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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Glimbinks</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-04T08:46:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rocketswarm_launcher&amp;diff=171873</id>
		<title>Rocketswarm launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rocketswarm_launcher&amp;diff=171873"/>
		<updated>2025-11-13T04:06:45Z</updated>

		<summary type="html">&lt;p&gt;Glimbinks: /* Minifiable = false */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted|reason=Webm of use would be instructive and allow playing on the page}}&lt;br /&gt;
{{Infobox main|security&lt;br /&gt;
| name = Rocketswarm launcher&lt;br /&gt;
| image = TurretRocket_MenuIcon.png&lt;br /&gt;
| description = An emergency-defense launcher that fires a single barrage of rockets covering a large area. The turret does not fire until someone activates it. It is very effective against large groups of weaker combatants, but less effective against small numbers of armored targets. Once fired, it must cool off for hours and be reloaded to fire again.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 * 2&lt;br /&gt;
| mass base = 8 &lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = -150&lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
| research = Rocketswarm launcher&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 200 &lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 2&lt;br /&gt;
| resource 4 = Chemfuel&lt;br /&gt;
| resource 4 amount = 180&lt;br /&gt;
| damage = 24&lt;br /&gt;
| damage type = Bomb&lt;br /&gt;
| armorPenetration = 36&lt;br /&gt;
| range = 29.9&lt;br /&gt;
| missRadius = 5.75&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| accuracyTouch = 28&lt;br /&gt;
| accuracyShort = 75&lt;br /&gt;
| accuracyMedium = 66&lt;br /&gt;
| accuracyLong = 50&lt;br /&gt;
| mode = Single-Use&lt;br /&gt;
| burst = 12&lt;br /&gt;
| burstTicks = 10&lt;br /&gt;
| warmup = 0&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 38&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 180&lt;br /&gt;
| fuel consumption rate = 180&lt;br /&gt;
}}&lt;br /&gt;
'''Rocketswarm launchers''' are [[security]] [[turret]]s that fire a barrage of rockets at a designated point when activated by a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason= 1) Purpose of forcedMissEvenDispersal = True 2) Blind smoke?}}&lt;br /&gt;
[[File:Rocketswarm_blast.png|thumb|left|300px|Blast of 1 rocket, and the radius where blasts can hit.]]&lt;br /&gt;
Rocketswarm launchers fire a volley of {{P|Burst Count}} rockets in {{Ticks|{{#expr:{{P|Burst Ticks}} * ({{P|Burst Count}}-1)}}}}. Unlike most other turrets, it must be activated by a pawn, and then manually targeted by the player. Pawns that are [[incapable]] of violence cannot activate the launcher.&lt;br /&gt;
&lt;br /&gt;
There is a delay of {{Ticks|60}} between targeting and firing. It can target any tile within its {{P|Range}} tile range and within line of sight. Note that the rocketswarm launcher fires in a straight path like a traditional projectile, it does not travel over walls or other obstructions like a [[mortar]].&lt;br /&gt;
&lt;br /&gt;
The launcher can be activated once before needing to be reloaded at the cost of {{Icon Small|Chemfuel||180}} [[chemfuel]]. A partial load of rockets cannot be launched; the turret must be full. After launching, there is a {{Ticks|7200}} cooldown before it can be fired again, and it cannot be reloaded during this time. &lt;br /&gt;
&lt;br /&gt;
Each rocket deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage with an {{AP}} of {{P|Armor Penetration}}% in a {{P|Blast Radius}} tile radius. Note that per explosion, this is significantly below the default of 50 damage of other Bomb type weapons, although it is made up for by the volume of fire. &lt;br /&gt;
&lt;br /&gt;
When damaged beyond ?%{{Check Tag|Value?}} of its health, a rocketswarm launcher will spark and emit a hissing sound shortly before exploding {{Ticks|240}} later, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a 6.9 tile radius around itself.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Strategies, cost/value etc}}&lt;br /&gt;
Rocketswarm launchers are highly effective against tribals and other lightly armored targets. Each enemy is likely to be hit by multiple rockets, which is enough to cripple or kill them.&lt;br /&gt;
&lt;br /&gt;
The main downsides of the launcher are the high research cost, high material cost, and difficulty of aiming. As enemies, even tribals, are generally spaced apart, it is hard to hit more than a few at a time. Because enemies tend to spread out, the rocketswarm launcher is often much less impressive than it is on paper. Placement of the launcher in front of constrictions that will group enemies will make them far more effective, though note that the imprecise nature of its firing might lead to the destruction of said constriction. &lt;br /&gt;
&lt;br /&gt;
If placed outside of a base, consider having pawns ready with [[jump pack]]s,{{RoyaltyIcon}} [[locust armor]],{{RoyaltyIcon}} [[longjump legs]],{{BiotechIcon}} or [[moving]] and [[move speed]] enhancements ready to ensure they can get in position to trigger the launcher in time. &lt;br /&gt;
