch minimum&lt;br /&gt;
|eggsmax = eggs per clutch maximum&lt;br /&gt;
|eggtime = egg laying interval&lt;br /&gt;
|eggs_avg = eggs per clutch average&lt;br /&gt;
|gestation = gestation period (days) (must either be a number or N/A)&lt;br /&gt;
|offspring = offspring per birth (Do not use for egg-laying animals)&lt;br /&gt;
|maturityage = age of maturity&lt;br /&gt;
|livesin_aridshrubland = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_borealforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_desert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_extremedesert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_icesheet = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_temperateforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tropicalrainforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tundra = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|predator = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|meatyield = amount of meat yielded when butchered. ONLY specify this parameter for animal defs that explicitly specify a MeatAmount property in the XML (currently Thrumbo, Centipede, and Scyther)!&lt;br /&gt;
|meatname = name of meat given when butchered. Defaults to &amp;quot;x meat&amp;quot; when not defined.&lt;br /&gt;
|woolname = name of wool given when sheared. Defaults to &amp;quot;x wool&amp;quot; when not defined.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Plants --&amp;gt;&lt;br /&gt;
|time = number of days to grow&lt;br /&gt;
|yield = how much food given when harvested&lt;br /&gt;
|wood = how much wood given when harvested&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Buildings--&amp;gt;&lt;br /&gt;
|power = power generated. Format: + 3600 or - 150&lt;br /&gt;
|facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency)&lt;br /&gt;
|material amount = amount of materials needed to build it, has to be the one that varies&lt;br /&gt;
|material name= only needed if not [steel,stone,wood,plasteel...];&lt;br /&gt;
|material 2 amount = amount of second material&lt;br /&gt;
|material 2 name= name of second material (for icon)&lt;br /&gt;
|material 3 amount = amount of third material&lt;br /&gt;
|material 3 name= name of third material (for icon)&lt;br /&gt;
|material 4 amount = amount of fourth material&lt;br /&gt;
|material 4 name= name of fourth material (for icon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture --&amp;gt;&lt;br /&gt;
|comfort = how much comfort it gives when using&lt;br /&gt;
|cover effectiveness = how effective the object is when used for cover.  &lt;br /&gt;
|sell price multiplier = a multiplier on the price at which you can sell items.&lt;br /&gt;
|terrain requirement = light, medium or heavy terrain requirements to place object.&lt;br /&gt;
|work to build = the base amount of work it takes to build a structure, once all materials are gathered.&lt;br /&gt;
|work to uninstall = the amount of work it takes to uninstall a structure.&lt;br /&gt;
|immunity gain speed factor = how fast a pawn acquires immunity while using object&lt;br /&gt;
|rest effectiveness = how quickly rest gets restored&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All Weapons --&amp;gt;&lt;br /&gt;
|class = neolithic/modern/advanced/mechanoid&lt;br /&gt;
|damage = Base weapon damage&lt;br /&gt;
|cooldown = use for cooldown time of weapon (in ticks)&lt;br /&gt;
|mode = Melee/Single-Shot/Burst&lt;br /&gt;
|warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon.&lt;br /&gt;
|damage type= The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ranged Weapons Only --&amp;gt;&lt;br /&gt;
|burst = Shots per burst. Set to 1 for single-shot weapons.&lt;br /&gt;
|burstticks = Time between bursts (in ticks)&lt;br /&gt;
|range = Weapon range&lt;br /&gt;
|minrange = Minimum weapon range AKA forced-miss range&lt;br /&gt;
|missRadius = Missed shots are forced to land within this radius of the target&lt;br /&gt;
|area = Explosive area (in squares)&lt;br /&gt;
|velocity = use for projectile velocity&lt;br /&gt;
|accuracyTouch = use for touch accuracy &lt;br /&gt;
|accuracyShort = use for short range accuracy &lt;br /&gt;
|accuracyMedium = use for medium range accuracy &lt;br /&gt;
|accuracyLong = use for long range accuracy&lt;br /&gt;
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies&lt;br /&gt;
|blastRadius = use for blast radius of explosive weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Weapons Only --&amp;gt;&lt;br /&gt;
|meleeattack1dmg = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|meleeattack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|meleeattack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|meleeattack1cool = cooldown of first attack (in seconds) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|meleeattack1ap = armor penetration of first attack&lt;br /&gt;
|meleeattack2dmg = as above for second attack&lt;br /&gt;
|meleeattack2type = as above for second attack&lt;br /&gt;
|meleeattack2part = as above for second attack&lt;br /&gt;
|meleeattack2cool = as above for second attack&lt;br /&gt;
|meleeattack2ap = as above for second attack&lt;br /&gt;
|meleeattack3dmg = as above for third attack&lt;br /&gt;
|meleeattack3type = as above for third attack&lt;br /&gt;
|meleeattack3part = as above for third attack&lt;br /&gt;
|meleeattack3cool = as above for third attack&lt;br /&gt;
|meleeattack3ap = as above for fourth attack&lt;br /&gt;
|meleeattack4dmg = as above for fourth attack&lt;br /&gt;
|meleeattack4type = as above for fourth attack&lt;br /&gt;
|meleeattack4part = as above for fourth attack&lt;br /&gt;
|meleeattack4cool = as above for fourth attack&lt;br /&gt;
|meleeattack4ap = as above for fourth attack&lt;br /&gt;
|MeleeWeaponAverageDPS = average melee DPS of the weapon&lt;br /&gt;
|MeleeWeaponAverageAP = average melee armor penetration of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Miscellaneous --&amp;gt;&lt;br /&gt;
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
|deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Deprecated parameters --&amp;gt;&lt;br /&gt;
|work to build = merged with work to make&lt;br /&gt;
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied&lt;br /&gt;
|buy = Amount of resource to buy or build this item. Format: {{icon|metal|75}} (More info at Template:Icon) -- replaced with resources to make&lt;br /&gt;
|sell = Amount of resource to sell or deconstruct this item. Format: {{icon|cloth|18}} (More info at Template:Icon) -- replaced with deconstruct yield&lt;br /&gt;
|info = Removed and replaced with description =.&lt;br /&gt;
|walkSpeed = Superseded by moveSpeed&lt;br /&gt;
|speed = Superseded by moveSpeed&lt;br /&gt;
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.&lt;br /&gt;
|DPS = Removed. Now calculated automatically.&lt;br /&gt;
|healthscale = Unused. Would determine hit points for each body part.&lt;br /&gt;
|armorelectric = Not currently used.&lt;br /&gt;
|armorpoison = Not currently used.&lt;br /&gt;
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.&lt;br /&gt;
|mobdamage = Superseded by attack1dmg&lt;br /&gt;
|mobdamagetype = Superseded by attack1type&lt;br /&gt;
|mobdamage2 = As above, for second attack&lt;br /&gt;
|mobdamagetype2 = As above, for second attack&lt;br /&gt;
|mobdamage3 = As above for, third attack&lt;br /&gt;
|mobdamagetype3 = As above, for third attack&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Deprecated positional paramters==&lt;br /&gt;
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things.  As of now this template only takes ONE positional parameter -- all others are ignored. &lt;br /&gt;
# (still in use)&lt;br /&gt;
# DEPRECATED: Extra CSS class to be applied to the infobox div.&lt;br /&gt;
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param&lt;br /&gt;
# DEPRECATED: Overly clever use of the size parameter.  The usual format is |size = X|Y.  This then gets transformed into x * y.  BUT it only works if you have 3 positional parameters prior to the first param.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Example #1==&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = &amp;quot;A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|mobdamage = 10&lt;br /&gt;
|mobdamagetype = blunt&lt;br /&gt;
|mobdamageaverage = 10&lt;br /&gt;
|leathername = muffalo leather&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 60&lt;br /&gt;
|milk = 6&lt;br /&gt;
|milktime = 4&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate =&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 60&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3+&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = &amp;quot;A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|mobdamage = 10&lt;br /&gt;
|mobdamagetype = blunt&lt;br /&gt;
|mobdamageaverage = 10&lt;br /&gt;
|leathername = muffalo leather&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 60&lt;br /&gt;
|milk = 6&lt;br /&gt;
|milktime = 4&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate =&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 60&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3+&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Example #2==&lt;br /&gt;
{{infobox main|weapon|pull-left&lt;br /&gt;
|name = Pistol&lt;br /&gt;
|image = Pistol.png|Pistol&lt;br /&gt;
|type = Equipment{{!}}Equipment&lt;br /&gt;
|type2 = Weapons{{!}}Weapons&lt;br /&gt;
|description = &amp;quot;Ancient pattern automatic pistol. Weak and short range, but quick.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 9&lt;br /&gt;
|range = 25.9&lt;br /&gt;
|accuracyTouch = 80&lt;br /&gt;
|accuracyShort = 70&lt;br /&gt;
|accuracyMedium = 40&lt;br /&gt;
|accuracyLong = 30&lt;br /&gt;
|accuracyAvg = 65&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|weapon|pull-left&lt;br /&gt;
|name = Pistol&lt;br /&gt;
|image = Pistol.png|Pistol&lt;br /&gt;
|type = Equipment{{!}}Equipment&lt;br /&gt;
|type2 = Weapons{{!}}Weapons&lt;br /&gt;
|description = &amp;quot;Ancient pattern automatic pistol. Weak and short range, but quick.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 9&lt;br /&gt;
|range = 24&lt;br /&gt;
|accuracyTouch = 91&lt;br /&gt;
|accuracyShort = 71&lt;br /&gt;
|accuracyMedium = 50&lt;br /&gt;
|accuracyLong = 32&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=70634</id>
		<title>Template:Infobox main/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=70634"/>
		<updated>2020-05-02T23:15:52Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: /* Positional parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intro==&lt;br /&gt;
[[Template:Infobox main]] Is the core of what powers the SemanticMediaWiki database of rimworld objects.&lt;br /&gt;
Since the template is so complex, it's worth taking a step back and summarizing what this template does:&lt;br /&gt;
* '''Takes in facts''': On each page which describes an in-game object, we call &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ...}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things&lt;br /&gt;
* '''Rendering an infobox''': This template takes those parameters and presents them in a nice looking infobox on the right side of the page.  If you add a param &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt;, this template will add a line to the infobox showing the market value annotated with a silver icon.  Cool!&lt;br /&gt;
* '''Setting SMW properties''': The real magic comes from this templates ability to also set SMW properties.  If the &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt; param is present, this template will ''also'' set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.&lt;br /&gt;
&lt;br /&gt;
As an example, say there was an Page called &amp;quot;Foo&amp;quot; for an in-game object with the same name.  In-game, a foo has a market value of 200.  When you invoke &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ... | marketvalue = 200 | ...&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, this template will set the 'Market Value Base' property of the 'Foo' page to 200.&lt;br /&gt;
&lt;br /&gt;
These properties can then be retrieved using a snippet like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{#show:Foo|?Market Value Base}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  You can browse the properties for a given page by clicking the &amp;quot;Browse properties&amp;quot; link on the left side of the page.  For an example, see [[Special:Browse/:Duster]]&lt;br /&gt;
&lt;br /&gt;
==Positional parameters==&lt;br /&gt;
This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&lt;br /&gt;
*Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. &lt;br /&gt;
&lt;br /&gt;
*You can add a &amp;quot;name&amp;quot; and &amp;quot;image&amp;quot;. Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|animal/plant/weapon/area/structure/production/security/furniture (used to set color theme)&lt;br /&gt;
|additional styles (optional)&lt;br /&gt;
&lt;br /&gt;
|name = Title of the infobox. Defaults to current page name if not specified.&lt;br /&gt;
|image = Picture name.(jpg/png)| variables such as size, alt text (optional)&lt;br /&gt;
|description = Short description of the item. Recommended to use the description from the in-game info page.&lt;br /&gt;
|type = use for main category &lt;br /&gt;
|type2 = use for subcategory (optional)&lt;br /&gt;
|placeable = Yes/No&lt;br /&gt;
|rotatable = Yes/No&lt;br /&gt;
|size = two values, separated by | - (1|2)&lt;br /&gt;
|beauty = use for beauty&lt;br /&gt;
|flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%)&lt;br /&gt;
|market value = the amount of currency the item is worth&lt;br /&gt;
|mass base = mass in kilograms - DO NOT USE FOR ANIMALS&lt;br /&gt;
|hp = the amount of damage an object can take; use for objects with hit points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
|movespeed = base movement speed&lt;br /&gt;
|attack1dmg = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|attack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|attack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|attack1cool = cooldown of first attack (in ticks) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) &amp;lt;extraMeleeDamages&amp;gt;&lt;br /&gt;
|attack2dmg = as above for second attack&lt;br /&gt;
|attack2type = as above for second attack&lt;br /&gt;
|attack2part = as above for second attack&lt;br /&gt;
|attack2cool = as above for second attack&lt;br /&gt;
|attack2stun = as above for second attack&lt;br /&gt;
|attack3dmg = as above for third attack&lt;br /&gt;
|attack3type = as above for third attack&lt;br /&gt;
|attack3part = as above for third attack&lt;br /&gt;
|attack3cool = as above for third attack&lt;br /&gt;
|attack3stun = as above for third attack&lt;br /&gt;
|attack4dmg = as above for fourth attack&lt;br /&gt;
|attack4type = as above for fourth attack&lt;br /&gt;
|attack4part = as above for fourth attack&lt;br /&gt;
|attack4cool = as above for fourth attack&lt;br /&gt;
|attack4stun = as above for fourth attack&lt;br /&gt;
|bodysize = required in order to calculate meat yield, leather yields, and carrying capacity&lt;br /&gt;
|leathername = use only if leather, skin, or fur is dropped when butchered&lt;br /&gt;
|massyoung = the mass of an animal when young&lt;br /&gt;
|massjuvenile = the mass of an animal when juvenile&lt;br /&gt;
|massadult = the mass of an animal when adult&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Apparel and Armor--&amp;gt;&lt;br /&gt;
|armorblunt = blunt armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorsharp = sharp armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorheat = heat armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorheatfactor = heat armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|painshockthreshold = increase in pain shock threshold&lt;br /&gt;
|insulationheat = base heat tolerance modifier&lt;br /&gt;
|insulationcold = base cold tolerance modifier&lt;br /&gt;
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor&lt;br /&gt;
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor&lt;br /&gt;
|coverage = coverage provided by the item&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals only --&amp;gt;&lt;br /&gt;
|manhunter = chance to turn manhunter when attacked (0.00 - 1.00)&lt;br /&gt;
|manhuntertame = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)&lt;br /&gt;
|hungerrate = base hunger rate&lt;br /&gt;
|diet = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous&lt;br /&gt;
|lifespan = life expectancy&lt;br /&gt;
|trainable = none/simple/intermediate/advanced&lt;br /&gt;
|handleskill = minimum handling skill&lt;br /&gt;
|wildness = wildness level of creature&lt;br /&gt;
|milk = amount of milk produced&lt;br /&gt;
|milktime = milking interval (days)&lt;br /&gt;
|wool = wool amount&lt;br /&gt;
|sheartime = shearing interval&lt;br /&gt;
|eggsmin = eggs per clutch minimum&lt;br /&gt;
|eggsmax = eggs per clutch maximum&lt;br /&gt;
|eggtime = egg laying interval&lt;br /&gt;
|eggs_avg = eggs per clutch average&lt;br /&gt;
|gestation = gestation period (days) (must either be a number or N/A)&lt;br /&gt;
|offspring = offspring per birth (Do not use for egg-laying animals)&lt;br /&gt;
|maturityage = age of maturity&lt;br /&gt;
|livesin_aridshrubland = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_borealforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_desert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_extremedesert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_icesheet = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_temperateforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tropicalrainforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tundra = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|predator = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|meatyield = amount of meat yielded when butchered. ONLY specify this parameter for animal defs that explicitly specify a MeatAmount property in the XML (currently Thrumbo, Centipede, and Scyther)!&lt;br /&gt;
|meatname = name of meat given when butchered. Defaults to &amp;quot;x meat&amp;quot; when not defined.&lt;br /&gt;
|woolname = name of wool given when sheared. Defaults to &amp;quot;x wool&amp;quot; when not defined.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Plants --&amp;gt;&lt;br /&gt;
|time = number of days to grow&lt;br /&gt;
|yield = how much food given when harvested&lt;br /&gt;
|wood = how much wood given when harvested&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Buildings--&amp;gt;&lt;br /&gt;
|power = power generated. Format: + 3600 or - 150&lt;br /&gt;
|facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency)&lt;br /&gt;
|material amount = amount of materials needed to build it, has to be the one that varies&lt;br /&gt;
|material name= only needed if not [steel,stone,wood,plasteel...];&lt;br /&gt;
|material 2 amount = amount of second material&lt;br /&gt;
|material 2 name= name of second material (for icon)&lt;br /&gt;
|material 3 amount = amount of third material&lt;br /&gt;
|material 3 name= name of third material (for icon)&lt;br /&gt;
|material 4 amount = amount of fourth material&lt;br /&gt;
|material 4 name= name of fourth material (for icon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture --&amp;gt;&lt;br /&gt;
|comfort = how much comfort it gives when using&lt;br /&gt;
|cover effectiveness = how effective the object is when used for cover.  &lt;br /&gt;
|sell price multiplier = a multiplier on the price at which you can sell items.&lt;br /&gt;
|terrain requirement = light, medium or heavy terrain requirements to place object.&lt;br /&gt;
|work to build = the base amount of work it takes to build a structure, once all materials are gathered.&lt;br /&gt;
