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	<updated>2026-04-05T21:18:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Rest_Hours_Per_Day&amp;diff=178465</id>
		<title>Template:Rest Hours Per Day</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Rest_Hours_Per_Day&amp;diff=178465"/>
		<updated>2026-04-01T11:57:49Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: use the unrounded values as they are defined in the source code. Simplified formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;td {{#if:{{{color|}}}|style=&amp;quot;background: hsla(110, 100%, 40%, {{#expr: (1-(1/(((0.0057143 * {{{RE|1}}} * {{{RRM|1}}}) /(0.00237 * {{{RFF|1}}} )) + 1))-0.65875)/(0.9207-0.65875) round 2}});&amp;quot;}}&amp;gt;&lt;br /&gt;
{{#expr: {{#vardefineecho: dayPercentageTemp | (1.5833333E-05&amp;lt;!--RestFallPerTick--&amp;gt; * {{{RFF|1}}}) / (1.5833333E-05 * {{{RFF|1}}} + 3.809524E-05&amp;lt;!--BaseRestGainPerTick--&amp;gt; * {{{RE|1}}} * {{{RRM|1}}}) }} * 100 round 2}}%&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;({{#expr: {{#var:dayPercentageTemp}} * 24 round 2}} hrs)&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178464</id>
		<title>Template:Animal Rearing Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178464"/>
		<updated>2026-04-01T10:17:44Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: redid the calculation for the time animals are awake. This resulted in significantly fewer males needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
PROPERTIES that are needed more than once&lt;br /&gt;
--&amp;gt;{{#vardefine:bodySize      | {{#show: {{{animal}}}|?Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet          | {{#show: {{{animal}}}|?Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggInterval   | {{#show: {{{animal}}}|?Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggsPerSeason | {{#show: {{{animal}}}|?Eggs Per Season Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:&lt;br /&gt;
   {{#vardefineecho:milkName  | {{#show: {{{animal}}}|?Milk Name|link=none}} }} |&amp;lt;!-- Define the others only as necessary. This means down below we always need to chech for milkName --&amp;gt;&lt;br /&gt;
   {{#vardefine:milkPerDay    | {{#show: {{{animal}}}|?Daily Milk Average}} }}&lt;br /&gt;
   {{#vardefine:milkNutrition | {{#show: Milk|?Nutrition}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wildness      | {{#show: {{{animal}}}|?Wildness}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:woolPerDay    | {{#show: {{{animal}}}|?Daily Wool Average}} }}&amp;lt;!--&lt;br /&gt;
{{#vardefine:restRate      | {{#expr:(((1/((150/60000)*(24/10.5)))*150)/2500)}} }} See [[Rest#Positive]] for an explanation of the formula. This is 10.5 with the given numbers.&lt;br /&gt;
&lt;br /&gt;
Ickputzdirwech:&lt;br /&gt;
I dont't think the comment above is right. There are two hard coded values in the game: BaseRestGainPerTick = 3.809524E-05 and RestFallPerTick = 1.5833333E-05 (for rested pawns). Therefore if we assume the animals always go to sleep while they are still rested (which is the worst case, since the RestFallPerTick get's lower when they aren't rested), the hours (24 in a day) they are awake should be calculated with {{#expr: 3.809524E-05 / (1.5833333E-05 + 3.809524E-05 ) * 24}}.&lt;br /&gt;
&lt;br /&gt;
If we assume they sleep on the ground we multiply BaseRestGainPerTick by the Rest Effectiveness of the sleeping spot.&lt;br /&gt;
--&amp;gt;{{#vardefine:restEffectiveness|{{#show:Animal sleeping spot|?Rest Effectiveness}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:hoursAwake|{{#expr:(3.809524E-05 * {{#var:restEffectiveness}}) / (1.5833333E-05 + 3.809524E-05 * {{#var:restEffectiveness}}) * 24}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
TABLE --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DLC Icons|{{{animal}}}}}&lt;br /&gt;
| {{#var:diet}}&lt;br /&gt;
| {{#if:{{#show:{{{animal}}}|?Roam Mtb Days}}|–|{{#ifexpr: {{#var:wildness}} &amp;lt; 0.08|–|{{#expr:12 - 6*{{#var:wildness}} }} }} }}&lt;br /&gt;
| {{#if:{{#var:woolPerDay}}|{{#show: {{{animal}}}|?Wool Name}} &amp;lt;td&amp;gt;{{#var:woolPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:milkName}}| [[{{#var:milkName}}]] &amp;lt;td&amp;gt;{{#var:milkPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:eggsPerSeason}}| [[{{{animal}}} egg (fert.)|Egg (fert.)]]{{#ifeq:{{#show:{{{animal}}}|?Can Lay Unfertilized Eggs}}|true|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;amp; [[{{{animal}}} egg (unfert.)|(unfert.)]]}}&amp;lt;td&amp;gt;{{#expr:{{#var:eggsPerSeason}}/15 round 2}}&amp;lt;/td&amp;gt; | – &amp;lt;td&amp;gt;–&amp;lt;/td&amp;gt;}} }} }}&lt;br /&gt;
| {{#if:{{#var:milkName}}|{{#ifeq:{{#var:milkName}}|Milk|{{#expr:{{#var:milkPerDay}}*{{#var:milkNutrition}} }}|– }}|{{#if:{{#var:eggsPerSeason|}}|{{#expr:{{#show:{{{animal}}} egg (fert.)|?Nutrition}}*{{#var:eggsPerSeason}}/15 round 2}}|–}} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:malesPerFemale | 1 / ({{#show: {{{animal}}}|?Gestation Period Days|default = {{#var:eggInterval}} }} * {{#var:hoursAwake}} / ({{#show:{{{animal}}}|?Mate Mtb Hours}} * {{#if:{{#var:eggInterval}}|1|2}} )) }} round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_baby| {{Meat Production|{{{animal}}}|Baby}} }}  round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_baby| {{Nutrition Consumption|{{{animal}}}|Baby|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_baby}} {{#ifeq: {{#var:milkName}}|Milk|+ {{#var:milkPerDay}}*{{#var:milkNutrition}} }})/{{#var:NC_baby}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;!-- Adults, juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt; }} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_adult| {{Meat Production|{{{animal}}}|Adult}} }} round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_adult| {{Nutrition Consumption|{{{animal}}}|Adult|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_adult}} {{#ifeq: {{#var:milkName}}|Milk|+ {{#var:milkPerDay}}*{{#var:milkNutrition}} }})/{{#var:NC_adult}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.75| &amp;lt;sup&amp;gt;b)&amp;lt;!-- Juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.6| &amp;lt;sup&amp;gt;a)&amp;lt;!-- Babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;}} }} }} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row/doc&amp;diff=178463</id>