&lt;br /&gt;
Explosions are very good at destroying walls, so plan your defensive structures around the rocket's radius.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Pawns that are incapable of violence can no longer activate rocketswarm launchers.&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Glimbinks</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=170834</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=170834"/>
		<updated>2025-10-17T15:14:12Z</updated>

		<summary type="html">&lt;p&gt;Glimbinks: Reasons to imprison: add selling and releasing an enemy faction member for goodwill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]] who have been taken captive. This usually includes [[raiders]], but colonists can be imprisoned too.{{TOCright}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Prisoners are ordinary pawns under restraint. They have no [[Recreation]] needs, but all other needs and most [[mood]]lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.&lt;br /&gt;
&lt;br /&gt;
Prisoners cannot open doors if not undergoing a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable{{Check Tag|Verify/Detail}} clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a [[nutrient paste dispenser]] that faces into their prison. Otherwise, wardens will bring any food allowed by their [[Food restriction|food restrictions]]. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab. &lt;br /&gt;
&lt;br /&gt;
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Unwaveringly loyal ===&lt;br /&gt;
Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}. Unwaveringly loyal pawns without a faction will be described as &amp;quot;not recruitable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unwaveringly loyal prisoners can be recruited after undergoing the [[Brainwipe]] psychic ritual.{{AnomalyIcon}} Additionally, unwaveringly loyal pawns from a temporary faction (such as the [[Factions#Refugees|refugee faction]] {{RoyaltyIcon}}) or [[Factions#Factionless_humans|no faction]] can be recruited by enslaving them, which makes them a member of the player's faction, and then emancipating them, which makes them a normal member of the player's colony.&lt;br /&gt;
&lt;br /&gt;
Unwavering loyalty can be disabled in the [[storyteller settings]]. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on [[down]]ing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through [[blood loss|bleed]] kiting or [[psychic shock lance]], then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.&lt;br /&gt;
&lt;br /&gt;
If an unwaveringly loyal pawn joins your colony through any means, they will lose their unwavering loyalty.&lt;br /&gt;
&lt;br /&gt;
=== Caravans ===&lt;br /&gt;
Prisoners can be loaded into a [[caravan]]. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a [[mental break]].&lt;br /&gt;
&lt;br /&gt;
If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idly, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.&lt;br /&gt;
&lt;br /&gt;
== Capturing prisoners ==&lt;br /&gt;
In order to capture any prisoner, you need a valid prison, which is enclosed and has an open [[bed]] or [[sleeping spot]] (See [[#Prisons]] below).&lt;br /&gt;
&lt;br /&gt;
The gameplay steps required to capture a pawn depends on their state:&lt;br /&gt;
* [[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.&lt;br /&gt;
** [[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]].&lt;br /&gt;
** NOTE: Raiders in particular have a [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:&lt;br /&gt;
*** [[Psychic shock lance]], although there is a risk of burning the brain&lt;br /&gt;
*** [[Blood loss]]&lt;br /&gt;
*** [[Tox gas]]{{BiotechIcon}}, although not all xenotypes are affected, and [[Toxic buildup]] also has risks&lt;br /&gt;
* To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]]. Pawns with the [[dead calm]] gene{{BiotechIcon}} always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.&lt;br /&gt;
** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks.&lt;br /&gt;
&lt;br /&gt;
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. This includes [[transport pod]] crashes, if they happen to be part of an existing faction.&lt;br /&gt;
&lt;br /&gt;
If you need to capture a pawn, then [[sleeping spot]]s can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.&lt;br /&gt;
&lt;br /&gt;
=== Reasons to imprison ===&lt;br /&gt;
* To recruit raiders, guests, or transport pod crashes into a colony.&lt;br /&gt;
* To use raiders for their [[human resources]].&lt;br /&gt;
* To end most [[mental break]]s. Colonists can immediately be released afterwards.&lt;br /&gt;
* To keep a colonist restrained in order to overcome [[drug]] withdrawal.&lt;br /&gt;
* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}&lt;br /&gt;
* To act as sources of [[Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}&lt;br /&gt;
* To sell the prisoner.&lt;br /&gt;
* For raiders, to release them for a goodwill gain of the enemy faction (faction must not be permanently hostile and the released prisoner must exit the map healthy).&lt;br /&gt;
&lt;br /&gt;
== Prisons ==&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|350px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