|work to uninstall = the amount of work it takes to uninstall a structure.&lt;br /&gt;
|immunity gain speed factor = how fast a pawn acquires immunity while using object&lt;br /&gt;
|rest effectiveness = how quickly rest gets restored&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All Weapons --&amp;gt;&lt;br /&gt;
|class = neolithic/modern/advanced/mechanoid&lt;br /&gt;
|damage = Base weapon damage&lt;br /&gt;
|cooldown = use for cooldown time of weapon (in ticks)&lt;br /&gt;
|mode = Melee/Single-Shot/Burst&lt;br /&gt;
|warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon.&lt;br /&gt;
|damage type= The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ranged Weapons Only --&amp;gt;&lt;br /&gt;
|burst = Shots per burst. Set to 1 for single-shot weapons.&lt;br /&gt;
|burstticks = Time between bursts (in ticks)&lt;br /&gt;
|range = Weapon range&lt;br /&gt;
|minrange = Minimum weapon range AKA forced-miss range&lt;br /&gt;
|missRadius = Missed shots are forced to land within this radius of the target&lt;br /&gt;
|area = Explosive area (in squares)&lt;br /&gt;
|velocity = use for projectile velocity&lt;br /&gt;
|accuracyTouch = use for touch accuracy &lt;br /&gt;
|accuracyShort = use for short range accuracy &lt;br /&gt;
|accuracyMedium = use for medium range accuracy &lt;br /&gt;
|accuracyLong = use for long range accuracy&lt;br /&gt;
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies&lt;br /&gt;
|blastRadius = use for blast radius of explosive weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Weapons Only --&amp;gt;&lt;br /&gt;
|meleeattack1dmg = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|meleeattack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|meleeattack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|meleeattack1cool = cooldown of first attack (in seconds) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|meleeattack1ap = armor penetration of first attack&lt;br /&gt;
|meleeattack2dmg = as above for second attack&lt;br /&gt;
|meleeattack2type = as above for second attack&lt;br /&gt;
|meleeattack2part = as above for second attack&lt;br /&gt;
|meleeattack2cool = as above for second attack&lt;br /&gt;
|meleeattack2ap = as above for second attack&lt;br /&gt;
|meleeattack3dmg = as above for third attack&lt;br /&gt;
|meleeattack3type = as above for third attack&lt;br /&gt;
|meleeattack3part = as above for third attack&lt;br /&gt;
|meleeattack3cool = as above for third attack&lt;br /&gt;
|meleeattack3ap = as above for fourth attack&lt;br /&gt;
|meleeattack4dmg = as above for fourth attack&lt;br /&gt;
|meleeattack4type = as above for fourth attack&lt;br /&gt;
|meleeattack4part = as above for fourth attack&lt;br /&gt;
|meleeattack4cool = as above for fourth attack&lt;br /&gt;
|meleeattack4ap = as above for fourth attack&lt;br /&gt;
|MeleeWeaponAverageDPS = average melee DPS of the weapon&lt;br /&gt;
|MeleeWeaponAverageAP = average melee armor penetration of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Miscellaneous --&amp;gt;&lt;br /&gt;
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
|deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Deprecated parameters --&amp;gt;&lt;br /&gt;
|work to build = merged with work to make&lt;br /&gt;
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied&lt;br /&gt;
|buy = Amount of resource to buy or build this item. Format: {{icon|metal|75}} (More info at Template:Icon) -- replaced with resources to make&lt;br /&gt;
|sell = Amount of resource to sell or deconstruct this item. Format: {{icon|cloth|18}} (More info at Template:Icon) -- replaced with deconstruct yield&lt;br /&gt;
|info = Removed and replaced with description =.&lt;br /&gt;
|walkSpeed = Superseded by moveSpeed&lt;br /&gt;
|speed = Superseded by moveSpeed&lt;br /&gt;
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.&lt;br /&gt;
|DPS = Removed. Now calculated automatically.&lt;br /&gt;
|healthscale = Unused. Would determine hit points for each body part.&lt;br /&gt;
|armorelectric = Not currently used.&lt;br /&gt;
|armorpoison = Not currently used.&lt;br /&gt;
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.&lt;br /&gt;
|mobdamage = Superseded by attack1dmg&lt;br /&gt;
|mobdamagetype = Superseded by attack1type&lt;br /&gt;
|mobdamage2 = As above, for second attack&lt;br /&gt;
|mobdamagetype2 = As above, for second attack&lt;br /&gt;
|mobdamage3 = As above for, third attack&lt;br /&gt;
|mobdamagetype3 = As above, for third attack&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deprecated positional paramters==&lt;br /&gt;
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things.  As of now this template only takes ONE positional parameter -- all others are ignored. &lt;br /&gt;
# (still in use)&lt;br /&gt;
# DEPRECATED: Extra CSS class to be applied to the infobox div.&lt;br /&gt;
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param&lt;br /&gt;
# DEPRECATED: Overly clever use of the size parameter.  The usual format is |size = X|Y.  This then gets transformed into x * y.  BUT it only works if you have 3 positional parameters prior to the first param.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Example #1==&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = &amp;quot;A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|mobdamage = 10&lt;br /&gt;
|mobdamagetype = blunt&lt;br /&gt;
|mobdamageaverage = 10&lt;br /&gt;
|leathername = muffalo leather&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 60&lt;br /&gt;
|milk = 6&lt;br /&gt;
|milktime = 4&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate =&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 60&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3+&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = &amp;quot;A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|mobdamage = 10&lt;br /&gt;
|mobdamagetype = blunt&lt;br /&gt;
|mobdamageaverage = 10&lt;br /&gt;
|leathername = muffalo leather&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 60&lt;br /&gt;
|milk = 6&lt;br /&gt;
|milktime = 4&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate =&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 60&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3+&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Example #2==&lt;br /&gt;
{{infobox main|weapon|pull-left&lt;br /&gt;
|name = Pistol&lt;br /&gt;
|image = Pistol.png|Pistol&lt;br /&gt;
|type = Equipment{{!}}Equipment&lt;br /&gt;
|type2 = Weapons{{!}}Weapons&lt;br /&gt;
|description = &amp;quot;Ancient pattern automatic pistol. Weak and short range, but quick.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 9&lt;br /&gt;
|range = 25.9&lt;br /&gt;
|accuracyTouch = 80&lt;br /&gt;
|accuracyShort = 70&lt;br /&gt;
|accuracyMedium = 40&lt;br /&gt;
|accuracyLong = 30&lt;br /&gt;
|accuracyAvg = 65&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|weapon|pull-left&lt;br /&gt;
|name = Pistol&lt;br /&gt;
|image = Pistol.png|Pistol&lt;br /&gt;
|type = Equipment{{!}}Equipment&lt;br /&gt;
|type2 = Weapons{{!}}Weapons&lt;br /&gt;
|description = &amp;quot;Ancient pattern automatic pistol. Weak and short range, but quick.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 9&lt;br /&gt;
|range = 24&lt;br /&gt;
|accuracyTouch = 91&lt;br /&gt;
|accuracyShort = 71&lt;br /&gt;
|accuracyMedium = 50&lt;br /&gt;
|accuracyLong = 32&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=70633</id>
		<title>Template:Infobox main/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=70633"/>
		<updated>2020-05-02T23:15:04Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intro==&lt;br /&gt;
[[Template:Infobox main]] Is the core of what powers the SemanticMediaWiki database of rimworld objects.&lt;br /&gt;
Since the template is so complex, it's worth taking a step back and summarizing what this template does:&lt;br /&gt;
* '''Takes in facts''': On each page which describes an in-game object, we call &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ...}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things&lt;br /&gt;
* '''Rendering an infobox''': This template takes those parameters and presents them in a nice looking infobox on the right side of the page.  If you add a param &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt;, this template will add a line to the infobox showing the market value annotated with a silver icon.  Cool!&lt;br /&gt;
* '''Setting SMW properties''': The real magic comes from this templates ability to also set SMW properties.  If the &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt; param is present, this template will ''also'' set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.&lt;br /&gt;
&lt;br /&gt;
As an example, say there was an Page called &amp;quot;Foo&amp;quot; for an in-game object with the same name.  In-game, a foo has a market value of 200.  When you invoke &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ... | marketvalue = 200 | ...&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, this template will set the 'Market Value Base' property of the 'Foo' page to 200.&lt;br /&gt;
&lt;br /&gt;
These properties can then be retrieved using a snippet like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{#show:Foo|?Market Value Base}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  You can browse the properties for a given page by clicking the &amp;quot;Browse properties&amp;quot; link on the left side of the page.  For an example, see [[Special:Browse/:Duster]]&lt;br /&gt;
&lt;br /&gt;
==Positional parameters==&lt;br /&gt;
This template also takes 4 positional parameters, though we aspire to deprecate all but the first.&lt;br /&gt;
# Changes the color of the box depending on the category of thing&lt;br /&gt;
# DEPRECATED: Extra CSS class to be applied to the infobox div.&lt;br /&gt;
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param&lt;br /&gt;
# Overly clever use of the size parameter.  The usual format is |size = X|Y.  This then gets transformed into x * y.  BUT it only works if you have 3 positional parameters prior to the first param.  This is way overly clever and should be cleaned up.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&lt;br /&gt;
*Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. &lt;br /&gt;
&lt;br /&gt;
*You can add a &amp;quot;name&amp;quot; and &amp;quot;image&amp;quot;. Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|animal/plant/weapon/area/structure/production/security/furniture (used to set color theme)&lt;br /&gt;
|additional styles (optional)&lt;br /&gt;
&lt;br /&gt;
|name = Title of the infobox. Defaults to current page name if not specified.&lt;br /&gt;
|image = Picture name.(jpg/png)| variables such as size, alt text (optional)&lt;br /&gt;
|description = Short description of the item. Recommended to use the description from the in-game info page.&lt;br /&gt;
|type = use for main category &lt;br /&gt;
|type2 = use for subcategory (optional)&lt;br /&gt;
|placeable = Yes/No&lt;br /&gt;
|rotatable = Yes/No&lt;br /&gt;
|size = two values, separated by | - (1|2)&lt;br /&gt;
|beauty = use for beauty&lt;br /&gt;
|flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%)&lt;br /&gt;
|market value = the amount of currency the item is worth&lt;br /&gt;
|mass base = mass in kilograms - DO NOT USE FOR ANIMALS&lt;br /&gt;
|hp = the amount of damage an object can take; use for objects with hit points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
|movespeed = base movement speed&lt;br /&gt;
|attack1dmg = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|attack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|attack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|attack1cool = cooldown of first attack (in ticks) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) &amp;lt;extraMeleeDamages&amp;gt;&lt;br /&gt;
|attack2dmg = as above for second attack&lt;br /&gt;
|attack2type = as above for second attack&lt;br /&gt;
|attack2part = as above for second attack&lt;br /&gt;
|attack2cool = as above for second attack&lt;br /&gt;
|attack2stun = as above for second attack&lt;br /&gt;
|attack3dmg = as above for third attack&lt;br /&gt;
|attack3type = as above for third attack&lt;br /&gt;
|attack3part = as above for third attack&lt;br /&gt;
|attack3cool = as above for third attack&lt;br /&gt;
|attack3stun = as above for third attack&lt;br /&gt;
|attack4dmg = as above for fourth attack&lt;br /&gt;
|attack4type = as above for fourth attack&lt;br /&gt;
|attack4part = as above for fourth attack&lt;br /&gt;
|attack4cool = as above for fourth attack&lt;br /&gt;
|attack4stun = as above for fourth attack&lt;br /&gt;
|bodysize = required in order to calculate meat yield, leather yields, and carrying capacity&lt;br /&gt;
|leathername = use only if leather, skin, or fur is dropped when butchered&lt;br /&gt;
|massyoung = the mass of an animal when young&lt;br /&gt;
|massjuvenile = the mass of an animal when juvenile&lt;br /&gt;
|massadult = the mass of an animal when adult&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Apparel and Armor--&amp;gt;&lt;br /&gt;
|armorblunt = blunt armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorsharp = sharp armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorheat = heat armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorheatfactor = heat armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|painshockthreshold = increase in pain shock threshold&lt;br /&gt;
|insulationheat = base heat tolerance modifier&lt;br /&gt;
|insulationcold = base cold tolerance modifier&lt;br /&gt;
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor&lt;br /&gt;
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor&lt;br /&gt;
|coverage = coverage provided by the item&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals only --&amp;gt;&lt;br /&gt;
|manhunter = chance to turn manhunter when attacked (0.00 - 1.00)&lt;br /&gt;
|manhuntertame = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)&lt;br /&gt;
|hungerrate = base hunger rate&lt;br /&gt;
|diet = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous&lt;br /&gt;
|lifespan = life expectancy&lt;br /&gt;
|trainable = none/simple/intermediate/advanced&lt;br /&gt;
|handleskill = minimum handling skill&lt;br /&gt;
|wildness = wildness level of creature&lt;br /&gt;
|milk = amount of milk produced&lt;br /&gt;
|milktime = milking interval (days)&lt;br /&gt;
|wool = wool amount&lt;br /&gt;
|sheartime = shearing interval&lt;br /&gt;
|eggsmin = eggs per clutch minimum&lt;br /&gt;
|eggsmax = eggs per clutch maximum&lt;br /&gt;
|eggtime = egg laying interval&lt;br /&gt;
|eggs_avg = eggs per clutch average&lt;br /&gt;
|gestation = gestation period (days) (must either be a number or N/A)&lt;br /&gt;
|offspring = offspring per birth (Do not use for egg-laying animals)&lt;br /&gt;
|maturityage = age of maturity&lt;br /&gt;
|livesin_aridshrubland = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_borealforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_desert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_extremedesert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_icesheet = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_temperateforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tropicalrainforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tundra = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|predator = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|meatyield = amount of meat yielded when butchered. ONLY specify this parameter for animal defs that explicitly specify a MeatAmount property in the XML (currently Thrumbo, Centipede, and Scyther)!&lt;br /&gt;
|meatname = name of meat given when butchered. Defaults to &amp;quot;x meat&amp;quot; when not defined.&lt;br /&gt;
|woolname = name of wool given when sheared. Defaults to &amp;quot;x wool&amp;quot; when not defined.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Plants --&amp;gt;&lt;br /&gt;
|time = number of days to grow&lt;br /&gt;
|yield = how much food given when harvested&lt;br /&gt;
|wood = how much wood given when harvested&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Buildings--&amp;gt;&lt;br /&gt;
|power = power generated. Format: + 3600 or - 150&lt;br /&gt;
|facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency)&lt;br /&gt;
|material amount = amount of materials needed to build it, has to be the one that varies&lt;br /&gt;
|material name= only needed if not [steel,stone,wood,plasteel...];&lt;br /&gt;
|material 2 amount = amount of second material&lt;br /&gt;
|material 2 name= name of second material (for icon)&lt;br /&gt;
|material 3 amount = amount of third material&lt;br /&gt;
|material 3 name= name of third material (for icon)&lt;br /&gt;
|material 4 amount = amount of fourth material&lt;br /&gt;
|material 4 name= name of fourth material (for icon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Furniture --&amp;gt;&lt;br /&gt;
|comfort = how much comfort it gives when using&lt;br /&gt;
|cover effectiveness = how effective the object is when used for cover.  &lt;br /&gt;
|sell price multiplier = a multiplier on the price at which you can sell items.&lt;br /&gt;
|terrain requirement = light, medium or heavy terrain requirements to place object.&lt;br /&gt;
|work to build = the base amount of work it takes to build a structure, once all materials are gathered.&lt;br /&gt;
|work to uninstall = the amount of work it takes to uninstall a structure.&lt;br /&gt;
|immunity gain speed factor = how fast a pawn acquires immunity while using object&lt;br /&gt;
|rest effectiveness = how quickly rest gets restored&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All Weapons --&amp;gt;&lt;br /&gt;
|class = neolithic/modern/advanced/mechanoid&lt;br /&gt;
|damage = Base weapon damage&lt;br /&gt;
|cooldown = use for cooldown time of weapon (in ticks)&lt;br /&gt;
|mode = Melee/Single-Shot/Burst&lt;br /&gt;
|warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon.&lt;br /&gt;
|damage type= The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ranged Weapons Only --&amp;gt;&lt;br /&gt;
|burst = Shots per burst. Set to 1 for single-shot weapons.&lt;br /&gt;
|burstticks = Time between bursts (in ticks)&lt;br /&gt;
|range = Weapon range&lt;br /&gt;
|minrange = Minimum weapon range AKA forced-miss range&lt;br /&gt;
|missRadius = Missed shots are forced to land within this radius of the target&lt;br /&gt;
|area = Explosive area (in squares)&lt;br /&gt;
|velocity = use for projectile velocity&lt;br /&gt;
|accuracyTouch = use for touch accuracy &lt;br /&gt;
|accuracyShort = use for short range accuracy &lt;br /&gt;
|accuracyMedium = use for medium range accuracy &lt;br /&gt;
|accuracyLong = use for long range accuracy&lt;br /&gt;
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies&lt;br /&gt;
|blastRadius = use for blast radius of explosive weapons&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Weapons Only --&amp;gt;&lt;br /&gt;
|meleeattack1dmg = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|meleeattack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|meleeattack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|meleeattack1cool = cooldown of first attack (in seconds) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|meleeattack1ap = armor penetration of first attack&lt;br /&gt;
|meleeattack2dmg = as above for second attack&lt;br /&gt;
|meleeattack2type = as above for second attack&lt;br /&gt;
|meleeattack2part = as above for second attack&lt;br /&gt;
|meleeattack2cool = as above for second attack&lt;br /&gt;
|meleeattack2ap = as above for second attack&lt;br /&gt;
|meleeattack3dmg = as above for third attack&lt;br /&gt;