		<title>Template:Animal Rearing Row/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row/doc&amp;diff=178463"/>
		<updated>2026-04-01T08:02:55Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: updated example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This template creates rows for a table of all animals calculating the efficiency raising them for food. It is used on [[Animals#Feeding animals|animals]].&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
* &amp;lt;code&amp;gt;animal=&amp;lt;/code&amp;gt; The animal to create a row for.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;&amp;gt;For a list that does include milking see [[List of animals]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;/&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Produces:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;&amp;gt;For a list that does include milking see [[List of animals]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;/&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178462</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178462"/>
		<updated>2026-04-01T07:56:57Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Butchering */ account for changes in Template:Animal Rearing Row&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a more general overview|Animals}}&lt;br /&gt;
All [[animals]] in Rimworld can be tamed, providing certain benefits to the colony. Some animals can be trained, others require enclosed spaces ([[pen]]) to remain in the colony, and yet others can lose its tame state if left alone for too long.&lt;br /&gt;
&lt;br /&gt;
Any animal that requires a [[pen]] to remain on the colony is considered a farm animal and can't be trained&amp;lt;ref&amp;gt;This is not an intrinsic property, just so happens that every currently implemented pen animal lacks the ability to be trained.&amp;lt;/ref&amp;gt;. Farm animals don't lose tameness due to wildness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are five options to obtain tamed animals. Having them as starting pet's, taming wild animals, buying them from traders and getting them from events.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
[[File:TameButton.png|64px|left|link=]]&lt;br /&gt;
Wild animals may be marked for taming using the Tame order.&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using non-meal, non-drug food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food.&lt;br /&gt;
&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
{{for|the calculation details|Tame Animal Chance}}&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
The net effect of the curve above is the expression &amp;lt;code&amp;gt;2*(1-wildness)&amp;lt;/code&amp;gt;. The minimum value it can take is '''0''' at 100% wildness while the max is '''2'''(duplicates chance) at 0% wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[alpha thrumbo]].{{OdysseyIcon}} Assuming 20 [[Skill#Animal skill|Animal skill]], the base taming chance is 1.28%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. If wildness is above 0% (shown on the wildlife tab), the animals requires maintenance to not revert into its wild state. Farm animals will remain tamed regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
{{for|the calculation details|Minimum Handling Skill}}&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
Any animal with 0% wildness can be handled even with 0 skill. This list includes but is not limited to: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
The highest minimum skill required by any animal in Core is 10, which is required by both the [[Megasloth]] (97% wildness) and [[Thrumbo]] (98.5% wildness). This increases to 14 with the [[DLC]] enabled, such as the [[alpha thrumbo]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and are always bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, for example a Husky has a {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% chance of being selected with the highest handling skill at 0, while at level 10+ the chance is only {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% (assuming all DLCs are active). Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum0|{{#expr:{{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum2|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;2]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum3|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;3]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum4|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;4]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum5|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;5]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum6|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;6]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum8|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;8]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum9|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;9]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSumMax|{{#expr:{{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
{{!}} {{{?Minimum Handling Skill}}}&lt;br /&gt;
{{!}} {{{?Petness}}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} = 0 | {{#expr: {{{?Petness}}} / {{#var:petnessSum0}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 3 | {{#expr: {{{?Petness}}} / {{#var:petnessSum2}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 4 | {{#expr: {{{?Petness}}} / {{#var:petnessSum3}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 5 | {{#expr: {{{?Petness}}} / {{#var:petnessSum4}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 6 | {{#expr: {{{?Petness}}} / {{#var:petnessSum5}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 7 | {{#expr: {{{?Petness}}} / {{#var:petnessSum6}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 9 | {{#expr: {{{?Petness}}} / {{#var:petnessSum8}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 10 | {{#expr: {{{?Petness}}} / {{#var:petnessSum9}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#expr: {{{?Petness}}} / {{#var:petnessSumMax}} * 100 round 2 }} %&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Handling skill&amp;lt;br/&amp;gt;required&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Petness&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Chance with max handling skill:&lt;br /&gt;