Prisons are required to hold prisoners.&lt;br /&gt;
=== Creation ===&lt;br /&gt;
A prison must be designated in a fully enclosed [[room]], closed off with [[wall]]s and other impassable objects like [[door]]s, [[cooler]]s and [[nutrient paste dispenser]]s. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of the map if an opening exists.&lt;br /&gt;
&lt;br /&gt;
In order to actually form a prison, at least 1 [[bed]] or [[sleeping spot]] must be placed. Selecting the bed allows you to set &amp;quot;For Prisoners&amp;quot;. Colonists and [[slaves]]{{IdeologyIcon}} may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
A prison is called a ''prison cell'' if there is 1 bed available, or a ''prison barracks'' if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including [[mood]] impacts for its Impressiveness.&lt;br /&gt;
&lt;br /&gt;
Prisoners can only use items that are in their cell. Food, beds, and [[nutrient paste dispenser]]s placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so. Colonists on the food binge [[mental break]], as well as [[animal]]s, will ignore a prison for this purpose.&lt;br /&gt;
&lt;br /&gt;
Unless you want your prisoners to die, make sure that it is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or [[nutrient paste dispenser]]). Otherwise, see [[#Mood regulation]] for how to make your prison better for the inmates... or worse.&lt;br /&gt;
&lt;br /&gt;
== Interaction ==&lt;br /&gt;
Players can assign wardens to do the following tasks:&lt;br /&gt;
* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.&lt;br /&gt;
* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not recruit.&lt;br /&gt;
* '''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.&lt;br /&gt;
* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
The following options are added by [[DLC]]:&lt;br /&gt;
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.&lt;br /&gt;
* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.&lt;br /&gt;
* '''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].&lt;br /&gt;
* '''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the [[Bloodfeeder]] [[gene]] will drink the prisoner's blood.&lt;br /&gt;
* '''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Pawns assigned to the [[Work#Doctor|Doctor]] worktype will automatically extract [[hemogen pack]]s from the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
{{see also|#Recruitment{{!}}Recruitment}}&lt;br /&gt;
Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.&lt;br /&gt;
&lt;br /&gt;
Under the ''Recruit'' or ''Reduce Resistance'' orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's [[mood]], the warden's [[Negotiation Ability]], and the prisoner's [[opinion]] of the warden. Wardens with more [[Social]] skill have a greater Negotiation Ability. There is a delay between each conversation.&lt;br /&gt;
&lt;br /&gt;
Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. If the prisoner is assigned to ''Reduce Resistance'', then wardens will continue to converse without actually recruiting.&lt;br /&gt;
&lt;br /&gt;
For exact mechanics and chances of recruitment, see [[#Recruitment]].&lt;br /&gt;
&lt;br /&gt;
==== Will ====&lt;br /&gt;
Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analogously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a [[slave]]{{IdeologyIcon}}. A prisoner starts with much less will than they do resistance.&lt;br /&gt;
&lt;br /&gt;
==== Tame ====&lt;br /&gt;
A [[wild man]] can be arrested and imprisoned. However, they must be [[tame]]d using the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.&lt;br /&gt;
&lt;br /&gt;
=== Release ===&lt;br /&gt;
Wardens will take the prisoner outside your colony, and free the prisoner. &amp;quot;Outside the colony&amp;quot; means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far. &lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner of another faction will give a [[goodwill]] boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.&lt;br /&gt;
&lt;br /&gt;
Releasing a colonist will have them rejoin your colony. [[Slave]]s retain their home faction.&lt;br /&gt;
&lt;br /&gt;
=== Execute ===&lt;br /&gt;
Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].&lt;br /&gt;
&lt;br /&gt;
Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.&lt;br /&gt;
&lt;br /&gt;
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.&lt;br /&gt;
&lt;br /&gt;
Executed prisoners who are then [[Resurrector mech serum|resurrected]] will have the execute toggle deselected to prevent their immediate re-execution.&lt;br /&gt;
&lt;br /&gt;
=== Convert ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
Attempts to [[Ideoligion#Conversion|convert]] the prisoner to the warden's own [[ideoligion]]. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.&lt;br /&gt;
&lt;br /&gt;
This is functionally the same as [[Ideoligion#Conversion|regular conversion]] that can occur randomly between colonists, except that it is done on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
==== Bloodfeed ====&lt;br /&gt;
Pawns with the ''Bloodfeeder'' [[gene]] will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Hemogen farm ====&lt;br /&gt;