|meleeattack3type = as above for third attack&lt;br /&gt;
|meleeattack3part = as above for third attack&lt;br /&gt;
|meleeattack3cool = as above for third attack&lt;br /&gt;
|meleeattack3ap = as above for fourth attack&lt;br /&gt;
|meleeattack4dmg = as above for fourth attack&lt;br /&gt;
|meleeattack4type = as above for fourth attack&lt;br /&gt;
|meleeattack4part = as above for fourth attack&lt;br /&gt;
|meleeattack4cool = as above for fourth attack&lt;br /&gt;
|meleeattack4ap = as above for fourth attack&lt;br /&gt;
|MeleeWeaponAverageDPS = average melee DPS of the weapon&lt;br /&gt;
|MeleeWeaponAverageAP = average melee armor penetration of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Miscellaneous --&amp;gt;&lt;br /&gt;
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
|deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Deprecated parameters --&amp;gt;&lt;br /&gt;
|work to build = merged with work to make&lt;br /&gt;
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied&lt;br /&gt;
|buy = Amount of resource to buy or build this item. Format: {{icon|metal|75}} (More info at Template:Icon) -- replaced with resources to make&lt;br /&gt;
|sell = Amount of resource to sell or deconstruct this item. Format: {{icon|cloth|18}} (More info at Template:Icon) -- replaced with deconstruct yield&lt;br /&gt;
|info = Removed and replaced with description =.&lt;br /&gt;
|walkSpeed = Superseded by moveSpeed&lt;br /&gt;
|speed = Superseded by moveSpeed&lt;br /&gt;
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.&lt;br /&gt;
|DPS = Removed. Now calculated automatically.&lt;br /&gt;
|healthscale = Unused. Would determine hit points for each body part.&lt;br /&gt;
|armorelectric = Not currently used.&lt;br /&gt;
|armorpoison = Not currently used.&lt;br /&gt;
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.&lt;br /&gt;
|mobdamage = Superseded by attack1dmg&lt;br /&gt;
|mobdamagetype = Superseded by attack1type&lt;br /&gt;
|mobdamage2 = As above, for second attack&lt;br /&gt;
|mobdamagetype2 = As above, for second attack&lt;br /&gt;
|mobdamage3 = As above for, third attack&lt;br /&gt;
|mobdamagetype3 = As above, for third attack&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deprecated positional paramters==&lt;br /&gt;
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things.  As of now this template only takes ONE positional parameter -- all others are ignored. &lt;br /&gt;
# (still in use)&lt;br /&gt;
# DEPRECATED: Extra CSS class to be applied to the infobox div.&lt;br /&gt;
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param&lt;br /&gt;
# DEPRECATED: Overly clever use of the size parameter.  The usual format is |size = X|Y.  This then gets transformed into x * y.  BUT it only works if you have 3 positional parameters prior to the first param.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Example #1==&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = &amp;quot;A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|mobdamage = 10&lt;br /&gt;
|mobdamagetype = blunt&lt;br /&gt;
|mobdamageaverage = 10&lt;br /&gt;
|leathername = muffalo leather&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 60&lt;br /&gt;
|milk = 6&lt;br /&gt;
|milktime = 4&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate =&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 60&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3+&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = &amp;quot;A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 3.6&lt;br /&gt;
|mobdamage = 10&lt;br /&gt;
|mobdamagetype = blunt&lt;br /&gt;
|mobdamageaverage = 10&lt;br /&gt;
|leathername = muffalo leather&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 60&lt;br /&gt;
|milk = 6&lt;br /&gt;
|milktime = 4&lt;br /&gt;
|manhunter = 0.0125&lt;br /&gt;
|hungerrate =&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.5&lt;br /&gt;
|handleskill = 3&lt;br /&gt;
|gestation = 60&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3+&lt;br /&gt;
|marketvalue  = 500&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Example #2==&lt;br /&gt;
{{infobox main|weapon|pull-left&lt;br /&gt;
|name = Pistol&lt;br /&gt;
|image = Pistol.png|Pistol&lt;br /&gt;
|type = Equipment{{!}}Equipment&lt;br /&gt;
|type2 = Weapons{{!}}Weapons&lt;br /&gt;
|description = &amp;quot;Ancient pattern automatic pistol. Weak and short range, but quick.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 9&lt;br /&gt;
|range = 25.9&lt;br /&gt;
|accuracyTouch = 80&lt;br /&gt;
|accuracyShort = 70&lt;br /&gt;
|accuracyMedium = 40&lt;br /&gt;
|accuracyLong = 30&lt;br /&gt;
|accuracyAvg = 65&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|weapon|pull-left&lt;br /&gt;
|name = Pistol&lt;br /&gt;
|image = Pistol.png|Pistol&lt;br /&gt;
|type = Equipment{{!}}Equipment&lt;br /&gt;
|type2 = Weapons{{!}}Weapons&lt;br /&gt;
|description = &amp;quot;Ancient pattern automatic pistol. Weak and short range, but quick.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 9&lt;br /&gt;
|range = 24&lt;br /&gt;
|accuracyTouch = 91&lt;br /&gt;
|accuracyShort = 71&lt;br /&gt;
|accuracyMedium = 50&lt;br /&gt;
|accuracyLong = 32&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=70632</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=70632"/>
		<updated>2020-05-02T23:12:55Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: Deprecate and remove positional parameter 2-4.  Hooray!  Now to update the docs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{#var:Name}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{#var:Name}}&amp;quot;&amp;gt;[[File:{{{image|{{#var:Name}}}}}|{{{imagesize|}}}|link={{#var:Name}}|{{#var:Name}}]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#set:Name = {{#var:Name}} }}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}|{{#set:Size = {{{size|}}} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{{size|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#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;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcoldfactor|}}}|{{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }}&lt;br /&gt;
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Cold}}&lt;br /&gt;
:{{{insulationcoldfactor|}}}x }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheatfactor|}}}|{{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }}&lt;br /&gt;
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Heat}}&lt;br /&gt;
:{{{insulationheatfactor|}}}x }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorbluntfactor|}}}|{{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }}&lt;br /&gt;
;Armor Factor - Blunt&lt;br /&gt;
:{{{armorbluntfactor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharpfactor|}}}|{{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }}&lt;br /&gt;
;Armor Factor - Sharp&lt;br /&gt;
:{{{armorsharpfactor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheatfactor|}}}|{{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }}&lt;br /&gt;
;Armor Factor - Heat&lt;br /&gt;
:{{{armorheatfactor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{coverage|}}}|{{#set:Coverage = {{{coverage|}}} }}&lt;br /&gt;
;Coverage&lt;br /&gt;
:{{{coverage|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/5}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/5}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} on first strike}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}}*20}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}&lt;br /&gt;
  {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: MeatYield | {{{meatyield | {{#expr: 90 * {{{bodysize}}} round 0}}}}} }}&lt;br /&gt;
  {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}  [[Meat|{{lc:{{#var:MeatName}}}}]]&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Use leatheryield when set, otherwise (incorrectly in some cases) assume 30 * bodysize --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Leather_Yield for details --&amp;gt;&lt;br /&gt;
  {{#vardefine: LeatherYield | {{{leatheryield | {{#expr: 30 * {{{bodysize}}} round 0}} }}} }}&lt;br /&gt;
  {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Guard = no |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Guard = yes |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Guard = yes |Can Train Attack = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Guard = yes |Can Train Attack = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.40|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;[[Milk]] Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#vardefine: WoolName | {{{woolnam | {{#var:Name}} wool}}} }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{#var:Name}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{#var:Name}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       &amp;amp;nbsp;&amp;amp; {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Floors--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{#expr:{{{speed|}}}*100}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}&lt;br /&gt;
;Comfort Offset &lt;br /&gt;
:{{{comfort offset|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{#expr:{{{cover|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}&lt;br /&gt;
  {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{meleeattack1part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack1ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}&lt;br /&gt;
  {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack2part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack2ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}&lt;br /&gt;
  {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack3part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack3ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{meleeattack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{meleeattack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}&lt;br /&gt;
  {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Attack 4{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{{meleeattack4part|Body part?}}}&amp;lt;br&amp;gt;{{{meleeattack4dmg|?}}} dmg ({{{meleeattack4type|type?}}})&amp;lt;br&amp;gt;{{{meleeattack4cool|0}}} seconds cooldown &amp;lt;br&amp;gt;{{{meleeattack4ap|0}}}% armor penetration}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}}|&lt;br /&gt;
;Melee Average DPS&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageAP|}}}|&lt;br /&gt;
;Melee Average AP&lt;br /&gt;
:{{{MeleeWeaponAverageAP|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }} &lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}}|&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyAvg|}}}|&lt;br /&gt;
;{{H:title|link=no|Average accuracy of the weapon, taking range into account.|Avg. accuracy}}&lt;br /&gt;
:{{{accuracyAvg|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots in a single burst|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}&lt;br /&gt;
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}&lt;br /&gt;
:{{{stoppingPower|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work to make should be specified in *ticks*, like in the game files.  This has been inconsistent in the past --&amp;gt;&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{ticks|{{{work to make|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{resources to make|}}}|&lt;br /&gt;
;Resources to make&lt;br /&gt;
:{{{resources to make|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deconstruct yield|}}}|&lt;br /&gt;
;{{H:title|link=no|Resources recovered when deconstructing|Deconstruct yield}}&lt;br /&gt;
:{{{deconstruct yield|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wood-fired_generator&amp;diff=70631</id>
		<title>Wood-fired generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wood-fired_generator&amp;diff=70631"/>
		<updated>2020-05-02T23:11:02Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|building|&lt;br /&gt;
|name = Wood-fired generator &lt;br /&gt;
|image = fueledgenerator.png|128px{{!}} Fueled generator&lt;br /&gt;
|description =  Produces electricity from burning wood. &lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|hp =300 &lt;br /&gt;
|efficiency = &lt;br /&gt;
|power = + 1000&lt;br /&gt;
|resources to make = {{icon|metal|100 }} {{icon|component |2}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|75 }} {{icon|component |1}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A '''wood-fired generator''' is a power source that runs by burning [[wood]] as fuel. Holds up to 75 wood max, and will provide power for roughly 3 days and 9 hours before running out, for a fuel consumption of 22 per day. &lt;br /&gt;
&lt;br /&gt;
It can be constructed after [[research]]ing Electricity. It also produces a slight amount of heat as secondary effect but not enough to classify as temperature control element. &lt;br /&gt;
&lt;br /&gt;
Power production is constant so long as they do not run out of fuel which greatly reduces your base's need for [[battery|batteries]], but will eat into your wood reserves over time, and will add additional workload for your [[hauling|haulers]] to take care of. If you are playing on a map with ample [[tree]]s and wish to avoid dealing with weather's impact on your power supply, wood-fired generators are a reasonable solution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Prior to Beta 18, wood-fired generators were known as fueled generators, but were otherwise identical. This was changed to prevent ambiguity with the Chemfuel powered generator, which was added in the same update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wood_floor&amp;diff=70630</id>
		<title>Wood floor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wood_floor&amp;diff=70630"/>
		<updated>2020-05-02T23:10:50Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
|name = Wood floor&lt;br /&gt;
|description = Wood plank flooring. For that warm, homey feeling.&lt;br /&gt;
|image = WoodFloor.png|Wood Floor&lt;br /&gt;
|info =&lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = &lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|flammability = 0.22&lt;br /&gt;
|marketvalue = 3.90&lt;br /&gt;
|worktomake = 85&lt;br /&gt;
|resources to make = {{icon|wood|3}}&lt;br /&gt;
|deconstruct yield = {{icon|wood|2}}&lt;br /&gt;
}}&lt;br /&gt;
One of the floors that you can construct.&lt;br /&gt;
Wood tile has a flammability of 22%, roughly equivalent to the flammability of a steel wall, and much lower than the 100% flammability of a wood wall.  Fire will still spread fairly quickly over a fully covered room with wood floors.&lt;br /&gt;
&lt;br /&gt;
Typically only used in the early game due to its flammability and lack of a boost to beauty like [[stone tile]]s&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=70629</id>
		<title>Wind turbine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wind_turbine&amp;diff=70629"/>
		<updated>2020-05-02T23:10:34Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|building&lt;br /&gt;
|name = Wind turbine&lt;br /&gt;
|image = Wind_Power.png&lt;br /&gt;
|description =  A wind-powered electrical generator. Requires a large clear space in front and behind for optimal air flow.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 7&lt;br /&gt;
|hp = 150&lt;br /&gt;
|work to make = 3300&lt;br /&gt;
|power = + 3450&lt;br /&gt;
|resources to make = {{icon|metal|100}}{{icon|component|3}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|75}}{{icon|component|1}}&lt;br /&gt;
|beauty = -12&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|A [[wind turbine]] produces a variable amount of [[power]] up to 3450W, based on the current wind speed (for wind conditions see [[Environment#Weather|Weather]]). It works day and night, compared to a [[solar generator]] which only works during the day. There is no such thing as wind direction in this game, so orientation of the turbines doesn't matter; they will spin equally well in any direction. Wind turbines complemented by [[Battery|batteries]] can provide a stable supply of power since there are no wind-related disasters, unlike the solar generator's Eclipse event. A wind turbine's only real drawback is its need for a large open area clear of [[trees]], mountains, [[buildings]], roofs and other tall constructions.}}&lt;br /&gt;
&lt;br /&gt;
===Exclusion Zone===&lt;br /&gt;
The wind turbine's exclusion zone (7ˣ18 white rectangle) is visible when the turbine is selected; and when placing the wind turbine blueprint. It is vital to the wind turbine's function to keep the exclusion zone free from trees, mountains, buildings, roofs, and other tall constructions. The turbine's information window (inspection pane) will list any obstructions in its exclusion zone. Each tile that has an obstruction reduces the turbine's output by 20%. Solar generators or farming plots (that are not set to grow trees) can be placed in the exclusion zone without blocking the turbine. In fact, this setup is an efficient use of space and prevents wild trees from growing in the obstructing the zone.  Another option to prevent trees from growing is to construct some type of [[floors|flooring]] there.&lt;br /&gt;
&lt;br /&gt;
The exclusion zone of several turbines may overlap.  As long as one turbine itself doesn't end up in the exclusion zone of another, they will work optimally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Low-lying objects can be placed in the exclusion zone without hindering the turbine's operation. These include the following:&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s&lt;br /&gt;
* [[Debris|Chunks]]&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Grave]]s&lt;br /&gt;
* [[Mini-turret]]s&lt;br /&gt;
* [[Pod launcher]]&lt;br /&gt;
* [[Sandbags]]&lt;br /&gt;
* [[Snowman]]&lt;br /&gt;
* [[Solar generator]]s&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In Beta 18 its width was increased from 5 to 7 tiles wide.&lt;br /&gt;
&lt;br /&gt;
In Beta 19 its power generation was buffed by 15%, from max. 3000W.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Watermill_generator&amp;diff=70628</id>
		<title>Watermill generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Watermill_generator&amp;diff=70628"/>
		<updated>2020-05-02T23:10:15Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
|name = Watermill generator&lt;br /&gt;
|image = watermill_generator.png|128px{{!}} Watermill generator&lt;br /&gt;
|description =  Produces electricity from a river. Must be placed with its wheel in moving water. If watermills are placed too close together, the turbulence they generate will interfere and reduce power generation.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 5 ˣ 6&lt;br /&gt;
|hp =400 &lt;br /&gt;
|efficiency = &lt;br /&gt;
|power = + 1100&lt;br /&gt;
|resources to make = {{icon|wood|280}} + {{icon|metal|80}} + {{icon|component|3}}&lt;br /&gt;
|deconstruct yield = {{icon|wood|210}} + {{icon|metal|60}} + {{icon|component|2}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Watermill generators are built on moving water to generate a constant 1100W of electricity, regardless of weather or other conditions.  A watermill generator must be placed:&lt;br /&gt;
#with its water wheel in moving water,&lt;br /&gt;
#with its base on tiles that can support Heavy (for example, not on a bridge or marsh).&lt;br /&gt;
&lt;br /&gt;
The output of watermills will be reduced if you overlap their exclusion zones.  If you wish to build multiple watermills, they will need to be spread out a bit making them slightly harder to defend than most other power generating systems. Power output does not depend on water tiles covered.&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s do not interfere with power generation if built within the generator's exclusion zone.&lt;br /&gt;