|- {{#vardefine:style|style=&amp;quot;background-color:#52a76f; border-color:#428659&amp;quot;}}&lt;br /&gt;
! {{#var:style}} | 0 !! {{#var:style}} | 2 !! {{#var:style}} | 3 !! {{#var:style}} | 4 !! {{#var:style}} | 5 !! {{#var:style}} | 6 !! {{#var:style}} | 8 !! {{#var:style}} | 9 !! {{#var:style}} | Max&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Petness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Minimum Handling Skill = ?Minimum Handling Skill&lt;br /&gt;
 | ?Petness = ?Petness&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Animal husbandry&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buying ===&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
Animals bought from [[trader]]s are always tamed. Different types of traders have different kinds of animals in stock.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The events [[Events#Animal self-tamed|animals join]] and [[animal self-tamed]] give your colony tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Nuzzling ===&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist {{Thought|desc=A cute animal nuzzled me|label=Nuzzled|value=+4|multi=0.5|stack=3|duration=1}} or {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|multi=0.5|stack=3|duration=1}} {{Check Tag|test|How do these two stages interact?}}. Animals can nuzzle anyone regardless of handling skill unless they are a [[psychopath]] or [[inhumanized]] {{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Nuzzle {{MTB}} in hours&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Nuzzle Mtb Hours::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Nuzzle Mtb Hours&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and [[#Starting pets|starting pets]] have a chance to start the game bonded with a random starting colonist. A bond gives the following [[mood]] effects to non-[[psychopath]]ic or [[inhumanized]]{{AnomalyIcon}} pawns. All moodlets stack with each other.&lt;br /&gt;
* {{Thought|desc=Being together with my bonded animal makes me feel better.|label=Bonded animal's [[#Training|master]]|value=+5|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be together with my bonded animals.|label=Not bonded animal's master|value=-3|stack=1}}&lt;br /&gt;
* {{Thought|desc=My special bonded animal was given away!|label=Bonded animal given away|value=-10|stack=10|duration=60}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 10 times for a maximum of -100 or 2 times for a maximum of -20 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal died|value=-8|stack=5|duration=20}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 300 times for a maximum of -3000 or 10 times for a maximum of -100 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal lost|value=-8|stack=5|duration=20}}&lt;br /&gt;
* {{Thought|desc=My bonded animal was banished!|label=Bonded animal banished|value=-6|stack=5|duration=6}}&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. Why did it have to go?|label=Bonded animal released|value=-5|stack=5|duration=15}}&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.&lt;br /&gt;
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 [[Bond Chance Factor|multiplier on bonding chance]]. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation. Pawns converted into a non-bonding ideoligion will renounce all their bonds at the moment of conversion.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier for their master to train (5x multiplier on chance). Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[manhunter]], in which it will attack all nearby entities, or [[confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey training options and effects}}&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Orders Table'''&lt;br /&gt;
!colspan=2 | Orders !! Training &amp;lt;br/&amp;gt;intelligence&amp;lt;br/&amp;gt; required || Steps || Description&lt;br /&gt;
|- id=&amp;quot;Guard&amp;quot;&lt;br /&gt;
! Guard !! [[File:Obedience.png|link=]]&lt;br /&gt;
| Simple || 3 || style=&amp;quot;text-align: left;&amp;quot;| An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. &amp;lt;br/&amp;gt;Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent {{+|5}} moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent {{--|3}} moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals&lt;br /&gt;
|- id=&amp;quot;Attack&amp;quot;&lt;br /&gt;
! Attack !! [[File:Release.png|link=]] &lt;br /&gt;
| Intermediate || 5 || style=&amp;quot;text-align: left;&amp;quot;| Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
|- id=&amp;quot;Rescue&amp;quot;&lt;br /&gt;
! Rescue !! [[File:Rescue.png|link=]]&lt;br /&gt;
| Advanced || 2 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&amp;lt;!-- On vanilla, a Labrador's 0.75 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
! Haul !! [[File:Haul_animal.png|link=]]&lt;br /&gt;
| Advanced || 7 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in hauling will [[haul]] just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but this requirement is lesser than for rescuing. &amp;lt;br/&amp;gt;Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&amp;lt;!-- On vanilla, a carrier's 0.667 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
&lt;br /&gt;
[[File:SlaughterButton.png|64px|left|link=]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the &amp;quot;euthanize by cut&amp;quot; [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Auto-Slaughter ====&lt;br /&gt;
[[File:Autoslaughter.png|thumb|left|200px|Auto-slaughter menu]]&lt;br /&gt;
Via the Animals button on the bottom bar is a &amp;quot;Manage auto-slaughter..&amp;quot; option. Auto-slaughter allows the player to automatically cull animals above a defined threshold. &lt;br /&gt;
&lt;br /&gt;
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.&lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&lt;br /&gt;
==== Caravans ====&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
==== Release to Wild ====&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
==== Trade goods ====&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