Automatically orders the operation extract [[hemogen pack]] when a prisoner's [[blood loss]] level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
* Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.&lt;br /&gt;
* Prisoners can initiate social fights with other prisoners. &lt;br /&gt;
* Prisoners can be given any number of medical [[operation]]s. This includes injecting [[drug]]s, installing [[artificial body parts]], [[organ harvesting]], and more.&lt;br /&gt;
* Prisoners are valid targets for a [[gene extractor]]{{BiotechIcon}}, [[subcore softscanner]]{{BiotechIcon}}, or [[subcore ripscanner]]{{BiotechIcon}}.&lt;br /&gt;
* Prisoners can be sold to a [[faction base]] or slaver for [[silver]], or a royal tribute collector{{RoyaltyIcon}} for [[honor]]. Colonists who do not like slavery will get a -3 moodlet, modified by [[ideoligion]]{{IdeologyIcon}}.&lt;br /&gt;
* If a prisoner dies, the mood penalty depends on their cause of death. &amp;quot;Intentional&amp;quot; means, like violent combat, count as an execution.&lt;br /&gt;
&lt;br /&gt;
== Prison break ==&lt;br /&gt;
{{Template:Prison Break}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
In order to start recruitment, a target pawn must first be captured, and become a prisoner.  Prisoners then must be set to &amp;quot;Recruit&amp;quot; (or &amp;quot;Reduce Resistance&amp;quot; and then &amp;quot;Recruit&amp;quot;) in the &amp;quot;Prisoner&amp;quot; tab of their personal info box (bottom left of screen when pawn is selected).&lt;br /&gt;
&lt;br /&gt;
Then colonists assigned to wardening will &amp;quot;chat&amp;quot; with the target prisoner. This can be repeated every several hours, each one reducing [[#Resistance|Resistance]] by a predictable amount (based on the Social pawn's Social skill and the target's Mood). &lt;br /&gt;
&lt;br /&gt;
=== Starting resistance ===&lt;br /&gt;
Each prisoner has their own recruitment difficulty:&lt;br /&gt;
* The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
* For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.&lt;br /&gt;
* The [[storyteller]] will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:&lt;br /&gt;
&lt;br /&gt;
'''Prisoner's [[opinion]] of the warden:'''&lt;br /&gt;
* At -100 opinion, the resistance reduction factor is 50%.&lt;br /&gt;
* At 0 opinion, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100 opinion, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Prisoner [[mood]]:'''&lt;br /&gt;
* At 0% current mood, the resistance reduction factor is 20%.&lt;br /&gt;
* At 50% mood, the resistance reduction factor is 100%.&lt;br /&gt;
* At 100% mood, the resistance reduction factor is 150%.&lt;br /&gt;
&lt;br /&gt;
'''Negotiation Ability:'''&lt;br /&gt;
* See [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
==== Word of Trust ====&lt;br /&gt;
The [[Word of trust]] psycast {{RoyaltyIcon}} will reduce resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] and no other factors.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
=== Mood regulation ===&lt;br /&gt;
{{Stub|section=1|reason=Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options}}&lt;br /&gt;
Increasing [[mood]] makes prisoners easier to recruit, and less likely to go [[berserk]]. If you want to increase prisoner mood, you can do the following:&lt;br /&gt;
* Give prisoners separate rooms, preferably one that isn't cramped.&lt;br /&gt;
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].&lt;br /&gt;
* Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.&lt;br /&gt;
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.&lt;br /&gt;
&lt;br /&gt;
=== Changing ideoligion ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
If you want to change the target's [[ideoligion]], then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:&lt;br /&gt;
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.&lt;br /&gt;
* Feed the pawn [[human meat]], [[insect meat]], [[raw food]], or [[kibble]]. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.&lt;br /&gt;
* Keep them in [[pain]]. Inflicting [[injury]] comes at the risk of scarring or permanent damage, however, and a [[mindscrew]] {{RoyaltyIcon}} cannot be removed by traditional methods once the pawn is converted. A [[torture crown]] is a risk free way of inflicting pain, but dressing prisoners has its own difficulties. &lt;br /&gt;
Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme [[mental break threshold]] to prevent this.&lt;br /&gt;
&lt;br /&gt;
It is also worth considering the individual pawn when deciding on an approach. The first concern are the [[traits]] - many traits affect the [[Global Certainty Loss Factor]] of a pawn, which in turn affect the efficacy of conversion attempts by wardens. For pawns with a high factor, traditional conversion will be effective, while forcing a crisis of belief may be all but necessary. For further details, including a list of traits that affect the factor, see [[Certainty]] and [[Global Certainty Loss Factor]]. &lt;br /&gt;
&lt;br /&gt;