&lt;br /&gt;
Requires Watermill Generator [[research]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
Introduced in Beta 19.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vitals_monitor&amp;diff=70627</id>
		<title>Vitals monitor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vitals_monitor&amp;diff=70627"/>
		<updated>2020-05-02T23:09:56Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Vitals monitor&lt;br /&gt;
|image = Vitals_monitor.png|Vitals_monitor&lt;br /&gt;
|description =  Increases medical tend quality, surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one vitals monitor to the same bed will have no effect.&lt;br /&gt;
|type = Misc{{!}}Miscellaneous&lt;br /&gt;
|type2 =&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|power = -80&lt;br /&gt;
|resources to make = {{icon|steel|50}} + {{icon|component|3}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|37}} + {{icon|component|2}}&lt;br /&gt;
|mass base = 20&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''vitals monitor''' can be attached to a [[hospital bed]]. It increases the medical treatment quality by 7%, the patient's immunity gain speed by 2% and the surgery success rate by 5%. These effects stack with the doctor's base healing quality and medicine usage, the patient's own immunity gain speed and the effects of a [[hospital bed]].&lt;br /&gt;
&lt;br /&gt;
A bed can benefit from at most one vitals monitor; placing additional monitors in range has no effect.&lt;br /&gt;
&lt;br /&gt;
The device covers all tiles immediately surrounding it (8 tiles).  This makes it possible to link one vitals monitor to up to 8 beds, using the layout shown below.&lt;br /&gt;
&lt;br /&gt;
[[File:8 hospital beds compact.png|frameless|left|Compact placement of 8 hospital beds around a vitals monitor]]&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vent&amp;diff=70626</id>
		<title>Vent</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vent&amp;diff=70626"/>
		<updated>2020-05-02T23:09:45Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{infobox main|temperature||&lt;br /&gt;
| name = Vent&lt;br /&gt;
| image = Vent.png&lt;br /&gt;
| type = Temperature&lt;br /&gt;
| placeable = yes&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| description = A simple vent for equalizing the temperature between two rooms without allowing people to walk between them.&lt;br /&gt;
| hp = 100&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| resources to make = {{icon|steel|30}}&lt;br /&gt;
| deconstruct yield = {{icon|steel|23}}&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''vent''' conducts some of the [[temperature]] from one room to another room. It structurally acts like a wall to separate rooms and it supports a roof. Placement of a vent requires open space on its two sides (no solid structures such as walls). The blueprint can be laid atop an existing wall; the wall is replaced upon construction. The placement of multiple vents along a wall increases the temperate transference. Requires the Complex Furniture research to build.}}&lt;br /&gt;
&lt;br /&gt;
Since Alpha 17 they can be opened and closed with a simple flick action.&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
[[Category:Temperature]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=70625</id>
		<title>Vanometric power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vanometric_power_cell&amp;diff=70625"/>
		<updated>2020-05-02T23:09:32Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| name = Vanometric power cell&lt;br /&gt;
| image = Vanometric power cell.png|Vanometric power cell&lt;br /&gt;
| description = Generates free energy, forever, without using fuel. This technology is developed by archotech AIs, and is beyond even most glitterworld societies. While nobody knows exactly how it works, scholars believe it somehow extracts energy directly from fluctuations in the quantum foam.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| cover effectiveness = 0.4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| market value = 1750&lt;br /&gt;
| path cost = 70&lt;br /&gt;
| power = + 1000&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
}}&lt;br /&gt;
The '''vanometric power cell''' is a [[Events#World incidents|World quest]] reward [[Power#Power generators|power generator]] that constantly provides 1000W for free and can be installed anywhere.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
* Since it is 100% reliable, you can power high-priority equipment (such as base defenses or climate control) in case other power sources fail.&lt;br /&gt;
* Small and portable features allows to conveniently power &amp;quot;off-grid&amp;quot; equipment (such as mining drills) without the need for long conduits.&lt;br /&gt;
* Can be loaded into caravans or transport pods to power turrets in an offensive capacity.&lt;br /&gt;
* It can also be used to charge back-up batteries.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
* Originally added in Beta 18 and used to provide only 500W power.&lt;br /&gt;
* The power output was buffed to 1000W in Beta 19.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Uranium_slug_turret&amp;diff=70624</id>
		<title>Uranium slug turret</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Uranium_slug_turret&amp;diff=70624"/>
		<updated>2020-05-02T23:09:13Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|security|&lt;br /&gt;
|name = Uranium slug turret&lt;br /&gt;
|image = UraniumSlugTurret.png|Uranium slug turret&lt;br /&gt;
|description = &amp;quot;A long-ranged armor-piercing turret. Its ultra-dense uranium shells can punch through heavy armor at long ranges, but it requires new uranium slugs to be loaded after use. It's more accurate at longer ranges, and can't fire at all close up. May explode when damaged.&amp;quot;&lt;br /&gt;
|type = Security&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|hp = 450&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|mass base = 100&lt;br /&gt;
|power = -150&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|damage = 45&lt;br /&gt;
|armorPenetration = 70&lt;br /&gt;
|range = 39.9&lt;br /&gt;
|minrange = 11.9&lt;br /&gt;
|accuracyTouch = 20&lt;br /&gt;
|accuracyShort = 30&lt;br /&gt;
|accuracyMedium = 40&lt;br /&gt;
|accuracyLong = 99&lt;br /&gt;
|accuracyAvg = 54.7&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|burst = 1&lt;br /&gt;
|cooldown = 192&lt;br /&gt;
|velocity = 120&lt;br /&gt;
|stoppingPower = 0.5&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|resources to make = {{icon|metal|300}} + {{icon|plasteel|60}} + {{icon|uranium|60}} + {{icon|component|6}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|225}} + {{icon|plasteel|45}} + {{icon|uranium|45}} + {{icon|component|5}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''uranium slug turret''' is a defensive turret. It has a long range of 39.9 tiles and is very accurate at range (98.8% accuracy per tile vs 96% for all others), but can't hit anything within 11.9 tiles. It is more accurate at long ranges than at close ranges. Like the [[autocannon turret]] though, the uranium slug turret's stopping power is almost non-existent despite its extremely high per-shot damage, not even being able to stagger [[human]]s.&lt;br /&gt;
&lt;br /&gt;
Since uranium slug turrets are large 2x2 structures, ranged attacks are twice as accurate against them. However, uranium slug turrets also benefit from being put behind [[sandbag]]s which mitigates this accuracy bonus. &lt;br /&gt;
&lt;br /&gt;
After firing 30 slugs it needs to be reloaded, costing:&lt;br /&gt;
*60 uranium in Peaceful and Base Builder difficulty&lt;br /&gt;
*90 uranium in Medium difficulty&lt;br /&gt;
*120 uranium in Rough difficulty and above&lt;br /&gt;
&lt;br /&gt;
Its high armor penetration negates much of the armor points from any enemy.&lt;br /&gt;
&lt;br /&gt;
Uranium slug turrets have a chance to explode when they drop below 20% health, dealing damage to everything in a large radius.&lt;br /&gt;
&lt;br /&gt;
[[File:Radius big.png|thumb|center|Radius of uranium slug turret explosion. Note the slight offset from the 'true' center of the turret.]]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
In the current version, it is too cost-inefficient to be practical against the majority of enemies- uranium is hard to come by, and the damage, while high compared to other weapons, is not enough to compensate for the cost.&lt;br /&gt;
&lt;br /&gt;
Interestingly, it is more accurate at long ranges than short ranges; for best effects, pair it up with the other turrets to provide short-range firepower.&lt;br /&gt;
&lt;br /&gt;
It works well to intercept heavily armored enemies, such as [[centipede]]s or raiders with [[marine armor]] as its extremely high armor penetration will negate much armor. However, due to its low accuracy at short distances it is unsuited for [[killbox]] use without a specially designed killbox.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[mini-turret]], this one can not be moved after it is built.&lt;br /&gt;
&lt;br /&gt;
[[File:Turret_range_comparison.png|900px|thumb|center|Visualization of effective turret range of all three turrets, from uranium slug turret (top), to autocannon turret (middle), to mini-turret (bottom). &amp;lt;br&amp;gt;&lt;br /&gt;
Green is '''80 - 100% of peak accuracy''', blue is '''50 - 80% of peak accuracy''', red is '''below 50% of peak accuracy''' and grey is '''outside range'''. Gold tiles are spaced every 5 tiles. Values from 1.0.]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
It was added in Beta 19/1.0.&lt;br /&gt;
&lt;br /&gt;
In 1.1 it received a massive nerf to damage (75 -&amp;gt; 30), nerf to armor penetration (112.5% -&amp;gt; 75%), range (49.9 -&amp;gt; 39.9) and increased reload cost (60 -&amp;gt; 80 baseline).&lt;br /&gt;
&lt;br /&gt;
In 1.1.2618 it received a buff to damage (30 -&amp;gt; 45), slight nerf to armor penetration (75% -&amp;gt; 70%), increased range (39.9 -&amp;gt; 45.9), reload cost (80 -&amp;gt; 120) and reduced magazine capacity (40 -&amp;gt; 30).&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=70623</id>
		<title>Unstable power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=70623"/>
		<updated>2020-05-02T23:08:58Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Unstable power cell&lt;br /&gt;
|image = Unstablepc.png&lt;br /&gt;
|description = A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.&lt;br /&gt;
|type = Misc{{!}}Miscellaneous&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|material amount  = &lt;br /&gt;
|material name = &lt;br /&gt;
|material 2 amount  =&lt;br /&gt;
|material 2 name =&lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = 0&lt;br /&gt;
|hp = 200&lt;br /&gt;
|comfort = 0.00&lt;br /&gt;
|cover = 0.75&lt;br /&gt;
|flammability =0.0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An '''unstable power cell''' is a power generation units that is of [[Mechanoid]] origin. The cell will always output 400w and can be placed anywhere, but if damaged can explode like an [[antigrain warhead]]. The cell bears some similarities to the [[Vanometric power cell]] in that it will create free energy infinitely and can be placed in fortified positions.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
The UPC can be stolen from mechanoid clusters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tube_television&amp;diff=70622</id>
		<title>Tube television</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tube_television&amp;diff=70622"/>
		<updated>2020-05-02T23:08:43Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
|image = Tube television.png&lt;br /&gt;
|description = A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
|type  = Buildings&lt;br /&gt;
|type2 = Joy&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|power = -200&lt;br /&gt;
|marketvalue = 700&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|mass base = 28&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|material amount  = 80&lt;br /&gt;
|material name = Steel&lt;br /&gt;
|material 2 amount  = 4&lt;br /&gt;
|material 2 name = Component&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''tube television''' is a television that can be built by [[colonist]]s with a construction skill of 7 or higher. Effective in a 3x5 area in front of the object, spaced 1 tile away from it.&lt;br /&gt;
&lt;br /&gt;
The tube television has an entertainment strength factor of 120%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In terms of entertainment strength and effective area, the tube television is easily beaten by the [[flatscreen television]] and the [[megascreen television]].&lt;br /&gt;
&lt;br /&gt;
Tube televisions placed facing [[hospital bed]]s can allow recovering pawns to watch TV for [[recreation]]al purposes. This can be very useful, as the only other option that bed-bound pawns have requires another colonist to talk to them, and joy-less colonists suffer terrible mood penalties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Joy]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Transport_pod&amp;diff=70621</id>
		<title>Transport pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Transport_pod&amp;diff=70621"/>
		<updated>2020-05-02T23:08:30Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Transport pod&lt;br /&gt;
|image = TransportPod.png|96px&lt;br /&gt;
|description = A launchable sub-orbital cargo pod capable of carrying people, items, or animals. Can be used for transport, surprise attacks, or reinforcing battles.&lt;br /&gt;
|type = Misc&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 250&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|resources to make = {{icon|steel|60}} + {{icon|component|1}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|45}}&lt;br /&gt;
}}&lt;br /&gt;
A '''transport pod''' carries pawns and/or items through the lower atmosphere across the world map up to 66 tiles away, depending on [[Chemfuel|fuel]] supply. A pod can only be constructed on a [[pod launcher]] by any constructor of level 6+. Transport pods are single-use.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Pod Group ===&lt;br /&gt;
A pod can be launched individually or with others. To select multiple pods for a launch group, use one of the following methods:&lt;br /&gt;
* Double-click a pod to select all pods on the screen.&lt;br /&gt;
* Hold shift and click each pod.&lt;br /&gt;
* Draw a selection box around the pods.&lt;br /&gt;
&lt;br /&gt;
===Loading Pods===&lt;br /&gt;
&lt;br /&gt;
Once the desired pods are chosen, click the 'Load launch group X' button (X indicates the number of pods). A window appears to choose what pawns or items to load. Each pod holds up to 150 kg. Colonists will immediately proceed to load the pods. Only one colonist may load a pod at a time.&lt;br /&gt;
&lt;br /&gt;
While loading multiple pods, the game intentionally ignores individual pod capacity. Instead, only the pod group's combined capacity is considered. Therefore, an item or pawn that exceeds 150 kg can still be loaded into a pod. For example, a 280 kg elephant can be added to a group of two pods because it accommodates up to 300 kg. The elephant will be stuffed into one of the pods.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be loaded. Captives who are sent to another base will land free and become hostile again, so you will need to send them through the old-fashioned way of caravans.&lt;br /&gt;
&lt;br /&gt;
If a colonist is part of the load, they will prioritize loading the pod, even if they are incapable of hauling. Interrupting the loading process (e.g. prioritizing other activities) will stop the colonist from further loading the pods. Pawns loading the pods will ignore their need for food and sleep, which will result in starvation and likely lowered mood. This means that if a colonist gets too tired, they might collapse and discard their assigned load, so some items might be missing in the end. If one of the colonists, who are loading the pod is downed or killed, all of the pods will automatically unload and the loading process will be canceled. Due to the game's inefficiency in loading large stocks, it's best to create a stockpile right next to the pods and haul all desired items there before loading the pods, to reduce time spent going back and forth. Once inside the pods, pawns will keep their needs, meaning if you put them hungry or exhausted, they will collapse and eat upon arrival.&lt;br /&gt;
&lt;br /&gt;
===Launching Pods===&lt;br /&gt;
Once the pods have been loaded, clicking the 'Launch group' button opens the world map to select a destination. The maximum range, based on the launcher's amount of fuel, is indicated by a white border.  Pods can either be launched at a tile (including tiles owned by a faction), or at a [[caravan]]. Selecting a faction base prompts to drop at the edge or drop at the center, whereas selecting a caravan allows you to add the contents of the pod to the target caravan.  Selecting a tile not occupied by a faction base will immediately launch the pod group. &lt;br /&gt;
&lt;br /&gt;
Selecting a tile with a colony or destroyed outpost (i.e. an active and loaded map) will open the map, and allow you to choose the approximate position the pods land. You can choose your own colony where the pods are launched from.&lt;br /&gt;
 &lt;br /&gt;
Be careful with the landing site, as the pods can go through roofs; while they don't deal any damage directly, the collapsing roof can damage nearby items.&lt;br /&gt;
&lt;br /&gt;
If a pod containing only cargo is launched at an unoccupied tile, the contents are lost. This also occurs if a pirate faction on the tile. Launching at caravans will allow them to receive the contents, while launching at friendly/negotiable factions will send the contents as a gift.&lt;br /&gt;
&lt;br /&gt;
Pod launchers only consume as much fuel as required for the launch. The Transport Pod is single use and will leave nothing behind after touchdown.&lt;br /&gt;
&lt;br /&gt;
For extra long distance travel it is possible to load the transport pod with resources to build another pod launcher immediately upon landing. When this is done the resources ({{icon|steel|160}} + {{icon|component|4}} + {{icon|chemfuel|150}}) will take up 90kg for every secondary launch. This cost can be dramatically reduced by mining steel at the landing site, reducing the weight cost to 10kg of chemfuel and components per secondary pod.&lt;br /&gt;
&lt;br /&gt;
[[File:Transport pod flying.png|800px|thumb|none|Transport pods in flight.]]&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Torch_lamp&amp;diff=70620</id>
		<title>Torch lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Torch_lamp&amp;diff=70620"/>
		<updated>2020-05-02T23:08:20Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Torch lamp&lt;br /&gt;
|image = TorchLamp.png&lt;br /&gt;
|description = A wooden torch for lighting an area. Can be automatically refueled with wood. Produces a small amount of heat.&lt;br /&gt;
|type = Furniture{{!}}Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 1&lt;br /&gt;
|material amount  = 20&lt;br /&gt;
|material name = Wood&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 80&lt;br /&gt;
|work to make = 100&lt;br /&gt;
|rest effectiveness = &lt;br /&gt;
|immunity gain speed factor = &lt;br /&gt;
|comfort = &lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|flammability = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wooden torch for lighting an area. Can be automatically refueled with wood. Produces a small amount of heat.&lt;br /&gt;
&lt;br /&gt;