Certain tame animals produce {{Icon Small|eggs}} [[eggs]], {{Icon Small|milk}} [[milk]], {{Icon Small|wool}} [[wool]], or {{Icon Small|chemfuel}} [[chemfuel]]. Milking (including chemfuel) and shearing sometimes fails, which is indicated with a brief &amp;quot;product wasted&amp;quot; message. This and the amount of wool, milk or chemfuel respectively is dependent on the [[Animal Gather Yield]] stat of the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
{{Main|Eggs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
{{Main|Milk}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking&amp;lt;br/&amp;gt;Interval !! Milk/Day&amp;lt;br/&amp;gt;(Average) !! Milk / food consumed&amp;lt;br/&amp;gt;per day !! Nutrition / food consumed&amp;lt;br/&amp;gt;per day&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}&lt;br /&gt;
&lt;br /&gt;
=== Wool ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Name !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Name&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chemfuel ===&lt;br /&gt;
{{Main|Chemfuel}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
=== Grazing wild plants ===&lt;br /&gt;
Letting your animals graze is one of the easiest way to feed your [[herbivorous]], omnivorous grazer and dendrovorous animals. While the later can only &amp;quot;graze&amp;quot; live [[tree]]s, the former two can eat all other living [[plant]]s. Depending on the animals in the colony it might therefore be beneficial to cut all trees or other plants respectively in the grazing area.&lt;br /&gt;
&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature|Plants]] for more info.&lt;br /&gt;
&lt;br /&gt;
While grazing might need the least amount of work, it can also be highly inefficient for smaller animals. Most wild plants have 0.5 nutrition (except the rather uncommon {{#ask: [[Category:Plants]] [[Type2::Wild]] [[Nutrition::&amp;lt;&amp;lt;0.5]] | format = template | template = DLC Icons | sort = From DLC, Name | sep = ,&amp;amp;nbsp; | link = none}}). The amount of nutrition an animal can hold is dependent on its [[body size]] and its life stage. They will start eating as soon as they hold less than 25 % of the maximum nutrition they can hold (see [[saturation]] for more info). This means all adult animals with a body size below {{#expr: 2/3 round 2}} will start eating before they can fit the full 0.5 nutrition of most plants, with the excess getting wasted. This is even more pronounced for baby and juvenile animals since they are smaller. Only species that have an adult body size of at least {{#expr: 2/3/0.75 round 2}} will not be overeating when juvenile and with an adult body size of at least {{#expr: 2/3/0.6 round 2}} as babies as well.&lt;br /&gt;
&lt;br /&gt;
=== Growing haygrass ===&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
In effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
=== Corpse freezer ===&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
== Raising ==&lt;br /&gt;
=== Pens ===&lt;br /&gt;
{{main|Pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Pet care ===&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;&amp;gt;For a list that does include milking see [[List of animals]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;/&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animals/Row/doc&amp;diff=178461</id>
		<title>Template:Animals/Row/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animals/Row/doc&amp;diff=178461"/>
		<updated>2026-04-01T07:50:36Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: full scale example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
This template pulls the data from each animal's individual page and formats it into a neat row summary. It is only intended for use on the [[List of animals]] page.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Animals/Row|?Name=}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The template takes a single parameter, the name of the animal being referenced, which must be the exact name of the animal's main page.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! Min. Handling Skill&lt;br /&gt;
! Guard&lt;br /&gt;
! Attack&lt;br /&gt;
! Rescue&lt;br /&gt;
! Haul&lt;br /&gt;
! Diet&lt;br /&gt;
! [[Pen animal|Pens]]&lt;br /&gt;
! data-sort-type=number | Hunger Rate&amp;lt;ref&amp;gt;Nutrition lost per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! data-sort-type=number | Offspring Per Year&lt;br /&gt;
! data-sort-type=number | Meat Yield&lt;br /&gt;
! data-sort-type=number | Leather Yield&lt;br /&gt;
! data-sort-type=number | Average DPS&lt;br /&gt;
! Move Speed&lt;br /&gt;
! data-sort-type=number | Health Scale&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge when harmed&amp;quot;&amp;gt;[[Manhunter]]&amp;lt;br/&amp;gt;(Hunt)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge on a failed tame attempt&amp;quot;&amp;gt;Manhunter&amp;lt;br/&amp;gt;(Tame)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when babies are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Nutrition Efficiency (Baby Slaughter)&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;noMilking&amp;quot;&amp;gt;For a list that doesn't include milking see [[Animal husbandry#Butchering|Animal husbandry]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when adults are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Nutrition Efficiency (Adult Slaughter)&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;noMilking&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Name::!Human]] [[Type::Animal]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| limit = 500&lt;br /&gt;
| format = template&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| template=Animals/Row}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! Min. Handling Skill&lt;br /&gt;
! Guard&lt;br /&gt;
! Attack&lt;br /&gt;
! Rescue&lt;br /&gt;
! Haul&lt;br /&gt;
! Diet&lt;br /&gt;
! [[Pen animal|Pens]]&lt;br /&gt;
! data-sort-type=number | Hunger Rate&amp;lt;ref&amp;gt;Nutrition lost per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! data-sort-type=number | Offspring Per Year&lt;br /&gt;
! data-sort-type=number | Meat Yield&lt;br /&gt;
! data-sort-type=number | Leather Yield&lt;br /&gt;
! data-sort-type=number | Average DPS&lt;br /&gt;
! Move Speed&lt;br /&gt;