The second concern are [[xenotypes]]{{BiotechIcon}}  with the [[Aggressive]] and [[Hyper-aggressive]] genes.{{BiotechIcon}}  Those with aggressive, including all [[yttakin]],{{BiotechIcon}}  [[wasters]],{{BiotechIcon}}  [[neanderthals]],{{BiotechIcon}}  and [[sanguophages]],{{BiotechIcon}}  are much more likely to have a berserk mental break, proportionally reducing the chances of a crisis of belief. Meanwhile those with hyper-aggressive will essentially never select the crisis, making pawns such as [[hussars]]{{BiotechIcon}}  all but impossible to convert by crisis.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner suppression ===&lt;br /&gt;
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape. When under a prisoner break, they can just open the door.&lt;br /&gt;
&lt;br /&gt;
If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled [[Construction]] pawn constantly repair the door. This trains Construction but is labor intensive. You can also wall the prisoner in, which will cause them to stop attacking the door and just wander around in their cell instead. &lt;br /&gt;
&lt;br /&gt;
If free roaming [[animal]]s are within the prison, then [[berserk]]ing prisoners will prioritize them over breaking out. You can place [[animal sleeping spot]]s inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to use [[straw matting]].&lt;br /&gt;
&lt;br /&gt;
=== Unwanted prisoners ===&lt;br /&gt;
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a [[bionic spine]] to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.&lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of these prisoners:&lt;br /&gt;
* '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount.&lt;br /&gt;
* '''Expendables:''' This is not exactly &amp;quot;getting rid of them&amp;quot;, as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A &amp;quot;colonist&amp;quot; dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited.&lt;br /&gt;
* '''Euthanasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner going through euthanasia is less upsetting than an innocent execution.&lt;br /&gt;
* '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty). &lt;br /&gt;
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty. &lt;br /&gt;
** [[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]], [[liver]], or second kidney/lung can be taken to kill. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty (stacks, but diminishing) for the colony, and even more if the prisoner was killed.&lt;br /&gt;
** Used for a [[gene extractor]]{{BiotechIcon}} or [[subcore ripscanner]]{{BiotechIcon}}, the latter of which is fatal.&lt;br /&gt;
* '''Selling:''' Prisoners can be sold for money at a [[faction base]] or slaver, or exchanged for [[honor]]{{RoyaltyIcon}} from a royal tribute collector. Each sold prisoner gives -3 [[mood]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.&lt;br /&gt;
* 1.1 - Interface now reports the chance of a successful arrest before you try to make it.&lt;br /&gt;
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.&lt;br /&gt;
* [[Version/1.4.3529|1.4.3529]] - Fix: Hemogen extraction can get &amp;quot;stuck&amp;quot; on. Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. Fix exploit: Capture&amp;gt;Enslave&amp;gt;Imprison&amp;gt;Release recruits pawns immediately.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal. Fix: Unwaveringly loyal inspect pane text not appearing for slaves.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Error on releasing space refugee prisoners. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: The &amp;quot;run wild&amp;quot; mental break can occur on unwaveringly loyal pawns, causing them to be tameable. Unlisted change: Unwaveringly loyal prisoners can be converted to different ideologies. Fix: Prisoners can start social fights with non-prisoners.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Rounding shows resistance at 0.0, but recruitment isn't available yet.&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Glimbinks</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pump_shotgun&amp;diff=162015</id>
		<title>Pump shotgun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pump_shotgun&amp;diff=162015"/>
		<updated>2025-05-13T20:17:32Z</updated>

		<summary type="html">&lt;p&gt;Glimbinks: /* added missing apostrophe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Pump shotgun&lt;br /&gt;
| image = Pump shotgun.png&lt;br /&gt;
| description = An ancient design of shotgun that emits a tight-packed spray of pellets. Deadly, but short range.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 18&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 14&lt;br /&gt;
| range = 15.9&lt;br /&gt;
| warmup = 54&lt;br /&gt;
| cooldown = 75&lt;br /&gt;
| accuracyTouch = 80&lt;br /&gt;
| accuracyShort = 87&lt;br /&gt;
| accuracyMedium = 77&lt;br /&gt;
| accuracyLong = 64&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| marketvalue = 255&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| stoppingPower = 3&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| research = Gunsmithing&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, ShortShots, PumpShotgun&lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''pump shotgun''' is a short range, medium {{DPS}} [[weapon]] known for its huge stopping power, capable of stunning any but the largest creatures. &lt;br /&gt;
&lt;br /&gt;