It consumes 2.2 units of wood every day, so 20 wood is enough for 9 days and 2 hours. &amp;lt;br&amp;gt;&lt;br /&gt;
When in snow or rain, it will consume 1 additional wood for every 27.78 seconds spent in rain.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
! Beauty&lt;br /&gt;
! Flammability&lt;br /&gt;
! Market value&lt;br /&gt;
! Max hit points&lt;br /&gt;
! Work to build&lt;br /&gt;
{{#if:{{Q| {{BASEPAGENAME}} | Rest Effectiveness}}|! Rest effectiveness|&lt;br /&gt;
}}{{List| Material| item = Furniture/Beds/Table | query = [[Category:Material]][[Category:Lumber]] }}|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tool_cabinet&amp;diff=70619</id>
		<title>Tool cabinet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tool_cabinet&amp;diff=70619"/>
		<updated>2020-05-02T23:08:10Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Tool cabinet&lt;br /&gt;
|description = Increases work speed. Needs to be placed near a workbench. One workbench can be simultaneously linked to only two tools cabinets.&lt;br /&gt;
|type = Misc&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|hp = 100&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|power = 0&lt;br /&gt;
|resources to make = {{icon|metal|200}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|150}}&lt;br /&gt;
|mass base = 40&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''tool cabinet''' is a passive building that provides a 6% work speed bonus to workbenches linked to it. It is a Facility and can be found in the Misc section of the Architect menu. Tool cabinets can be uninstalled and relocated at will.&lt;br /&gt;
&lt;br /&gt;
== Linkable workbenches ==&lt;br /&gt;
A tool cabinet can be linked to the workbenches listed below. These correspond with the requirements for the Workshop [[Room roles|Room role]], excluding the electric smelter. There is no limit to the number of workbenches a tool cabinet can connect to. A bench can at most connect to two tool cabinets, therefore allowing a possible 12% increase in work speed.&lt;br /&gt;
{{#ask:[[Facility::Tool cabinet]]|format=ul}}&lt;br /&gt;
&lt;br /&gt;
== Creating a link ==&lt;br /&gt;
Links are automatically created when the tool cabinet and a supported bench are within range. The maximum range is shown in the image below. Links are shown simply as a white line and are visible by selecting a tool cabinet or a workbench. The info screen of a linked workbench will list its current Work Speed Factor.&lt;br /&gt;
[[File:ToolCabinetRange.png|none|450px|Maximum range from the tool cabinet to center of a workbench.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Throne&amp;diff=70618</id>
		<title>Throne</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Throne&amp;diff=70618"/>
		<updated>2020-05-02T23:07:59Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Throne&lt;br /&gt;
|image = Throne.png&lt;br /&gt;
|description = A large, ornate chair, designed for a noble to sit and reign. Thrones define the room in which they are placed as a throneroom, and sitting on the nobles' need for authority.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|mass base = 3&lt;br /&gt;
|material amount  = 125&lt;br /&gt;
|material name = steel&lt;br /&gt;
|material 2 amount  =&lt;br /&gt;
|material 2 name =&lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = 275&lt;br /&gt;
|hp = 75&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability =0.4&lt;br /&gt;
}}&lt;br /&gt;
A '''throne''' is a type of [[furniture]] which your colonists can sit on. Thrones are required for higher ranks of [[titles]] to make them happy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Material at Normal Quality&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|1250}}&lt;br /&gt;
|14 ||40% ||$1285.00 ||52 ||167&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|1250}}&lt;br /&gt;
|36 ||40% ||$12530.00 ||45 ||150&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|125}}&lt;br /&gt;
|4 ||40% ||$275.00 ||75 ||167&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|125}}&lt;br /&gt;
|4 ||20% ||$1205.00 ||210 ||367&lt;br /&gt;
|-&lt;br /&gt;
|Wooden ||{{icon|wood|125}}&lt;br /&gt;
|4 || 100% ||$175.20 || 49 || 117&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|125}}&lt;br /&gt;
|2 ||0% ||$820.00 ||188 ||317&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|125}}&lt;br /&gt;
|20 ||0% ||$805.00 ||38 ||834&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|125}}&lt;br /&gt;
|4 ||0% ||$295.00|| 105 ||836&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|125}}&lt;br /&gt;
|4 ||0% ||$330.00 ||128||1003&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|125}}&lt;br /&gt;
|4 ||0% ||$330.00 ||116||1003&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|125}}&lt;br /&gt;
|4 ||0% ||$330.00||98 ||1003&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|125}}&lt;br /&gt;
|6 ||0% ||$310.00 ||90 ||919&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Table&amp;diff=70617</id>
		<title>Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Table&amp;diff=70617"/>
		<updated>2020-05-02T23:07:44Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tables''' are one of the two types of [[furniture]] necessary for creating a dining room. When placed adjacent to a [[stool]], [[dining chair]], or [[armchair]], colonists will eat their [[meal]]s at the table. This avoids giving them the &amp;quot;Ate without table&amp;quot; bad [[thought]], and gives them good thoughts if your dining room has high [[beauty]].&lt;br /&gt;
&lt;br /&gt;
Colonists more than 50 tiles away from a table at the moment they decide to eat something will ignore the table and eat where they stand, suffering a mood hit. Larger colonies may benefit from building a second dining room.&lt;br /&gt;
&lt;br /&gt;
Tables are set by default as gathering spots. Colonists will gather here to socialize, especially when idle. This can be toggled off.&lt;br /&gt;
&lt;br /&gt;
[[File:Gather spot.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tables come in four sizes:&lt;br /&gt;
&lt;br /&gt;
*'''Table (1x2)''' (accommodates 6 seats)&lt;br /&gt;
*'''Table (2x2)''' (accommodates 8 seats)&lt;br /&gt;
*'''Table (2x4)''' (accommodates 12 seats)&lt;br /&gt;
*'''Table (3x3)''' (accommodates 12 seats)&lt;br /&gt;
&lt;br /&gt;
Larger tables are well-suited for use in your primary dining room, while smaller tables are perfect for prison cells to help keep your prisoners happy. All tables function more or less identically, however, and it is perfectly reasonable to choose a table size for purely aesthetic reasons.&lt;br /&gt;
&lt;br /&gt;
=== Table (1x2) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (1x2)&lt;br /&gt;
|image = WoodTableShort.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 5&lt;br /&gt;
|material amount  = 28&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 75&lt;br /&gt;
|work to make = 750&lt;br /&gt;
|rest effectiveness = &lt;br /&gt;
|immunity gain speed factor = &lt;br /&gt;
|comfort = &lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|280}}&lt;br /&gt;
|7 ||40% ||40% ||$285.00 ||5.00 kg ||52 ||13&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|280}}&lt;br /&gt;
|22||40% ||40% ||$2800.00 ||5.00 kg ||45 ||12&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|28}}&lt;br /&gt;
|0 ||40% ||40% ||$55.90 ||5.00 kg ||75 ||13&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|28}}&lt;br /&gt;
|0 ||40% ||10% ||$400.00 ||5.00 kg ||210 ||28&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|28}}&lt;br /&gt;
|0 ||40% ||100% ||$35.49 ||5.00 kg ||30 ||9&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|28}}&lt;br /&gt;
|0 ||40% ||0% ||$173.13 ||5.00 kg ||188 ||24&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|28}}&lt;br /&gt;
|11 ||40% ||0% ||$153.50 ||5.00 kg ||38 ||63&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|28}}&lt;br /&gt;
|1 ||40% ||0% ||$39.20 ||5.00 kg ||105 ||65&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|28}}&lt;br /&gt;
|0 ||40% ||0% ||$41.90 ||5.00 kg ||128 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|28}}&lt;br /&gt;
|0 ||40% ||0% ||$41.90 ||5.00 kg ||116 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|28}}&lt;br /&gt;
|1 ||40% ||0% ||$41.90 ||5.00 kg ||98 ||78&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|28}}&lt;br /&gt;
|2 ||40% ||0% ||$40.55 ||5.00 kg ||90 ||72&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Table (2x2) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (2x2)&lt;br /&gt;
|image = WoodTableShort.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|beauty = 1&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|material amount  = 50&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 1500&lt;br /&gt;
|rest effectiveness = &lt;br /&gt;
|immunity gain speed factor = &lt;br /&gt;
|comfort = &lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|500}}&lt;br /&gt;
|8 ||40% ||40% ||$505.00 ||10.00 kg ||70 ||25&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|500}}&lt;br /&gt;
|24||40% ||40% ||$5005.00 ||10.00 kg ||60 ||23&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|50}}&lt;br /&gt;
|1 ||40% ||40% ||$99.50 ||10.00 kg ||100 ||25&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|50}}&lt;br /&gt;
|1 ||40% ||10% ||$710.00 ||10.00 kg ||280 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|50}}&lt;br /&gt;
|1 ||40% ||100% ||$73.15 ||10.00 kg ||40 ||18&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|50}}&lt;br /&gt;
|0 ||40% ||0% ||$310.00 ||10.00 kg ||250 ||48&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|50}}&lt;br /&gt;
|12 ||40% ||0% ||$275.00 ||10.00 kg ||50 ||125&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$72.50 ||10.00 kg ||140 ||128&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||170 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||155 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|50}}&lt;br /&gt;
|1 ||40% ||0% ||$77.90 ||10.00 kg ||130 ||153&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|50}}&lt;br /&gt;
|2 ||40% ||0% ||$75.20 ||10.00 kg ||120 ||140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Table (2x4) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (2x4)&lt;br /&gt;
|image = WoodTableLong.png&lt;br /&gt;
|description= People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 4 ˣ 2&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|mass base = 20&lt;br /&gt;
|material amount  = 95&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 150&lt;br /&gt;
|work to make = 3000&lt;br /&gt;
|rest effectiveness = &lt;br /&gt;
|immunity gain speed factor = &lt;br /&gt;
|comfort = &lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|950}}&lt;br /&gt;
|10 ||40% ||40% ||$960.00 ||20.00 kg ||105 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|950}}&lt;br /&gt;
|28 ||40% ||40% ||$9510.00 ||20.00 kg ||90 ||45&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|95}}&lt;br /&gt;
|2 ||40% ||40% ||$200.00 ||20.00 kg ||150 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|95}}&lt;br /&gt;
|2 ||40% ||10% ||$1355.00 ||20.00 kg ||420 ||110&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|95}}&lt;br /&gt;
|2 ||40% ||100% ||$141.40 ||20.00 kg ||60 ||35&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|95}}&lt;br /&gt;
|1 ||40% ||0% ||$590.00 ||20.00 kg ||375 ||95&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|95}}&lt;br /&gt;
|15 ||40% ||0% ||$530.00 ||20.00 kg ||75 ||250&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$140.00 ||20.00 kg ||210 ||253&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||255 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||230 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$150.80 ||20.00 kg ||195 ||303&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|95}}&lt;br /&gt;
|2 ||40% ||0% ||$145.40 ||20.00 kg ||180 ||278&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Table (3x3) ===&lt;br /&gt;
&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Table (3x3)&lt;br /&gt;
|image = WoodTableShort.png&lt;br /&gt;
|description = People eat off tables when chairs are placed facing them.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|mass base = 22&lt;br /&gt;
|material amount  = 100&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 175&lt;br /&gt;
|work to make = 3300&lt;br /&gt;
|rest effectiveness = &lt;br /&gt;
|immunity gain speed factor = &lt;br /&gt;
|comfort = &lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|1000}}&lt;br /&gt;
|10 ||40% ||40% ||$1010.00 ||22.00 kg ||122 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|1000}}&lt;br /&gt;
|28||40% ||40% ||$10010.00 ||22.00 kg ||105 ||50&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|100}}&lt;br /&gt;
|2 ||40% ||40% ||$200.00 ||22.00 kg ||175 ||55&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|100}}&lt;br /&gt;
|2 ||40% ||10% ||$925.00 ||22.00 kg ||490 ||121&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|100}}&lt;br /&gt;
|2 ||40% ||100% ||$128.32 ||22.00 kg ||114 ||39&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|100}}&lt;br /&gt;
|1 ||40% ||0% ||$625.00 ||22.00 kg ||440 ||105&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|100}}&lt;br /&gt;
|15 ||40% ||0% ||$560.00 ||22.00 kg ||88 ||275&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||149.90 ||22.00 kg ||245 ||278&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||$161.78 ||22.00 kg ||300 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||161.78 ||22.00 kg ||270 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|100}}&lt;br /&gt;
|2 ||40% ||0% ||$161.78 ||22.00 kg ||225 ||333&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|100}}&lt;br /&gt;
|4 ||40% ||0% ||155.84 ||22.00 kg ||210 ||305&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Prior to Beta 18, tables only came in two forms: '''short table''' (2x2) and '''long table''' (2x4). These were renamed to reflect their actual sizes, and two additional sizes (1x2 and 3x3) were added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sun_lamp&amp;diff=70616</id>
		<title>Sun lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sun_lamp&amp;diff=70616"/>
		<updated>2020-05-02T23:06:55Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Sun lamp&lt;br /&gt;
|image = LampSun.png|Sun lamp&lt;br /&gt;
|description = Lights an area brightly enough to grow crops.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 50&lt;br /&gt;
|power = - 2900&lt;br /&gt;
|work to make = 330&lt;br /&gt;
|resources to make = {{icon|steel|40}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|30}}&lt;br /&gt;
|mass base = 4.5&lt;br /&gt;
}}&lt;br /&gt;
Sun lamps provide artificial light to roofed growing zones (greenhouses) at high power expense (2,900 watts). A sun lamp will illuminate tiles within a five-block radius at 100% and outside tiles at only 50% or less. Sun lamps automatically turn themselves off at night to save power while the plants are resting. Once installed, the lamp menu offers the option to create a growing zone that matches its radius.  Sun lamps become available after [[research]]ing Electricity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Short circuits === &lt;br /&gt;
Rain on a powered sun lamp will cause short circuits and fires. A roof will prevent this.&lt;br /&gt;
&lt;br /&gt;
If the area is unroofed, you can simply switch the sun lamp off. In biomes with a growing season, turning off the sunlamp and removing the the roof can help save power when the weather is warm.&lt;br /&gt;
&lt;br /&gt;
== Greenhouses ==&lt;br /&gt;
Sun lamps allow indoor growing but don't produce heat, so [[heater]]s may be required to attain proper conditions for plant growth.  [[Events#Solar flare|Solar flares]] will cut the power, so prepare a [[shelf]] with emergency wood to build [[campfire]]s to keep the room temperature above -10C/14F. Double-width walls provide more insulation against temperature changes (and thus save power on [[heater]]s or [[cooler]]s), as well as offering better protection from attacks.&lt;br /&gt;
&lt;br /&gt;
Sun lamps placed on dirt can let your colony produce things like corn or smokeleaf even during a toxic fallout, or in a cold biome with no growing season. If you maintain proper growing temperature, a dirt floor greenhouse will have 100% fertility on normal soil and 140% on fertile soil. Trees such as pine, birch, saguaro or cocoa trees cannot be grown in a greenhouse because they can't be planted under a roof.&lt;br /&gt;
&lt;br /&gt;
[[Hydroponics basin]]s boost plant growth to 280% speed and do not require soil. However, they can only grow certain crops and are dependent on electricity. If a hydroponics basin loses power, all plants on it will die quickly. The configuration in the image below will fit 24 hydroponics basins under a single sunlamp. &lt;br /&gt;
&lt;br /&gt;
[[File:SunlampHydroponics.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
If you have [[Biofuel_refinery|biofuel refining]] researched, you can use food produced by hydroponics to fuel chemfuel generators to help power the greenhouse array. This is so efficient that it violates thermodynamics, and leaves you with spare food for your colonists as well.&lt;br /&gt;
&lt;br /&gt;
In 1.0 you need to place the sun lamp's growing zone manually. It can be made as a plus sign (+) in which each line is 5 tiles wide by 11 tiles long, with a 9 by 9 square in the middle. You can use the Planning tool to map this zone before placing your sun lamp. &lt;br /&gt;
&lt;br /&gt;
The lamp blueprint will show the outline of its light radius until it is placed. Once the blueprint has been placed, the light radius won't be visible again until the lamp has been built.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legacy controls ===&lt;br /&gt;
&lt;br /&gt;
In previous versions of the game, the sun lamp menu allowed you to automatically create a growing zone within its light radius. &lt;br /&gt;
&lt;br /&gt;
[[File:Sun lamp H.png|500px]]&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stool&amp;diff=70615</id>
		<title>Stool</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stool&amp;diff=70615"/>
		<updated>2020-05-02T23:06:47Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Stool&lt;br /&gt;
|image = WoodStool.png&lt;br /&gt;
|description = A simple platform on which to sit.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|mass base = 3&lt;br /&gt;
|material amount  = 15&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 75&lt;br /&gt;
|work to make = 450&lt;br /&gt;
|rest effectiveness = &lt;br /&gt;
|immunity gain speed factor = &lt;br /&gt;
|comfort = 0.5&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|flammability =1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A '''stool''' is a type of [[furniture]] which your colonists can sit on. Stools can be placed at [[table]]s to allow your colonists to eat there; in front of [[Joy#Tube Television|televisions]] to let them watch; or in front of [[production]] benches to provide [[comfort]] as they work, improving their [[mood]] and allowing them to work longer before needing a break.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
&lt;br /&gt;
Stools are the least effective form of seating in the game. They provide significantly less comfort than [[dining chair]]s or [[armchair]]s, but require a fraction of the materials and work to build, making them ideal for resource-scarce early games. &lt;br /&gt;
&lt;br /&gt;
Unlike the other seats, they can also be made from almost any material.&lt;br /&gt;
&lt;br /&gt;
=== Alternative Usage ===&lt;br /&gt;
&lt;br /&gt;