! data-sort-type=number | Health Scale&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge when harmed&amp;quot;&amp;gt;[[Manhunter]]&amp;lt;br/&amp;gt;(Hunt)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge on a failed tame attempt&amp;quot;&amp;gt;Manhunter&amp;lt;br/&amp;gt;(Tame)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when babies are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Nutrition Efficiency (Baby Slaughter)&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;noMilking&amp;quot;&amp;gt;For a list that doesn't include milking see [[Animal husbandry#Butchering|Animal husbandry]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when adults are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Nutrition Efficiency (Adult Slaughter)&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;noMilking&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Name::!Human]] [[Type::Animal]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| limit = 500&lt;br /&gt;
| format = template&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| template=Animals/Row}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Customized table templates]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=List_of_animals&amp;diff=178460</id>
		<title>List of animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=List_of_animals&amp;diff=178460"/>
		<updated>2026-04-01T07:49:50Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Updated to account for changes in the row template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Animals}}&lt;br /&gt;
{{Recode|reason=Selectable columns to make manageable table sizes? may run into template size limits.}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Wild [[animals]] can spawn in specific [[biomes]], whereas almost any animal may be purchased from [[trade]]rs. The following animals: [[Alpaca]], [[Bison]], [[Donkey]], [[Dromedary]], [[Elephant]], [[Horse]], [[Muffalo]], [[Yak]], can carry items in [[Caravan]]s (See [[Pack animal]]).&lt;br /&gt;
&lt;br /&gt;
Animals which produce [[milk]], [[eggs]] and [[wool]] when tamed are listed on the pages for those resources.&lt;br /&gt;
&lt;br /&gt;
This table is only intended as an overview of the most important stats - for more, see [[List of animals/Additional]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! Min. Handling Skill&lt;br /&gt;
! Guard&lt;br /&gt;
! Attack&lt;br /&gt;
! Rescue&lt;br /&gt;
! Haul&lt;br /&gt;
! Diet&lt;br /&gt;
! [[Pen animal|Pens]]&lt;br /&gt;
! data-sort-type=number | Hunger Rate&amp;lt;ref&amp;gt;Nutrition lost per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! data-sort-type=number | Offspring Per Year&lt;br /&gt;
! data-sort-type=number | Meat Yield&lt;br /&gt;
! data-sort-type=number | Leather Yield&lt;br /&gt;
! data-sort-type=number | Average DPS&lt;br /&gt;
! Move Speed&lt;br /&gt;
! data-sort-type=number | Health Scale&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge when harmed&amp;quot;&amp;gt;[[Manhunter]]&amp;lt;br/&amp;gt;(Hunt)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge on a failed tame attempt&amp;quot;&amp;gt;Manhunter&amp;lt;br/&amp;gt;(Tame)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when babies are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Nutrition Efficiency (Baby Slaughter)&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;noMilking&amp;quot;&amp;gt;For a list that doesn't include milking see [[Animal husbandry#Butchering|Animal husbandry]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when adults are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Nutrition Efficiency (Adult Slaughter)&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;noMilking&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Name::!Human]] [[Type::Animal]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| limit = 500&lt;br /&gt;
| format = template&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| template=Animals/Row}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals|#List of animals]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animals/Row&amp;diff=178459</id>
		<title>Template:Animals/Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animals/Row&amp;diff=178459"/>
		<updated>2026-04-01T07:48:50Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Brought in par with Template:Animal Rearing Row. Fixed chemfuel was counted as nutrition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!-- Offspring per year calculation --&amp;gt;&lt;br /&gt;
{{#vardefine:gestation|{{#show:{{{?Name}}}|?Gestation Period Days|default={{#vardefineecho:eggInterval|{{#show:{{{?Name}}}|?Egg Laying Interval}} }} }} }}&lt;br /&gt;
{{#vardefine:litter_size|{{#show:{{{?Name}}}|?Eggs Per Clutch Average|default={{#show:{{{?Name}}}|?Average Offspring Per Birth|default={{#if:{{#var:gestation}}|1}} }} }} }}&lt;br /&gt;
&amp;lt;!-- Nutrition efficiency calculation --&amp;gt;&lt;br /&gt;
{{#vardefine:females|1}}&lt;br /&gt;
{{#vardefine:males | {{#expr: 1 / ({{#var:gestation}} * (24 - 10.5 / {{#show:Animal sleeping spot|?Rest Effectiveness}}) / ({{#show:{{{?Name}}}|?Mate Mtb Hours}} * {{#if:{{#var:eggInterval}}|1|2}} )) }} }}&lt;br /&gt;
{{#vardefine:milk_nutrition_production&lt;br /&gt;
 | {{#ifeq: {{#show: {{{?Name}}}|?Milk Name|link=none}} | Milk&lt;br /&gt;
    | {{#expr:{{#var:females}}*{{#show: {{{?Name}}}|?Milk Amount#}}/{{#show: {{{?Name}}}|?Milking Interval Days#}}*{{#show: Milk|?Nutrition}}}}&lt;br /&gt;
    | 0&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:baby_slaughter_production&lt;br /&gt;
 | {{#expr:{{Meat Production| {{{?Name}}} | Baby | {{#var:females}} | {{#var:males}}}} + {{#var:milk_nutrition_production}}}}&lt;br /&gt;
}}{{#vardefine:baby_slaughter_consumption&lt;br /&gt;
 | {{Nutrition Consumption| {{{?Name}}} | Baby | {{#var:females}} | {{#var:males}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:adult_slaughter_production&lt;br /&gt;
 | {{#expr:{{Meat Production| {{{?Name}}} | Adult | {{#var:females}} | {{#var:males}}}} + {{#var:milk_nutrition_production}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:adult_slaughter_consumption&lt;br /&gt;
 | {{Nutrition Consumption| {{{?Name}}} | Adult | {{#var:females}} | {{#var:males}}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Actual row --&amp;gt;&lt;br /&gt;