It is the lower tech alternative to the faster firing but less accurate [[chain shotgun]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Pump shotguns can also be [[trade|purchased]] from [[outlander]] and orbital combat suppliers, outlander [[faction base]]s, or obtained from the following [[raider#Humanlike|raider]] kinds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| [[Pirates#Scavenger gunner|Scavenger gunner]]  || 11.65% || Normal || 40-110%&lt;br /&gt;
|-&lt;br /&gt;
| [[Pirates#Pirate gunner|Pirate gunner]] || 22.62% || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| [[Outlanders#Town guard|Town guard]] || 18.90% || Normal || 60-200%&lt;br /&gt;
|-&lt;br /&gt;
| [[Raiders#Mercenary gunner|Mercenary gunner]] || 12.13% || Normal || 70-320%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ancient#Ancient soldier|Ancient soldier]] || 9.50% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With high per-shot damage, excellent accuracy (technically beating the [[bolt-action rifle]]), and decent firerate, the pump shotgun is a powerful weapon. The pump shotgun also has an amazing [[stopping power]], able to stagger every pawn kind except the {{#ask: [[Body Size::&amp;gt;3.00001]] [[Name::!Tunneler]] | format = template | template = DLC Icons | link = none | sort = From DLC, Name | sep = ,&amp;amp;nbsp; }}. But, as a shotgun, its range is lacking. Even hand-thrown [[pila]] out-range a pump shotgun, let alone low-tier firearms such as the [[revolver]]. Armor penetration is also quite poor, being in a similar league to the [[autopistol]] and [[greatbow]].&lt;br /&gt;
&lt;br /&gt;
Overall damage output falls behind cheaper burst-firing weapons such as the [[machine pistol]], though the shotgun gains a slight advantage towards maximum range. Additionally, as it deals its {{DPS}} in fewer, more damaging shots, pump shotguns are more likely to destroy/severely damage limbs and organs than burst-firing weapons of equivalent {{DPS}}. This more rapidly degrades enemy combat performance and increases the chance of part destruction kills. These factors make pump shotguns an excellent damage base for the early game. However, more flexible weapons with similar or better {{DPS}}, such as the [[heavy SMG]], will generally replace the pump shotgun by the early mid-game. Access to the [[chain shotgun]], with the same damage per shot and a much higher {{DPS}}, essentially makes the pump shotgun obsolete.  &lt;br /&gt;
&lt;br /&gt;
All-in-all, the pump shotgun is best suited as a close-quarters offensive weapon, such as with drop pods or [[infestation]]s. The high stopping power also make it a great support weapon, staggering pawns that approach. Keep a shotgun (pump or chain) in your rec room for those days when raids drop in right on top of you. Remember that pawns can't fire guns in melee, even if it's a shotgun. It's not advisable to hunt dangerous animals with the pump shotgun as the short range makes the quarry more likely to turn [[Mental break#Manhunter|manhunter]].&lt;br /&gt;
&lt;br /&gt;
=== Stats ===&lt;br /&gt;
Against an unarmored human, a pump shotgun can kill with 3 hits to the torso, 2 hits to the head or neck, or 1 hit to the brain; cripple or destroy limbs in 2 hits; and destroy eyes and digits with a single hit. It'll generally take around 4 hits (~9.5 seconds average) to incapacitate that human from pain shock. &lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Pump shotgun vs. comparable weapons==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
    Table cell hex colour values for win rates:&lt;br /&gt;
    0 - 20.83% win rate = #FF6969&lt;br /&gt;
    20.84 - 31.24% win rate = #FF9B72&lt;br /&gt;
    31.25 - 43.74% win rate = #FFCD7B&lt;br /&gt;
    43.75 - 56.25% win rate = #FFFF85&lt;br /&gt;
    56.26 - 68.75% win rate = #CDFF7B&lt;br /&gt;
    68.76 - 79.16% win rate = #9BFF72&lt;br /&gt;
    79.17 - 100.00% win rate = #69FF69&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
This section goes over how well the pump shotgun fares against comparable weapons (similar value, tech level or similar characteristics) in 1 vs. 1 combat. &lt;br /&gt;
&lt;br /&gt;
=== Methodology ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* All testing is semi-automated which allows for large sample sizes to be gathered per set of results with ease&lt;br /&gt;
* All pawns have skill levels of 14 in ranged and melee&lt;br /&gt;
* No pawns have any traits that affect combat performance&lt;br /&gt;
* All pawns are of at least 18 years of age and completely healthy&lt;br /&gt;
* Pawns are divided by walls to prevent stray shots from skewing results in any way&lt;br /&gt;
* Weather is always kept clear&lt;br /&gt;
* No cover is used for either team&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Results in the tables below are the percentages of battles that pump shotguns either won or tied against the weapon listed in the first column of said tables, with a sample size of 2,000 battles per result. Higher percentages are better.&lt;br /&gt;
&lt;br /&gt;
==== Unarmored ====&lt;br /&gt;
For the unarmored testing, all pawns wore normal quality [[plainleather]] [[pants]], plainleather [[button-down shirt]]s, plainleather [[duster]]s and plainleather [[cowboy hat]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40&lt;br /&gt;
|-&lt;br /&gt;
! Chain Shotgun&lt;br /&gt;