Stools have the dubious distinction of providing only 20% cover. While this seems like a purely negative trait, it makes stools very effective at luring [[raiders]] into very poor [[defense structures#Cover baiting|defensive positions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_01 align-center}}&lt;br /&gt;
!Type&lt;br /&gt;
!Cost&lt;br /&gt;
!Beauty&lt;br /&gt;
!Comfort&lt;br /&gt;
!Cover effectiveness&lt;br /&gt;
!Flamability&lt;br /&gt;
!Market value&lt;br /&gt;
!Mass&lt;br /&gt;
!Max hit points&lt;br /&gt;
!Work to build&lt;br /&gt;
|-&lt;br /&gt;
|Silver ||{{icon|silver|250}}&lt;br /&gt;
|6 ||0.50 ||20% ||40% ||$250.00 ||3.00 kg ||52 ||8&lt;br /&gt;
|-&lt;br /&gt;
|Gold ||{{icon|gold|250}}&lt;br /&gt;
|20 ||0.50 ||20% ||40% ||$2500.00 ||3.00 kg ||45 ||7&lt;br /&gt;
|-&lt;br /&gt;
|Steel ||{{icon|metal|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||40% ||$49.12 ||3.00 kg ||75 ||8&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel ||{{icon|plasteel|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||20% ||$230.00 ||3.00 kg ||210 ||17&lt;br /&gt;
|-&lt;br /&gt;
|Wood ||{{icon|wood|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||100% ||$31.13 ||3.00 kg ||49 ||6&lt;br /&gt;
|-&lt;br /&gt;
|Uranium ||{{icon|uranium|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||0% ||$153.08 ||3.00 kg ||188 ||15&lt;br /&gt;
|-&lt;br /&gt;
|Jade ||{{icon|jade|25}}&lt;br /&gt;
|10 ||0.50 ||20% ||0% ||$133.10 ||3.00 kg ||188 ||38&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone ||{{icon|stone|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||0% ||$31.10 ||3.00 kg ||105 ||40&lt;br /&gt;
|-&lt;br /&gt;
|Granite ||{{icon|stone|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||0% ||$32.72 ||3.00 kg ||128 ||48&lt;br /&gt;
|-&lt;br /&gt;
|Limestone ||{{icon|stone|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||0% ||$32.72 ||3.00 kg ||116 ||48&lt;br /&gt;
|-&lt;br /&gt;
|Slate ||{{icon|stone|25}}&lt;br /&gt;
|0 ||0.50 ||20% ||0% ||$32.72 ||3.00 kg ||98 ||48&lt;br /&gt;
|-&lt;br /&gt;
|Marble ||{{icon|stone|25}}&lt;br /&gt;
|1 ||0.50 ||20% ||0% ||$31.91 ||3.00 kg ||90 ||44&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stonecutter%27s_table&amp;diff=70614</id>
		<title>Stonecutter's table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stonecutter%27s_table&amp;diff=70614"/>
		<updated>2020-05-02T23:06:37Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
|name = Stonecutter's table&lt;br /&gt;
|image = TableStonecutter.png|Stonecutter's table&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A work table equipped to cut rough stone into usable blocks.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Resources&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotateable = Yes&lt;br /&gt;
|size = 1 ˣ 3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|speed = &lt;br /&gt;
|time = &lt;br /&gt;
|yield = &lt;br /&gt;
|power = &lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|resources to make =  {{icon|steel|30}} + {{icon|buildingmat|75}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|22}} + {{icon|buildingmat|56}}&lt;br /&gt;
}}&lt;br /&gt;
{{Info|This table is used to cut [[rock chunk]]s into [[stone blocks]]. Stonecutting is a [[Skills#crafting|crafting]] task, but gives no experience points.  Each rock chunk will make 20 stone blocks, and the crafting skill level of the pawn does not influence the yield.  Stonecutter's tables are considered dirty, and have a [[Room stats#Cleanliness|cleanliness]] of -5.}}&lt;br /&gt;
&lt;br /&gt;
A '''stonecutter's table''' can be made out of various materials.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Steel || 105 {{Icon Small|steel}} || - || 180 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Plasteel || 30 {{Icon Small|steel}} || 75 {{Icon Small|plasteel}} || 505 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Wood || 30 {{Icon Small|steel}} || 75 {{Icon Small|wood}} || 90 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gold || 30 {{Icon Small|steel}} || 750 {{Icon Small|gold}} || 108 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Silver || 30 {{Icon Small|steel}} || 750 {{Icon Small|silver}} || 126 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Uranium || 30 {{Icon Small|steel}} || 75 {{Icon Small|uranium}} || 450 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Work bills can be created at the stonecutter's table for each kind of rock chunk, as well as a special bill that will use any type of rock chunk available.  In order to any of several types of stone block, it is easiest to create the universal work bill, and then select only the desired rock types from the list of allowed ingredients.&lt;br /&gt;
&lt;br /&gt;
Chunks for the active work bills will be taken from anywhere on the entire map, even if they're not marked for hauling.  This can be avoided by reducing the ingredient radius on the work bills.  It is more efficient to create a dumping stockpile zone close to the work station, and adjust the ingredient radius accordingly. Especially when creating an infinite work bill, your pawns will eventually travel very far to gather the remaining rock chunks, unless the ingredient radius has been limited manually.&lt;br /&gt;
&lt;br /&gt;
When setting up the work bills, keep in mind that the task count lists the amount of ''chunks'' that are cut, not the amount of stone blocks produced.  So in order to produce 100 stone blocks, a bill of 5 work units has to be set up, each producing 20 stone blocks.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=70613</id>
		<title>Stone tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=70613"/>
		<updated>2020-05-02T23:06:22Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
|name = Stone tile&lt;br /&gt;
|description = Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.&lt;br /&gt;
|image = StoneTile.png|Stone tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 1&lt;br /&gt;
|resources to make = {{icon|stone|4}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the floors that you can construct, with your choice of [[Sandstone Blocks|Sandstone]], [[Granite Blocks|Granite]], [[Limestone Blocks|Limestone]], [[Slate Blocks|Slate]] or [[Marble Blocks|Marble]]. All stone tiles have the same stats, but differs in texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=70612</id>
		<title>Sterile tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=70612"/>
		<updated>2020-05-02T23:06:07Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|structure|&lt;br /&gt;
|name = Sterile tile&lt;br /&gt;
|description = Sterile tiles with special cleanliness-enhancing properties. Extra-clean rooms improve outcomes in hospitals and research labs. This tile is very slow to build.&lt;br /&gt;
|image = ground sterile tile.png|Sterile tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|resources to make = {{icon|steel|3}} + {{icon|silver|12}}&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Sterile tile''' is one of the floors that you can construct. It has the highest [[Room stats#Cleanliness|cleanliness stat]] of 0.6.  &lt;br /&gt;
&lt;br /&gt;
Sterile tiles decrease the probability of infection in a [[Room roles|hospital]] and the probability of [[Ailments#Food Poisoning|food poisoning]] in a [[Room roles|kitchen]]. Since [[Research]] is also affected by room cleanliness, research will gain a slight bonus if done in a room with sterile tile.&lt;br /&gt;
&lt;br /&gt;
Requires Construction level 6 and Electricity &amp;gt; Sterile materials researched to build.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Standing_lamp&amp;diff=70611</id>
		<title>Standing lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Standing_lamp&amp;diff=70611"/>
		<updated>2020-05-02T23:05:39Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Standing lamp&lt;br /&gt;
|image = Standing lamp.png|Standing lamp&lt;br /&gt;
|description =  Standing lamp that lights an area.&lt;br /&gt;
|type  = Furniture&lt;br /&gt;
|type2 = Environment&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 50&lt;br /&gt;
|power = -75&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 4&lt;br /&gt;
|material amount  = 15&lt;br /&gt;
|material name = Steel&lt;br /&gt;
|marketvalue = &lt;br /&gt;
|work to make = 300&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''standing lamp''' is a [[furniture]] item that produces light at 50% up to seven squares away.}}&lt;br /&gt;
Placing standing lamps in dark rooms eliminates the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. If placed outside without any roof, the lamp may short circuit with rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Colored lights ===&lt;br /&gt;
&lt;br /&gt;
There are three varieties of colored light: red, blue and green. The functionally is identical to the regular standing lamp but an aesthetic variant.&lt;br /&gt;
&lt;br /&gt;
By using colored lights near each other, you can combine the colors.&lt;br /&gt;
&lt;br /&gt;
Using multiple lamps close to each other also gives the appearance of a more well-lit area, though this has no actual effect in-game.&amp;lt;ref&amp;gt;[https://www.reddit.com/r/RimWorld/comments/6688wn/just_in_case_you_dont_know_colored_lights_can_be| Screenshot courtesy of reddit user 'i_cant_even_english']&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ColoredLights.jpg|500px|thumb|none|Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony.)&lt;br /&gt;
]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=70610</id>
		<title>Spike trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=70610"/>
		<updated>2020-05-02T23:05:18Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infobox main|security|&lt;br /&gt;
|name = Spike trap&lt;br /&gt;
|image = DeadfallTrap.png&lt;br /&gt;
|description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
|type = Security&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 40&lt;br /&gt;
|beauty = -18&lt;br /&gt;
|work to make = 3200&lt;br /&gt;
|resources to make = {{icon|buildingmat|45}}&lt;br /&gt;
|deconstruct yield = {{icon|buildingmat|34}}&lt;br /&gt;
}}&lt;br /&gt;
A '''spike trap''' is a single-use trap that deals heavy damage upon triggered. The trigger chance is 100%, trigger chance is reduced by 90% with the nimble trait. The damage can be fatal to humans or large animals if it is made of good materials and is less likely to be triggered by small animals. The base damage varies according to the material it was built from. The damage type is sharp melee, which strikes mainly on the head and torso and usually causes bleeding.&lt;br /&gt;
&lt;br /&gt;
[[File:Spike trap accidental step.jpg|400px|thumb|center]] When a colonist or prisoner triggers the trap, a yellow envelope alert appears to notify the player. &lt;br /&gt;
&lt;br /&gt;
Colonists and friendlies are aware of their location and will go around them if possible, though if they walk through them they still have a very slight chance (0.4%) of triggering it. Non-manhunter animals can also sense the trap.&lt;br /&gt;
&lt;br /&gt;
Traps must be placed in a clear area with no other traps or obstacles near it.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
Note that the actual armor penetration is much lower since damage is applied multiple times rather than in one single instance.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Cost !! Damage !! HP !! Work to build !! Armor Pen&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Steel}} Steel || 35 || 100 || 40 || 54 || 150%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Plasteel}} Plasteel || 35 || 110 || 112 || 118 || 165%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Wood}} Wood || 35 || 45 || 16 || 38 || 68%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Uranium}} Uranium || 35 || 110 || 100 || 102 || 165%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Silver}} Silver || 350 || 85 || 28 || 54 || 128%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Gold}} Gold || 350 || 75 || 24 || 48 || 112%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Granite_Blocks}} Granite || 35 || 65 || 68 || 323 || 98%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Limestone_Blocks}} Limestone || 35 || 60 || 62 || 323 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Marble_Blocks}} Marble || 35 || 60 || 48 || 296 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Sandstone_Blocks}} Sandstone || 35 || 50 || 56 || 269 || 75%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Slate_Blocks}} Slate || 35 || 60|| 52 || 323 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{Icon Small|Jade}} Jade|| 30 || 100 || 20 || 267 || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! &lt;br /&gt;
|-&lt;br /&gt;
| [[Version/0.11.877|Beta 11]] || &lt;br /&gt;
* Added (as Deadfall Trap).&lt;br /&gt;
|-&lt;br /&gt;
| [[Version/0.19.2009|Beta 19]] || &lt;br /&gt;
* Redesigned to Spike trap&lt;br /&gt;
** Much more powerful with a 100% chance to spring on targets, and has armor penetration (depending on what it’s made of) but requires resources to replace.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Solar_generator&amp;diff=70609</id>
		<title>Solar generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Solar_generator&amp;diff=70609"/>
		<updated>2020-05-02T23:04:53Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|building|&lt;br /&gt;
|name = Solar generator&lt;br /&gt;
|image = SolarCollector.png|128px{{!}}Solar generator&lt;br /&gt;
|description =  Produces electricity from sunlight. Does not work in the dark.&lt;br /&gt;
|type = Buildings&lt;br /&gt;
|type2 = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 4 ˣ 4&lt;br /&gt;
|hp = 300&lt;br /&gt;
|efficiency = &lt;br /&gt;
|power = + 1700&lt;br /&gt;
|resources to make = {{icon|metal|100}} + {{icon|component|3}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|75}} + {{icon|component|2}}&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|A [[solar generator]] provides up to 1700W of power from sunlight. It has much smaller space requirements than a [[wind turbine]] but provides no power at night or during an [[Events#Eclipse|eclipse]]. It can be placed in a wind turbine's exclusion zone with no effect on the turbine. Solar generators may be protected by surrounding them with walls, but they must stay unroofed to operate.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power output is a direct product of the daytime [[Environment#Light|light]] level. For example, at 50% daylight a solar generator produces 850W of its 1700W maximum. &lt;br /&gt;
[[Battery|Batteries]] are a useful supplement to solar generators since they will store power during the day and keep the base online through the night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solar generators only operate by the world light level; light from ordinary sources such as a [[standing lamp]] or [[sun lamp]] will not work on them. The latitude of your starting position will affect solar cycles, with equator zones giving the strong consistent output and the north pole struggling to reach peak output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lightning striking causes it to generate a small amount of power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Snowman&amp;diff=70608</id>
		<title>Snowman</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Snowman&amp;diff=70608"/>
		<updated>2020-05-02T23:04:41Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|&lt;br /&gt;
|name = Snowman&lt;br /&gt;
|image = Snowman.png|Snowman&lt;br /&gt;
|info = A set of large snowballs piled and shaped to resemble a person.&lt;br /&gt;
|type = Joy{{!}}Decorative/Joy&lt;br /&gt;
|placeable = no&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|hp = 50&lt;br /&gt;
|flammability = 0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;!-- Data found in ThingDefs\Buildings_Art.xml --&amp;gt;&lt;br /&gt;
{{Distinguish|Colonists|Yayo}}&lt;br /&gt;
{{Info|When there is [[Snow]], a colonist may build a '''snowman''' as a [[joy]] activity. It adds a little beauty to the environment, and provides a small amount of [[cover]] from gunfire. When the ambient temperature is above freezing, the snowman will lose hit points until it completely melts and disappears.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
We'll never forget you Sir Percival.&lt;br /&gt;
RIP 6/23/2015&lt;br /&gt;
https://ludeon.com/forums/index.php?topic=13959.0&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Joy]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smooth_stone&amp;diff=70607</id>
		<title>Smooth stone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smooth_stone&amp;diff=70607"/>
		<updated>2020-05-02T23:04:30Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Smooth stone&lt;br /&gt;
|description = Designate rough stone terrain to be smoothed.&lt;br /&gt;
|image = Ground smooth stone.png|Smooth stone&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|resources to make = Free&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
This flooring does not require any materials to be constructed, but it needs to be placed on [[rough stone]] and takes a greater amount of time to be completed than any artificial flooring placed on top. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is recommended to be used as standard flooring whenever available, as it more easily provides the [[Thoughts list#Pleasant environment|pleasant environment bonus]] to your colonists, not to mention it's free. Perfect flooring for a &amp;quot;Dwarfy&amp;quot; colony, built into the side of a mountain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since rough stone floors are widely available in most biomes, an easy way to train colonists in [[Skills#Construction|Construction]] is to select large sections of rough stone and set them for smoothing.&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleeping_spot&amp;diff=70606</id>
		<title>Sleeping spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleeping_spot&amp;diff=70606"/>
		<updated>2020-05-02T23:04:18Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|furniture|&lt;br /&gt;
|name = Sleeping spot&lt;br /&gt;
|image = BedMat.png|Sleeping spot&lt;br /&gt;
|description =  Designates a spot on the ground where people should sleep.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|type2 = Environment&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|buy = Free&lt;br /&gt;
|comfort = 0.4&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|'''Sleeping spots''' are used to designate a particular patch of ground for your pawns to sleep on. Although technically [[furniture]], they require no [[materials]] to build, and take no time for construction or deconstruction.}}&lt;br /&gt;
&lt;br /&gt;
Sleeping spots provide a bit more comfort than simply sleeping on the ground. They are inferior to [[bed]]s and [[bedroll]]s, and receive no benefit from [[end table]]s or [[dresser]]s. Sleeping spots should not be used for any long-term purpose. Instead, they are for controlling where your pawns without proper housing sleep; left to their own devices, pawns without sleeping arrangements will simply pass out the moment they finish their last task.&lt;br /&gt;
&lt;br /&gt;
Sleeping spots are also very useful for emergency healthcare. Hauling a dying pawn all the way back to your hospital might not be an option in extreme cases. Instead, you can simply build a sleeping spot next to where the patient is lying and assign it to medical use. Once the patient is treated, deconstruct the sleeping spot and let the patient recover in an actual bed. This technique does increase the odds of [[infection]], but that's still preferable to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Simple_research_bench&amp;diff=70605</id>