! {{Icon Small|{{{?Name}}}|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Minimum Handling Skill#}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Guard#}}  | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Attack#}} | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Rescue#}} | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Haul#}}   | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Diet#}}&lt;br /&gt;
  | herbivorous =                 [[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&amp;amp;nbsp;[[File:Potato plant.png|24px|Plants|link=]]&lt;br /&gt;
  | dendrovorous =                [[File:Woodlog b.png|24px|Trees|link=Trees]]&lt;br /&gt;
  | raw meat and corpses =        [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:DownedRefugee.png|24px|Corpses|link=Corpse]]&lt;br /&gt;
  | carnivorous =                 [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&lt;br /&gt;
  | omnivorous =                  [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | omnivorous grazer =           [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Potato plant.png|24px|Plants|link=]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | herbivorous, dendrovorous =   [[File:Potato plant.png|22px|Plants|link=]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&amp;amp;nbsp;[[File:Wood.png|24px|Trees|link=Trees]]&lt;br /&gt;
  | carnivorous, ovivorous =      [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Egg fertilized.png|28px|Eggs|link=Eggs]]&lt;br /&gt;
  | omnivorous, animal products = [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Milk.png|Animal products|24px|link=Category:Animal Products]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | omnivorous, ovivorous =       [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Egg fertilized.png|28px|Eggs|link=Eggs]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | none = -&lt;br /&gt;
}}&lt;br /&gt;
| {{#if:{{#show: {{{?Name}}}|?Roam Mtb Days}}|[[File:check.png|24px|link=]]|[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{Q|{{{?Name}}}|Real Hunger Rate|-}}&lt;br /&gt;
| {{#if:{{#var:gestation}}|{{#expr:{{#var:litter_size}}/{{#var:gestation}}*60 round 1}}|-}}&lt;br /&gt;
| {{Q|{{{?Name}}}|Meat Yield|-}}&lt;br /&gt;
| {{Q|{{{?Name}}}|Leather Yield|-}}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Mob Average DPS#}}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Move Speed Base#}}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Health Scale#}}&lt;br /&gt;
| {{#expr: {{#show: {{{?Name}}}|?Turn Manhunter Chance When Attacked#}} *100}}%&lt;br /&gt;
| {{#if:{{#vardefineecho:tame_manhunt|{{#show: {{{?Name}}}|?Turn Manhunter Chance When Taming#}}}}|{{#expr:{{#var:tame_manhunt}}*100}}%|-}}&lt;br /&gt;
| {{#iferror: {{#expr: {{#var:males}} round 2}} | -}}&lt;br /&gt;
| {{#iferror: {{#expr:{{#var:baby_slaughter_production}}/{{#var:baby_slaughter_consumption}} round 3}} | -}} &lt;br /&gt;
| {{#iferror: {{#expr:{{#var:adult_slaughter_production}}/{{#var:adult_slaughter_consumption}} round 3}} | -}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178458</id>
		<title>Template:Animal Rearing Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178458"/>
		<updated>2026-04-01T07:06:04Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: fixed malesPerFemale was rounded before it was asigned as a variable for further calculations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
PROPERTIES that are needed more than once&lt;br /&gt;
--&amp;gt;{{#vardefine:bodySize      | {{#show: {{{animal}}}|?Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet          | {{#show: {{{animal}}}|?Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggInterval   | {{#show: {{{animal}}}|?Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggsPerSeason | {{#show: {{{animal}}}|?Eggs Per Season Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:&lt;br /&gt;
   {{#vardefineecho:milkName  | {{#show: {{{animal}}}|?Milk Name|link=none}} }} |&amp;lt;!-- Define the others only as necessary. This means down below we always need to chech for milkName --&amp;gt;&lt;br /&gt;
   {{#vardefine:milkPerDay    | {{#show: {{{animal}}}|?Daily Milk Average}} }}&lt;br /&gt;
   {{#vardefine:milkNutrition | {{#show: Milk|?Nutrition}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wildness      | {{#show: {{{animal}}}|?Wildness}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:woolPerDay    | {{#show: {{{animal}}}|?Daily Wool Average}} }}&amp;lt;!--&lt;br /&gt;
{{#vardefine:restRate      | {{#expr:(((1/((150/60000)*(24/10.5)))*150)/2500)}} }} See [[Rest#Positive]] for an explanation of the formula. This is 10.5 with the given numbers.&lt;br /&gt;
&lt;br /&gt;
TABLE --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DLC Icons|{{{animal}}}}}&lt;br /&gt;
| {{#var:diet}}&lt;br /&gt;
| {{#if:{{#show:{{{animal}}}|?Roam Mtb Days}}|–|{{#ifexpr: {{#var:wildness}} &amp;lt; 0.08|–|{{#expr:12 - 6*{{#var:wildness}} }} }} }}&lt;br /&gt;
| {{#if:{{#var:woolPerDay}}|{{#show: {{{animal}}}|?Wool Name}} &amp;lt;td&amp;gt;{{#var:woolPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:milkName}}| [[{{#var:milkName}}]] &amp;lt;td&amp;gt;{{#var:milkPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:eggsPerSeason}}| [[{{{animal}}} egg (fert.)|Egg (fert.)]]{{#ifeq:{{#show:{{{animal}}}|?Can Lay Unfertilized Eggs}}|true|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;amp; [[{{{animal}}} egg (unfert.)|(unfert.)]]}}&amp;lt;td&amp;gt;{{#expr:{{#var:eggsPerSeason}}/15 round 2}}&amp;lt;/td&amp;gt; | – &amp;lt;td&amp;gt;–&amp;lt;/td&amp;gt;}} }} }}&lt;br /&gt;