| style=&amp;quot;background: #FF9B72&amp;quot; | 26.25% || style=&amp;quot;background: #FF9B72&amp;quot; | 27.06% || style=&amp;quot;background: #FF9B72&amp;quot; | 28.20% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Revolver&lt;br /&gt;
| style=&amp;quot;background: #CDFF7B&amp;quot; | 61.01% || style=&amp;quot;background: #CDFF7B&amp;quot; | 62.96% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.75% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Autopistol&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 51.34% || style=&amp;quot;background: #FFFF85&amp;quot; | 54.84% || style=&amp;quot;background: #CDFF7B&amp;quot; | 63.22% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Machine Pistol&lt;br /&gt;
| style=&amp;quot;background: #FF9B72&amp;quot; | 23.56% || style=&amp;quot;background: #FFCD7B&amp;quot; | 33.66% || style=&amp;quot;background: #FFFF85&amp;quot; | 48.88% || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Armored ====&lt;br /&gt;
For the armored testing, all pawns wore normal quality [[flak pants]], [[flak vest]]s, plainleather button-down shirts, [[flak jacket]]s and [[steel]] [[simple helmet]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Other Weapon !! 3 !! 7 !! 12 !! 18 !! 25 !! 32 !! 40&lt;br /&gt;
|-&lt;br /&gt;
! Chain Shotgun&lt;br /&gt;
| style=&amp;quot;background: #FF9B72&amp;quot; | 25.89% || style=&amp;quot;background: #FF9B72&amp;quot; | 26.14% || style=&amp;quot;background: #FF9B72&amp;quot; | 23.16% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Revolver&lt;br /&gt;
| style=&amp;quot;background: #CDFF7B&amp;quot; | 57.57% || style=&amp;quot;background: #CDFF7B&amp;quot; | 60.52% || style=&amp;quot;background: #CDFF7B&amp;quot; | 66.60% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Autopistol&lt;br /&gt;
| style=&amp;quot;background: #FFFF85&amp;quot; | 48.56% || style=&amp;quot;background: #FFFF85&amp;quot; | 53.06% || style=&amp;quot;background: #CDFF7B&amp;quot; | 61.86% || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! Machine Pistol&lt;br /&gt;
| style=&amp;quot;background: #FF9B72&amp;quot; | 22.63% || style=&amp;quot;background: #FF9B72&amp;quot; | 30.87% || style=&amp;quot;background: #FFFF85&amp;quot; | 48.24% || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
The graphs assume a normal quality pump shotgun against an adult human that's out in the open in clear weather. For DPS, projectile speed has also been factored into the equation, with the weighting based on the base amount of attacks that it'll take to put the aforementioned target into pain shock.&lt;br /&gt;
&lt;br /&gt;
[[File:PumpShotgunAccuracyNoTrait.png|494px|Pump shotgun's accuracy with various shooters without any trait.]]&lt;br /&gt;
[[File:PumpShotgunDPSNoTrait.png|494px|Pump shotgun's DPS with various shooters without any trait.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PumpShotgunAccuracyCarefulShooter.png|494px|Pump shotgun's accuracy with various shooters with careful shooter.]]&lt;br /&gt;
[[File:PumpShotgunDPSCarefulShooter.png|494px|Pump shotgun's DPS with various shooters with careful shooter.]]&lt;br /&gt;
&lt;br /&gt;
[[File:PumpShotgunAccuracyTriggerHappy.png|494px|Pump shotgun's accuracy with various shooters with trigger-happy.]]&lt;br /&gt;
[[File:PumpShotgunDPSTriggerHappy.png|494px|Pump shotgun's DPS with various shooters with trigger-happy.]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;!--Added in or prior to Version/0.1.334--&amp;gt;&lt;br /&gt;
* ?? -  Received new sprite&lt;br /&gt;
* Beta 19/1.0 - Barrel melee attack damage reduced 10 -&amp;gt; 9, cooldown increased from 1.9s -&amp;gt; 2s. Stock cooldown increased from 1.8 -&amp;gt; 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Equipment Shotgun.png|Original pump shotgun sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Shotguns]]&lt;/div&gt;</summary>
		<author><name>Glimbinks</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Solar_generator&amp;diff=161823</id>
		<title>Solar generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Solar_generator&amp;diff=161823"/>
		<updated>2025-05-06T15:46:49Z</updated>

		<summary type="html">&lt;p&gt;Glimbinks: /* Modified time format to be clearer. &amp;quot;0800 to 1700&amp;quot; etc. is confusing, changed it to format displayed in the game. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| name = Solar generator&lt;br /&gt;
| image = Solar generator.png&lt;br /&gt;
| description = Produces electricity from sunlight. Does not work in the dark or under artificial light.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 4 ˣ 4&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 300&lt;br /&gt;
| power = 1700&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = solar panel&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
A '''solar generator''' is [[building]] that generates [[power]] from sunlight.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1|reason=Need analysis of how latitude affects power generation and graph of daily light cycle}}&lt;br /&gt;