		<title>Simple research bench</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Simple_research_bench&amp;diff=70605"/>
		<updated>2020-05-02T23:04:07Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production||&lt;br /&gt;
|name = Simple research bench&lt;br /&gt;
|image = ResearchBench.png&lt;br /&gt;
|imagesize = 256px&lt;br /&gt;
|description = Researchers work here to discover new things.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Research&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 3 ˣ 2&lt;br /&gt;
|efficiency = 0.75&lt;br /&gt;
|max hit points = 250&lt;br /&gt;
|power = &lt;br /&gt;
|resources to make = {{icon|steel|25}} + {{icon|buildingmat|75}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|18}} + {{icon|buildingmat|56}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''simple research bench''' is a Production bench at which your colonists can [[research]] new technology. Once you've selected a project in the Research tab, your research-capable colonists will operate the bench when not otherwise occupied. Multiple researchers can contribute toward a project at the same time, so long as sufficient research benches are available and/or double shifts. Simple research benches are incapable of researching certain advanced technologies. Getting further along on the research tree requires using a [[hi-tech research bench]].&lt;br /&gt;
&lt;br /&gt;
Building research benches outdoors imposes a x0.75 penalty to research speed. Indoors, the cleanliness of the room the bench is in comes into play, granting modifiers ranging from x0.75 for ''very dirty'' rooms to x1.09 for ''sterile''. You can reinstall them at convenience. Because research projects are such long-term projects, it is strongly advised you place [[dining chair]]s or [[armchair]]s at each bench to keep your researchers [[comfort]]able.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Research]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Silver_tile&amp;diff=70604</id>
		<title>Silver tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Silver_tile&amp;diff=70604"/>
		<updated>2020-05-02T23:03:54Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Silver tile&lt;br /&gt;
|description = For a futuristic but royal look, silver tiles fit perfectly into luxurious rooms. They get a bonus to cleanliness.&lt;br /&gt;
|image = ground silver tile.png|Silver tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 5&lt;br /&gt;
|resources to make = {{icon|silver|70}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
Silver tile is one of the [[floors]] that you can construct. It is constructed out of 70 [[silver]].&lt;br /&gt;
&lt;br /&gt;
Silver tiles also has a 0.2 [[Room stats#Cleanliness|cleanliness]] value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_structural_beam&amp;diff=70603</id>
		<title>Ship structural beam</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_structural_beam&amp;diff=70603"/>
		<updated>2020-05-02T23:03:41Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship structural beam&lt;br /&gt;
|image = ShipBeam.png|Ship Structural Beam&lt;br /&gt;
|imagesize = 50px&lt;br /&gt;
|description = A structural beam around which a ship can be constructed.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 2 ˣ 6&lt;br /&gt;
|hp = 400&lt;br /&gt;
|work to make = 8000&lt;br /&gt;
|power =&lt;br /&gt;
|resources to make = {{icon|metal|200}}{{icon|plasteel|40}}{{icon|component|3}}{{icon|advcomponent|1}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|150}}{{icon|plasteel|30}}{{icon|component|2}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The ship structural beam is a part that connect all other parts, and host the [[ship cryptosleep casket]]s. Requires construction skill level 5+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=70602</id>
		<title>Ship reactor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=70602"/>
		<updated>2020-05-02T23:03:27Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship reactor&lt;br /&gt;
|image = ShipReactor.png|Ship reactor&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Powers a ship on its journey through space.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 6 ˣ 7&lt;br /&gt;
|hp = 500&lt;br /&gt;
|work to make = 65000&lt;br /&gt;
|power = +1000&lt;br /&gt;
|resources to make = {{icon|steel|350}} + {{icon|plasteel|280}} + {{icon|uranium|70}} + {{icon|advcomponent|8}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|252}} + {{icon|plasteel|210}} + {{icon|uranium|52}} + {{icon|advcomponent|6}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A '''ship reactor''' is a [[ship]] part needed to take off. It has a 15-day activation time, during which the colony will be attacked by many raids. The raids will stop once the reactor is fully activated. It can't be built under a roof, but you can build a roof above it afterwards.&lt;br /&gt;
&lt;br /&gt;
The reactor may be powered on despite the rest of the ship not being built yet.  This currently can be exploited since building the whole ship first will increase your colony's wealth, increasing the [[Raider#Raid strength|strength of raids]].&lt;br /&gt;
&lt;br /&gt;
It can also be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_engine&amp;diff=70601</id>
		<title>Ship engine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_engine&amp;diff=70601"/>
		<updated>2020-05-02T23:03:14Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship engine&lt;br /&gt;
|image = ShipEngine.png|Ship engine&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = The engine of a ship.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 3 ˣ 4&lt;br /&gt;
|hp = 400&lt;br /&gt;
|work to make = 50000&lt;br /&gt;
|power = 0&lt;br /&gt;
|resources to make = {{icon|metal|260}} + {{icon|plasteel|140}} + {{icon|uranium|70}} + {{icon|advcomponent|6}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|195}} + {{icon|plasteel|105}} + {{icon|uranium|53}} + {{icon|advcomponent|4}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An antimatter-powered engine capable of launching a [[ship]] into orbit and on interstellar trajectories. A ship needs at least three engines to be able to launch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=70600</id>
		<title>Ship cryptosleep casket</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=70600"/>
		<updated>2020-05-02T23:03:02Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship cryptosleep casket&lt;br /&gt;
|image = ShipCryptosleepCasket.png|&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A cryptosleep casket hardened against the dangers of space.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 2 ˣ 1&lt;br /&gt;
|hp = 200&lt;br /&gt;
|power =&lt;br /&gt;
|work to make = 8000&lt;br /&gt;
|resources to make = {{icon|metal|120}} + {{icon|uranium|14}} + {{icon|component|3}} + {{icon|advcomponent|3}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|90}} + {{icon|uranium|11}} + {{icon|component|2}} + {{icon|advcomponent|2}}&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''ship cryptosleep casket''' is used to contain a colonist in a state of suspended animation for space travel. To construct one, it must be placed adjacent to a [[ship structural beam]] (head first). It cannot be placed independently. If the player wishes to build a ship to evacuate the planet and end the game, several caskets are needed, one for each colonist and/or animal to be transported. They can be placed adjacent to each other provided they don't block the interaction spot of other caskets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in a cryptosleep casket, a humanoid's biological functions are suspended. The player may select a cryptosleep casket and look at the inspect pane to see if it is empty or occupied. When occupied, an &amp;lt;tt&amp;gt;'Eject sleeper'&amp;lt;/tt&amp;gt; button becomes available to allow the player to remove the colonist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking from cryptosleep a humanoid will have [[Ailments#Cryptosleep Sickness|cryptosleep sickness]] for a short time, which reduces consciousness and manipulation and causes vomiting. The colonists at the start of the game have cryptosleep sickness since they were in cryptosleep before the ship crashed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ship cryptosleep casket is visually and functionally identical to the [[cryptosleep casket]] found in the [[Misc]] menu. A cryptosleep casket differs largely from its ship-bound counterpart in that it is not a ship component and therefore can be placed anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a ship cryptosleep casket is severely damaged it will spark briefly then explode. Nearby flammables may catch fire.&lt;br /&gt;
&lt;br /&gt;
==Entering a Cryptosleep Casket==&lt;br /&gt;
&lt;br /&gt;
To have a colonist enter a cryptosleep casket, simply select the colonist, then right-click a cryptosleep casket, and choose &amp;quot;Enter cryptosleep casket&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Animals can be put into cryptosleep caskets, but they need to be downed first. This can be done by applying anesthesia followed by manually directing a colonist to carry them inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_computer_core&amp;diff=70599</id>
		<title>Ship computer core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_computer_core&amp;diff=70599"/>
		<updated>2020-05-02T23:02:42Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship computer core&lt;br /&gt;
|image = Ship computer core.png|Ship computer core&lt;br /&gt;
|imagesize = 142px&lt;br /&gt;
|description = A computer core capable of housing a superhumanoid AI who can guide a ship through any challenge.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|hp = 150&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|work to make = 16000&lt;br /&gt;
|power = &lt;br /&gt;
|resources to make = {{icon|steel|150}} + {{icon|advcomponent|4}} + {{icon|gold|70}} + {{Icon Small|AI persona core}}1&lt;br /&gt;
|deconstruct yield ={{icon|steel|113}} + {{icon|advcomponent|3}} + {{icon|gold|52}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{info|The '''ship computer core''' is the ship's navigation and control center. Building it requires an [[AI persona core]], which can only be acquired through [[trade]] or as a reward for completing [[Events#World quest incidents|world quest events]].&lt;br /&gt;
&lt;br /&gt;
The ship computer core has two command functions:&lt;br /&gt;
* '''Show launch report''': Displays launch status of the ship and a list of colonists on board.&lt;br /&gt;
* '''Launch ship''': Launches a fully complete ship. Any colonists not on the ship will be left behind.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_chunk&amp;diff=70598</id>
		<title>Ship chunk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_chunk&amp;diff=70598"/>
		<updated>2020-05-02T23:02:30Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building|exotic&lt;br /&gt;
| name = Ship chunk&lt;br /&gt;
| image = ship chunks.png|164px&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| description = A chunk of a spacecraft. Can be deconstructed to yield useful steel and components.&lt;br /&gt;
| hp = 300&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| beauty = -20&lt;br /&gt;
}}&lt;br /&gt;
A '''ship chunk''' is a 2x2 sized piece of destroyed ship. It cannot be hauled to a stockpile zone but only disassembled at its location for [[steel]] and [[component]]s. They appear since the beginning of the game in the [[Scenario system#Crashlanded|Crashlanded scenario]], or fall from the sky in a mini event. You will be notified about it from a message at the top of the screen saying: ''A chunk of spacecraft has fallen from space and landed nearby'', but no envelop icon to the right of the screen.&lt;br /&gt;
&lt;br /&gt;
They are an excellent source of components since once disassembled, they provide 8-9 units. Like other chunks, they can serve as a source of cover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shelf&amp;diff=70597</id>
		<title>Shelf</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shelf&amp;diff=70597"/>
		<updated>2020-05-02T23:02:16Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|furniture|&lt;br /&gt;
|name = Shelf&lt;br /&gt;
|image = EquipmentRack.png|Shelf&lt;br /&gt;
|description = Items stored in this will not deteriorate, even if outside.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|type2 = Equipment&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 1&lt;br /&gt;
|beauty = &lt;br /&gt;
|mass base = 8&lt;br /&gt;
|material amount  = 30&lt;br /&gt;
|material 2 amount  = &lt;br /&gt;
|material 2 name = &lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 600&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''shelf''' holds two stacks of items which will not deteriorate due to exposure from outdoors.  Think of a shelf as a 2-tile [[Stockpile]].  Their default setting is to contain [[weapons]] only.  Shelves can be reinstalled as needed and do not block passage.  Shelves take the place of any stockpile on its 2 tiles.  Like Stockpiles, shelves also have a priority.&lt;br /&gt;
&lt;br /&gt;
The shelf does not have beauty regardless of its [[quality]].  However, any items stored within it will remove the [[beauty|ugliness]] they would otherwise have if left on the ground.  The shelf will remove the [[filth]] penalty on its occupying tiles but ignores the beauty or lack thereof on the floor underneath.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
The 'ugliness reset' of shelves makes them useful for storing raw materials near work spaces without negatively affecting the colonists spending time there.  For instance, shelves allow neat storage of Medicine within a hospital, an otherwise -4 to decor if left on the floor.  Another example would be storing the materials necessary to make Medicine near a [[drug lab]].  Crafting [[medicine]] requires three raw materials: [[cloth]], [[herbal medicine]] and [[neutroamine]], which anyone might have stored respectively in the tailor's stock and hospital pharmacy. The distance between those stocks and the drug lab will waste large amounts of time that could have been used to craft more medicine instead.  Another use of this would be to place food stocks close to your stoves.  Your cooks will pick from this, while your haulers restock the shelves as they can.&lt;br /&gt;
&lt;br /&gt;
Shelves also protect their contents from exposure, including outdoors.  This makes them useful to preserve weapons and [[mortar shell]]s close to [[defense structures]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In Alpha 16, it was known as the '''Equipment rack''' and could only store apparel, [[mortar shell]]s, or weapons.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensor_cluster&amp;diff=70596</id>
		<title>Sensor cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensor_cluster&amp;diff=70596"/>
		<updated>2020-05-02T23:02:03Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Sensor cluster&lt;br /&gt;
|image = Sensor cluster.png|Sensor cluster&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = The engine of a ship.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|hp = 400&lt;br /&gt;
|work to make = 30000&lt;br /&gt;
|power = 0&lt;br /&gt;
|resources to make = {{icon|metal|140}} + {{icon|gold|4}} + {{icon|component|6}} + {{icon|advcomponent|6}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|105}} + {{icon|gold|3}} + {{icon|component|4}} + {{icon|advcomponent|4}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sensor cluster is a ship part that is necessary for the ship to launch. It serves no other purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Art_bench&amp;diff=70595</id>
		<title>Art bench</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Art_bench&amp;diff=70595"/>
		<updated>2020-05-02T23:01:50Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production||&lt;br /&gt;
|name = Sculptor's table&lt;br /&gt;
|image = TableSculpting.png&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A workbench equipped for creating art.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 =&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 3&lt;br /&gt;
|hp = 180  &lt;br /&gt;
|power = 0&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|resources to make = {{icon|steel|50}} + {{icon|buildingmat|75}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|37}} + {{icon|buildingmat|56}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A '''sculptor's table''' is used by colonists assigned to [[Menus#Art|Art]] to produce [[sculptures]] out of raw materials. It has three available bills:&amp;lt;br&amp;gt;&lt;br /&gt;
* Make [[Small sculpture]]&lt;br /&gt;
* Make [[Large sculpture]]&lt;br /&gt;
* Make [[Grand sculpture]]&lt;br /&gt;
}}&lt;br /&gt;
The sculptor's table can be made out of various materials.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Other Cost !! Hit Points !! Flammability (%) || Beauty&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Wood || 50 || 75 {{Icon Small|wood}} || 90 || 100 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Steel || 125 || - || 180 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Plasteel || 50 || 75 {{Icon Small|plasteel}} || 505 || 10 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Uranium || 50 || 75 {{Icon Small|uranium}} || 450 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Silver || 50 || 750 {{Icon Small|silver}} || 126 || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gold || 50 || 750 {{Icon Small|gold}} || 108 || 20 || 0&lt;br /&gt;
|}&lt;br /&gt;
Considering sculpting art takes an especially long time, putting a comfortable seat in front of sculptor's tables is recommended.&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sarcophagus&amp;diff=70594</id>
		<title>Sarcophagus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sarcophagus&amp;diff=70594"/>
		<updated>2020-05-02T23:01:40Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Sarcophagus&lt;br /&gt;
|image = Sarcophagus.png|Sarcophagus&lt;br /&gt;
|description = An ornamented burial receptacle for the honored dead.&lt;br /&gt;
|type = Misc{{!}}Miscellaneous&lt;br /&gt;
|type2 =&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|hp = 250&lt;br /&gt;
|flammability = 0.2&lt;br /&gt;
|work to make = 2400&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|resources to make = {{icon|buildingmat|60}}&lt;br /&gt;
|deconstruct yield = {{icon|buildingmat|45}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The sarcophagus is an alternative burial method to the [[grave]]. The sarcophagus will gain an art piece related to the dead pawn on it once a pawn has been interred into the sarcophagus. A room with sarcophagi will be classified as a [[Room roles|tomb]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
The storage tab above the inspect pane can be configured to set what types of pawns can be buried in the selected sarcophagus. The default setting is colonists only.&lt;br /&gt;
&lt;br /&gt;
The command icons (Copy settings, Paste settings) can be used to copy storage settings between sarcophagi and graves. Settings can also be copied to other containers like stockpile zones and dumping stockpile zones; however, settings that a sarcophagus doesn't have (i.e. food) will be copied as disallowed. The copy function can take settings from one container and apply them to many containers, when shift-click is used to select multiple.&lt;br /&gt;
&lt;br /&gt;