| {{#if:{{#var:milkName}}|{{#ifeq:{{#var:milkName}}|Milk|{{#expr:{{#var:milkPerDay}}*{{#var:milkNutrition}} }}|– }}|{{#if:{{#var:eggsPerSeason|}}|{{#expr:{{#show:{{{animal}}} egg (fert.)|?Nutrition}}*{{#var:eggsPerSeason}}/15 round 2}}|–}} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:malesPerFemale | 1 / ({{#show: {{{animal}}}|?Gestation Period Days|default = {{#var:eggInterval}} }} * (24 - 10.5 / {{#show:Animal sleeping spot|?Rest Effectiveness}}) / ({{#show:{{{animal}}}|?Mate Mtb Hours}} * {{#if:{{#var:eggInterval}}|1|2}} )) }} round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_baby| {{Meat Production|{{{animal}}}|Baby}} }}  round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_baby| {{Nutrition Consumption|{{{animal}}}|Baby|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_baby}} {{#ifeq: {{#var:milkName}}|Milk|+ {{#var:milkPerDay}}*{{#var:milkNutrition}} }})/{{#var:NC_baby}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;!-- Adults, juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt; }} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_adult| {{Meat Production|{{{animal}}}|Adult}} }} round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_adult| {{Nutrition Consumption|{{{animal}}}|Adult|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_adult}} {{#ifeq: {{#var:milkName}}|Milk|+ {{#var:milkPerDay}}*{{#var:milkNutrition}} }})/{{#var:NC_adult}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.75| &amp;lt;sup&amp;gt;b)&amp;lt;!-- Juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.6| &amp;lt;sup&amp;gt;a)&amp;lt;!-- Babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;}} }} }} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Caravan_Neolithic_Bulk_Goods&amp;diff=178431</id>
		<title>Trader/Caravan Neolithic Bulk Goods</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Caravan_Neolithic_Bulk_Goods&amp;diff=178431"/>
		<updated>2026-03-31T19:42:31Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Very much WIP but ran out of time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic bulk goods trader caravan&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
&lt;br /&gt;
 | Trades Multiple = Chocolate, Kibble&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Dye&lt;br /&gt;
 | Trades Single = Ritual maskk&lt;br /&gt;
 | Trades Single = Ceremonial hood&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = false&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalFarm&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::!Dread leather]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Category:Metal||Wood]] OR [[Name::Jade||Wood]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farmanimals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] [[Wildness::&amp;lt;0.7]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || [[Insect jelly]] and generally all items that have a [[market value]] of at least 15 {{Icon Small|silver}}, excluding [[apparel]], [[weapons]], [[medicine (disambiguation)|medicines]], and [[drugs]].&amp;lt;!-- Some individual items are also excluded, see &amp;lt;tradeability&amp;gt; in the xml --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178430</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178430"/>
		<updated>2026-03-31T19:41:31Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: max wildness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
 | Trades Tag = Serum&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = Books&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Multiple = Chocolate, Kibble&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = ExpensiveSimple&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Tome]] {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::!Dread leather]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Stuff Category::Metallic||Woody]] [[Name::!Bioferrite]] OR [[Stuff Category::Stony]] [[Name::Jade]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Books&lt;br /&gt;
| ×1 || -2 || 1 || 2 kinds || {{#ask: [[Category:Books]] [[Name::!Tome]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Other&lt;br /&gt;
| ×1 || {{Check Tag|???|How does StockGenerator_MultiDef work?}} || ??? || ??? || [[Chocolate]], [[Kibble]]&lt;br /&gt;
|-&lt;br /&gt;
! Serums {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -3 || 1 || 4 || {{#ask: [[Category:Serum]] [[Name::!Voidsight serum]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] [[Wildness::&amp;lt;0.7]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] [[Wildness::&amp;lt;0.7]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon and exotic animals&lt;br /&gt;
| ×1 || Uncommon animals: {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&amp;lt;br/&amp;gt;Exotic animals: {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&amp;lt;!-- Don't think the maxWildness applies here, since then they couldn't by any exotic animals. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || [[Insect jelly]] and generally all items that have a [[market value]] of at least 15 {{Icon Small|silver}}, excluding [[apparel]], [[weapons]], [[medicine (disambiguation)|medicines]], and [[drugs]].&amp;lt;!-- Some individual items are also excluded, see &amp;lt;tradeability&amp;gt; in the xml --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178429</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178429"/>
		<updated>2026-03-31T19:32:52Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added exception for dread leather&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
 | Trades Tag = Serum&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = Books&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Multiple = Chocolate, Kibble&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = ExpensiveSimple&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Tome]] {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::!Dread leather]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Stuff Category::Metallic||Woody]] [[Name::!Bioferrite]] OR [[Stuff Category::Stony]] [[Name::Jade]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Books&lt;br /&gt;
| ×1 || -2 || 1 || 2 kinds || {{#ask: [[Category:Books]] [[Name::!Tome]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Other&lt;br /&gt;
| ×1 || {{Check Tag|???|How does StockGenerator_MultiDef work?}} || ??? || ??? || [[Chocolate]], [[Kibble]]&lt;br /&gt;
|-&lt;br /&gt;
! Serums {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -3 || 1 || 4 || {{#ask: [[Category:Serum]] [[Name::!Voidsight serum]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || [[Insect jelly]] and generally all items that have a [[market value]] of at least 15 {{Icon Small|silver}}, excluding [[apparel]], [[weapons]], [[medicine (disambiguation)|medicines]], and [[drugs]].&amp;lt;!-- Some individual items are also excluded, see &amp;lt;tradeability&amp;gt; in the xml --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178428</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178428"/>
		<updated>2026-03-31T19:29:29Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: Explanation for &amp;quot;expensive simple&amp;quot;. Tried making a list, but it's way too long.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