Solar generators produce up to 1700 W of [[power]] at 100% natural [[light]]. Power is a direct product of light level; for example, 50% daylight gives 850 W. An [[eclipse]] blocks the sun, but [[weather]] conditions like rain, fog, or snow will ''not'' reduce any power. A [[roof]] reduces power output, proportional to the tiles covered. However, there's no &amp;quot;overshadow&amp;quot; from mountains, despite any graphics of long shadows seen in the game.&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 cause them to generate power. 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;
Lightning striking causes the generator to create a small amount of power.&lt;br /&gt;
&lt;br /&gt;
Generators are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt.{{Check Tag|Verify}} During this time, it will not generate any power. Unlike mechanoids, generators do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Solar generators are &amp;quot;free&amp;quot; energy; once built, they do not need fueling, they simply give and keep giving... while they have sunshine. They do not give their maximum power from start to finish; as daylight grows, the power they provide slowly grows to their full capacity, and then tapers off again back to zero as dusk and night approach. &lt;br /&gt;
&lt;br /&gt;
The exact amount of sun depends on your latitude and season. In a single day near the equator, there are roughly:&lt;br /&gt;
*9 hours of full sunlight - from 8h to 17h&lt;br /&gt;
*8 hours of no sunlight - from 20h to 4h.&lt;br /&gt;
*7 hours of reduced sunlight - from 4h to 8h, and 17h to 20h.&lt;br /&gt;
&lt;br /&gt;
[[Batteries]] are the easiest way to make power consistent, allowing power use at night, so long as an [[eclipse]] or [[short circuit]] doesn't happen. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can accept that not all items need to be powered 24/7. Most production benches are only used when colonists are awake, and many buildings like [[Electric smelter|smelters]] and [[Electric crematorium|crematorium]]s don't need to be used daily. The most pertinent case is with [[sun lamp]]s, which shuts down as night begins. Two solar generators will roughly power a sun lamp. However, the solar generator's full output doesn't always align with the sun lamp's on period, so batteries remain helpful.&lt;br /&gt;
&lt;br /&gt;
===Comparison===&lt;br /&gt;
Compared to [[wind turbine]]s, solar generators take up less space (so are easier to protect) and provide fairly consistent power. While wind works day and night, even with a [[battery]], power may turn off randomly at a crucial moment. However, using solar requires research, and they consistently shut off at night, or during an [[eclipse]].&lt;br /&gt;
&lt;br /&gt;
It is worth noting that solar generators are low-lying - you can place them in front of a wind turbine, without blocking the wind.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SolarCollector.png|Original sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
[[Category:Power]]&lt;/div&gt;</summary>
		<author><name>Glimbinks</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yqmdf8lhb66n1e84&amp;topic_postId=yqmdf8lhba4p9i6c&amp;topic_revId=yqme3d3myzei3fwk&amp;action=single-view</id>
		<title>Topic:Yqmdf8lhb66n1e84</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yqmdf8lhb66n1e84&amp;topic_postId=yqmdf8lhba4p9i6c&amp;topic_revId=yqme3d3myzei3fwk&amp;action=single-view"/>
		<updated>2025-05-02T23:40:24Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Glimbinks&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Glimbinks (page does not exist)&quot;&gt;&lt;bdi&gt;Glimbinks&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Glimbinks&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Glimbinks (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Glimbinks&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Glimbinks&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yqmdf8lhb66n1e84&amp;amp;topic_showPostId=yqmdf8lhba4p9i6c#flow-post-yqmdf8lhba4p9i6c&quot;&gt;post&lt;/a&gt; on &quot;A section on how can you get books is needed&quot;&lt;/span&gt;</summary>
		<author><name>Glimbinks</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yqmdf8lhb66n1e84&amp;topic_postId=yqmdf8lhba4p9i6c&amp;topic_revId=yqmdf8lhba4p9i6c&amp;action=single-view</id>
		<title>Topic:Yqmdf8lhb66n1e84</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yqmdf8lhb66n1e84&amp;topic_postId=yqmdf8lhba4p9i6c&amp;topic_revId=yqmdf8lhba4p9i6c&amp;action=single-view"/>
		<updated>2025-05-02T23:28:22Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Glimbinks&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Glimbinks (page does not exist)&quot;&gt;&lt;bdi&gt;Glimbinks&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Glimbinks&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Glimbinks (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Glimbinks&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Glimbinks&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yqmdf8lhb66n1e84&amp;amp;topic_showPostId=yqmdf8lhba4p9i6c#flow-post-yqmdf8lhba4p9i6c&quot;&gt;commented&lt;/a&gt; on &quot;A section on how can you get books is needed&quot; (&lt;em&gt;Current page does not tell anything about where or how can you acquire books, would be helpful to add it&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Glimbinks</name></author>
	</entry>
</feed>