A body can be removed from a grave with the 'Open' command, and will be done by a colonist assigned to [[hauling]].&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Sarcophagi cannot be minimized or moved. Unlike [[grave]]s, they will block [[wind turbine]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Sarcophagus ss.png|'''Sarcophagus'''&lt;br /&gt;
File:Distant Sadness.png|'''Art'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=70593</id>
		<title>Sandbags</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=70593"/>
		<updated>2020-05-02T23:01:30Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|security|&lt;br /&gt;
|name = Sandbags&lt;br /&gt;
|image = Sandbags_wall.png|192px{{!}}Row of sandbags&lt;br /&gt;
|description =  Bags of locally-sourced dirt or sand, stacked for use as cover. Sandbags are ugly, but provide better cover than other low objects.&lt;br /&gt;
|type = Security&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 350&lt;br /&gt;
|work to make = 180&lt;br /&gt;
|resources to make = {{icon|cloth|5}}&lt;br /&gt;
|deconstruct yield = {{icon|cloth|4}}&lt;br /&gt;
|beauty = -10&lt;br /&gt;
|cover = 0.57&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
'''Sandbags''' can be placed to cover your colonists from gunfire, but not melee attacks, thrown projectiles, or explosions. Sandbags take damage from bullets and explosions. [[Raider]]s can also use sandbags as cover, so place them in a way so enemy units cannot take advantage of them.&lt;br /&gt;
&lt;br /&gt;
Sandbags provide 57% cover effectiveness, meaning that bullets aimed at targets behind sandbags have a 57% chance to hit the bags, and a 43% chance to cross over. &lt;br /&gt;
Sandbags slow down pawns walking over them.&lt;br /&gt;
==Material Table==&lt;br /&gt;
As Barricades and Sandbags are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Type !! Beauty !! HP !! Cover Effectiveness  !! Flammability !! Work to Build !! Material Cost !! Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-  &lt;br /&gt;
| Synthread || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Devilstrand || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Hyperweave || Sandbags || -10 || 720 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Megasloth wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Muffalo wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Alpaca wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Bison wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Sheep wool || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Plainleather || Sandbags || -10 || 390 || 57% || 0% || 0 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Dog leather || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Wolfskin || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Panthera fur || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Camelhide || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Bluefur || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Bearskin || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Guinea pig fur || Sandbags || -10 || 180 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Human leather || Sandbags || -10 || 390 || 57% || 0% || 0 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Pigskin || Sandbags || -10 || 390 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Lightleather || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Birdskin || Sandbags || -10 || 300 || 57% || 0% || 0 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Chinchilla || Sandbags || -10 || 300 || 57% || 0% || 0 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Foxfur || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Lizardskin || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Elephant leather || Sandbags || -10 || 450 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Heavy fur || Sandbags || -10 || 450 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Rhinoceros leather || Sandbags || -10 || 450 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Thrumbofur || Sandbags || -10 || 600 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Patchleather || Sandbags || -10 || 300 || 57% || 0% || 3 || 5 || Light&lt;br /&gt;
|-&lt;br /&gt;
| Wooden  || Barricade || -3 || 195 || 57% || 100% || 4 || 5 || Light&lt;br /&gt;
|-  &lt;br /&gt;
| Steel || Barricade || -3 || 300 || 57% || 40% || 6 || 5 || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Plasteel || Barricade || -3 || 840 || 57% || 20% || 12 || 5 || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Uranium || Barricade || -3 || 750 || 57% || 0% || 11 || 5 || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Sandstone || Barricade || -3 || 420 || 57% || 0% || 29 || 5 || Heavy&lt;br /&gt;
|-&lt;br /&gt;
| Granite || Barricade || -3 || 510 || 57% || 0% || 35 || 5 || Heavy&lt;br /&gt;
|-&lt;br /&gt;
| Limestone || Barricade || -3 || 465 || 57% || 0% || 35 || 5 || Heavy&lt;br /&gt;
|-&lt;br /&gt;
| Slate || Barricade || -3 || 390 || 57% || 0% || 35 || 5 || Heavy &lt;br /&gt;
|-&lt;br /&gt;
| Marble || Barricade || -2 || 360 || 57% || 0% || 32 || 5 || Heavy &lt;br /&gt;
|-&lt;br /&gt;
| Silver || Barricade || 3 || 210 || 57% || 40% || 6 || 50 || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Gold || Barricade || 17 || 180 || 57% || 40% || 5 || 50 || Medium &lt;br /&gt;
|-&lt;br /&gt;
| Jade || Barricade || 7 || 150 || 57% || 0% || 27 || 5 || Heavy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
In earlier versions (Alpha 16/17?) it used to have 70% cover rating.&lt;br /&gt;
&lt;br /&gt;
In Beta 19 it received a new, extended description and a retexture, and its cost was reduced from 6 steel to 5.&lt;br /&gt;
&lt;br /&gt;
In 1.1 its crafting recipe was changed to use cloth rather than steel, and its health was nerfed (450 -&amp;gt; 300), along with its cover value (65 --&amp;gt; 57%).&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
* [[Cover#Sandbags|Cover]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Royal_bed&amp;diff=70592</id>
		<title>Royal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Royal_bed&amp;diff=70592"/>
		<updated>2020-05-02T22:58:40Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Royal bed&lt;br /&gt;
|image = RoyalBed actual.png|Royal bed&lt;br /&gt;
|description =  A luxurious gold-inlaid bed fit for the highborn. Very comfy and beautiful. Fits two.&lt;br /&gt;
|type = Furniture&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|beauty = 75&lt;br /&gt;
|mass base = 90&lt;br /&gt;
|material amount  = 100&lt;br /&gt;
|material 2 amount  = 50&lt;br /&gt;
|material 2 name = Gold&lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = &lt;br /&gt;
|hp = 200&lt;br /&gt;
|work to make = 50000&lt;br /&gt;
|rest effectiveness = 1.05&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|comfort = 0.9&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
}}&lt;br /&gt;
{{#set:&lt;br /&gt;
 facility = dresser&lt;br /&gt;
|facility = end table&lt;br /&gt;
}}&lt;br /&gt;
Royal Beds are highly resource-intensive to build, but they really liven up the [[beauty]] in a room, and also provide a slight bonus to the rate at which colonists recover during sleep, as well as lots of comfort for a good mood boost. So, it is generally wise to upgrade to them as time and resources permit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Material&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| [[Beauty]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Flammability&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Market value&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Max hit points&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Work to make&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Rest effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|Silver&lt;br /&gt;
|155&lt;br /&gt;
|40%&lt;br /&gt;
|1680&lt;br /&gt;
|140&lt;br /&gt;
|834&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Gold&lt;br /&gt;
|320&lt;br /&gt;
|40%&lt;br /&gt;
|10660&lt;br /&gt;
|120&lt;br /&gt;
|750&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Steel&lt;br /&gt;
|75&lt;br /&gt;
|40%&lt;br /&gt;
|870&lt;br /&gt;
|200&lt;br /&gt;
|834&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Plasteel&lt;br /&gt;
|75&lt;br /&gt;
|20%&lt;br /&gt;
|1795&lt;br /&gt;
|560&lt;br /&gt;
|1834&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Wood&lt;br /&gt;
|75&lt;br /&gt;
|100%&lt;br /&gt;
|745&lt;br /&gt;
|130&lt;br /&gt;
|584&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Uranium&lt;br /&gt;
|38&lt;br /&gt;
|0%&lt;br /&gt;
|1440&lt;br /&gt;
|500&lt;br /&gt;
|1584&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Jade&lt;br /&gt;
|200&lt;br /&gt;
|0%&lt;br /&gt;
|1900&lt;br /&gt;
|100&lt;br /&gt;
|4167&lt;br /&gt;
|105%&lt;br /&gt;
|-&lt;br /&gt;
|Sandstone&lt;br /&gt;
|82&lt;br /&gt;
|0%&lt;br /&gt;
|1490&lt;br /&gt;
|280&lt;br /&gt;
|4169&lt;br /&gt;
|94%&lt;br /&gt;
|-&lt;br /&gt;
|Granite&lt;br /&gt;
|75&lt;br /&gt;
|0%&lt;br /&gt;
|1670&lt;br /&gt;
|340&lt;br /&gt;
|5003&lt;br /&gt;
|94%&lt;br /&gt;
|-&lt;br /&gt;
|Limestone&lt;br /&gt;
|75&lt;br /&gt;
|0%&lt;br /&gt;
|1670&lt;br /&gt;
|310&lt;br /&gt;
|5003&lt;br /&gt;
|94%&lt;br /&gt;
|-&lt;br /&gt;
|Slate&lt;br /&gt;
|82&lt;br /&gt;
|0%&lt;br /&gt;
|1670&lt;br /&gt;
|260&lt;br /&gt;
|5003&lt;br /&gt;
|94%&lt;br /&gt;
|-&lt;br /&gt;
|Marble&lt;br /&gt;
|100&lt;br /&gt;
|0%&lt;br /&gt;
|1580&lt;br /&gt;
|240&lt;br /&gt;
|4586&lt;br /&gt;
|94%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Red_carpet&amp;diff=70591</id>
		<title>Red carpet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Red_carpet&amp;diff=70591"/>
		<updated>2020-05-02T22:58:26Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Red carpet&lt;br /&gt;
|image = ground carpet red.png|Red carpet&lt;br /&gt;
|description = Plush carpet in a lovely rose hue.&lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = &lt;br /&gt;
|speed = 1&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|resources to make = {{icon|cloth|7}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
One of the [[floors]] that you can construct. Requires [[research]] to be made. One of the five different colored [[carpets]] available in the game.&lt;br /&gt;
&lt;br /&gt;
Carpet can be particularly useful in the desert where wood is hard to come by or when you might not want to use up all your precious metals. Starting a cloth farm is pretty easy, especially if you have hydroponics researched, and if you don't have the time to spare or the skill to smooth floors, it's a nice substitute. Players also use this to color code rooms, for their own benefit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=70590</id>
		<title>Psychic emanator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_emanator&amp;diff=70590"/>
		<updated>2020-05-02T22:58:11Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|building|&lt;br /&gt;
| image = Psychic emanator.png|Psychic emanator&lt;br /&gt;
| description = An ancient device that projects a soothing psychic field around itself. This improves the mood of anyone nearby. Works through walls.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Special&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| cover effectiveness = 0.2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| max hit points = 100&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| marketvalue = 1300&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| power = -200&lt;br /&gt;
| reward item = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Psychic Emanator is a special building only found through world quests. When powered it projects an aura in a 15 square radius around itself that provides a +5 mood bonus. The mood bonus only lasts for as long as a pawn remains within its area of effect. &lt;br /&gt;
&lt;br /&gt;
Due to the combination of its somewhat short range and no lasting effect its advised to place it either in a hospital to help negate some of the negative effects of being bedridden with an illness, near prison cells or a chronically depressive pawns bed/work space.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_switch&amp;diff=70589</id>
		<title>Power switch</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_switch&amp;diff=70589"/>
		<updated>2020-05-02T22:58:02Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|power|&lt;br /&gt;
|image = PowerSwitch.png&lt;br /&gt;
|description = Switches power on/off.&lt;br /&gt;
|type = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 120&lt;br /&gt;
|flammability = 0.4&lt;br /&gt;
|beauty = -2&lt;br /&gt;
|resources to make = {{icon|steel|15}} + {{icon|component|1}}&lt;br /&gt;
|deconstruct yield = {{icon|steel|11}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|A '''power switch''' is used to toggle power of the [[Power conduit|conduit]] lines connected to it. It provides an efficient way to control power to several appliances all at once, such as a large array of [[improvised turret]]s.&lt;br /&gt;
The 'Toggle power' button is used to request the switch to be flipped. A colonist with the 'flick' job type will flip the switch. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;To construct a switchable circuit simply place the power switch along a line of conduit between the [[Power#Power generators|power source]] and the appliances.&lt;br /&gt;
While one of the switch's connectors must connect to conduit to a power source, any or all of the three remaining connectors can be used to create branches. A switch can be placed directly adjacent to a [[battery]] or other power source, but the player will probably find it desirable to place the switch close to the appliances it's meant to control. Appliances won't connect directly to a switch, they only connect to conduit.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;When the power switch is ''on'' the inspect pane displays &amp;lt;tt&amp;gt;'Power: On'&amp;lt;/tt&amp;gt;, and the center of the power switch shows a pale circle.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When the power switch is designated to turn off, the 'Toggle power' button displays a red X.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When the power switch is ''off'' , the inspect pane displays &amp;lt;tt&amp;gt;'Power: Off'&amp;lt;/tt&amp;gt;, and the center of the power switch is dark.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When the power switch is designated to turn on, the 'Toggle power' button displays a green check mark.&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Power_conduit&amp;diff=70588</id>
		<title>Power conduit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Power_conduit&amp;diff=70588"/>
		<updated>2020-05-02T22:57:49Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|power|&lt;br /&gt;
|name = Power conduit&lt;br /&gt;
|image = PowerConduit_MenuIcon.png|Power conduit&lt;br /&gt;
|description = Distributes power.&lt;br /&gt;
|type = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 80&lt;br /&gt;
|resources to make = {{icon|metal|1}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|0}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|A '''power conduit''' transmits power from generators or [[battery|batteries]] to appliances up to six squares away. Conduit doesn't block the placement of other structures and isn't blocked by them, so conduit can be placed wherever it's needed, even in walls, except unsmoothed mountain rock and mineral ores.}}&lt;br /&gt;
&lt;br /&gt;
=== Short circuit ===&lt;br /&gt;
A conduit can [[Events#Zzztt...|short circuit]], damaging a random piece of conduit and discharging all connected stored power from batteries, in an explosion proportional to the amount of charge. This damage can be mitigated by building walls over your power conduits (preventing fires), keeping critical areas and storage away from conduits, and disconnecting charged banks of batteries from the network via a [[power switch]].&lt;br /&gt;
&lt;br /&gt;
== Waterproof conduit ==&lt;br /&gt;
{{infobox main|power|&lt;br /&gt;
|name = Waterproof conduit&lt;br /&gt;
|image = PowerConduit_MenuIcon.png|Power conduit&lt;br /&gt;
|description = Distributes power.&lt;br /&gt;
|type = Power&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|hp = 80&lt;br /&gt;
|resources to make = {{icon|metal|10}}&lt;br /&gt;
|deconstruct yield = {{icon|metal|8}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A new variant of the power conduit added in Beta 19, the waterproof conduit performs the exact same function as the power conduit, but is more expensive and can only be built on water.&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Poker_table&amp;diff=70587</id>
		<title>Poker table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Poker_table&amp;diff=70587"/>
		<updated>2020-05-02T22:57:35Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox main|building||&lt;br /&gt;
|name = Poker table&lt;br /&gt;
|description = A soft-topped table for playing a variety of card games.&lt;br /&gt;
|type  = Buildings&lt;br /&gt;
|type2 = Joy&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 3&lt;br /&gt;
|hp = 250&lt;br /&gt;
|mass base = 300&lt;br /&gt;
|beauty = 10&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|material amount  = 50&lt;br /&gt;
|material 2 amount  = 25&lt;br /&gt;
|material 2 name = Wood&lt;br /&gt;
|material 3 amount  = 50&lt;br /&gt;
|material 3 name = Cloth&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
}}&lt;br /&gt;
The '''poker table''' is a [[joy]] [[Furniture|item]]. Like regular [[table]]s, it needs to have [[chair]]s surrounding it so colonists can use it. Up to four colonists can use a poker table at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Joy]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pod_launcher&amp;diff=70586</id>
		<title>Pod launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pod_launcher&amp;diff=70586"/>
		<updated>2020-05-02T22:57:21Z</updated>

		<summary type="html">&lt;p&gt;FixSomeBugs: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Pod launcher&lt;br /&gt;
|image = PodLauncher.png|Pod launcher&lt;br /&gt;
|description = A fueling port for launching one transport pod. Pod launchers can launch as a group - but the launchers must be placed adjacent to each other.&lt;br /&gt;
|type = Misc&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|hp = 200&lt;br /&gt;
|flammability = 0&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|resources to make = {{icon|steel|50}} + {{icon|component|1}}&lt;br /&gt;
|sell = {{icon|steel|38}}&lt;br /&gt;
}}&lt;br /&gt;
The '''pod launcher''' deploys a singular [[transport pod]] (1 launcher = 1 pod) which must be placed where the rocket icon appears. The transport pod will change color from red to green as a positive signal. The range of a launcher is dependent on the amount of fuel it is filled with, up to 1 tile per 2.25 fuel (rounded down). Each launcher can be filled with a maximum of 150 [[chemfuel]] which allows travelling to a distance up to 66 tiles away.&lt;br /&gt;
&lt;br /&gt;
A slide bar can be used horizontally which automatically calculates for you according to your need so that you don't waste fuel/time.&lt;br /&gt;
&lt;br /&gt;
As the description says, launchers can be grouped but they have to be &amp;quot;adjacent&amp;quot;, which means they must share one tile length of common border. Touching corner-to-corner or via a Transport Pod touching both launchers will not work. In effect, grouped launchers can only be places in a row lengthwise or in a &amp;quot;spooning L&amp;quot; formation (where the foot of the L is the Pod).&lt;br /&gt;
&lt;br /&gt;
[[File:Pod launcher.png]] [[File:Pod launcher max range.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>FixSomeBugs</name></author>
	</entry>
</feed>