 | Trades Tag = Serum&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = Books&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Multiple = Chocolate, Kibble&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = ExpensiveSimple&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Tome]] {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::+]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Stuff Category::Metallic||Woody]] [[Name::!Bioferrite]] OR [[Stuff Category::Stony]] [[Name::Jade]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Books&lt;br /&gt;
| ×1 || -2 || 1 || 2 kinds || {{#ask: [[Category:Books]] [[Name::!Tome]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Other&lt;br /&gt;
| ×1 || {{Check Tag|???|How does StockGenerator_MultiDef work?}} || ??? || ??? || [[Chocolate]], [[Kibble]]&lt;br /&gt;
|-&lt;br /&gt;
! Serums {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -3 || 1 || 4 || {{#ask: [[Category:Serum]] [[Name::!Voidsight serum]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || [[Insect jelly]] and generally all items that have a [[market value]] of at least 15 {{Icon Small|silver}}, excluding [[apparel]], [[weapons]], [[medicine (disambiguation)|medicines]], and [[drugs]].&amp;lt;!-- Some individual items are also excluded, see &amp;lt;tradeability&amp;gt; in the xml --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178412</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178412"/>
		<updated>2026-03-31T17:09:32Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added serums and books. Fixed raw resources and raw food&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
 | Trades Tag = Serum&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = Books&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Multiple = Chocolate, Kibble&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = ExpensiveSimple&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Tome]] {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::+]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Stuff Category::Metallic||Woody]] [[Name::!Bioferrite]] OR [[Stuff Category::Stony]] [[Name::Jade]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Books&lt;br /&gt;
| ×1 || -2 || 1 || 2 kinds || {{#ask: [[Category:Books]] [[Name::!Tome]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Other&lt;br /&gt;
| ×1 || {{Check Tag|???|How does StockGenerator_MultiDef work?}} || ??? || ??? || [[Chocolate]], [[Kibble]]&lt;br /&gt;
|-&lt;br /&gt;
! Serums {{AnomalyIcon}}&lt;br /&gt;
| ×1 || -3 || 1 || 4 || {{#ask: [[Category:Serum]] [[Name::!Voidsight serum]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || {{Check Tag|???|What things does this include?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178410</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178410"/>
		<updated>2026-03-31T16:48:19Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added missing property for StockGenerator_BuyExpensiveSimple and StockGenerator_MultiDef&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Multiple = Chocolate, Kibble&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = ExpensiveSimple&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::+]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Category:Metal||Wood]] OR [[Name::Jade||Wood]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Other&lt;br /&gt;
| ×1 || {{Check Tag|???|How does StockGenerator_MultiDef work?}} || ??? || ??? || [[Chocolate]], [[Kibble]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || {{Check Tag|???|What things does this include?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178400</id>
		<title>Template:Animal Rearing Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178400"/>
		<updated>2026-03-31T12:12:45Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: fixed that chemfuel was counted as nutrition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
PROPERTIES that are needed more than once&lt;br /&gt;
--&amp;gt;{{#vardefine:bodySize      | {{#show: {{{animal}}}|?Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet          | {{#show: {{{animal}}}|?Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggInterval   | {{#show: {{{animal}}}|?Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggsPerSeason | {{#show: {{{animal}}}|?Eggs Per Season Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:&lt;br /&gt;
   {{#vardefineecho:milkName  | {{#show: {{{animal}}}|?Milk Name|link=none}} }} |&amp;lt;!-- Define the others only as necessary. This means down below we always need to chech for milkName --&amp;gt;&lt;br /&gt;
   {{#vardefine:milkPerDay    | {{#show: {{{animal}}}|?Daily Milk Average}} }}&lt;br /&gt;
   {{#vardefine:milkNutrition | {{#show: Milk|?Nutrition}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wildness      | {{#show: {{{animal}}}|?Wildness}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:woolPerDay    | {{#show: {{{animal}}}|?Daily Wool Average}} }}&amp;lt;!--&lt;br /&gt;
{{#vardefine:restRate      | {{#expr:(((1/((150/60000)*(24/10.5)))*150)/2500)}} }} See [[Rest#Positive]] for an explanation of the formula. This is 10.5 with the given numbers.&lt;br /&gt;
&lt;br /&gt;
TABLE --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DLC Icons|{{{animal}}}}}&lt;br /&gt;
| {{#var:diet}}&lt;br /&gt;
| {{#if:{{#show:{{{animal}}}|?Roam Mtb Days}}|–|{{#ifexpr: {{#var:wildness}} &amp;lt; 0.08|–|{{#expr:12 - 6*{{#var:wildness}} }} }} }}&lt;br /&gt;
| {{#if:{{#var:woolPerDay}}|{{#show: {{{animal}}}|?Wool Name}} &amp;lt;td&amp;gt;{{#var:woolPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:milkName}}| [[{{#var:milkName}}]] &amp;lt;td&amp;gt;{{#var:milkPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:eggsPerSeason}}| [[{{{animal}}} egg (fert.)|Egg (fert.)]]{{#ifeq:{{#show:{{{animal}}}|?Can Lay Unfertilized Eggs}}|true|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;amp; [[{{{animal}}} egg (unfert.)|(unfert.)]]}}&amp;lt;td&amp;gt;{{#expr:{{#var:eggsPerSeason}}/15 round 2}}&amp;lt;/td&amp;gt; | – &amp;lt;td&amp;gt;–&amp;lt;/td&amp;gt;}} }} }}&lt;br /&gt;
| {{#if:{{#var:milkName}}|{{#ifeq:{{#var:milkName}}|Milk|{{#expr:{{#var:milkPerDay}}*{{#var:milkNutrition}} }}|– }}|{{#if:{{#var:eggsPerSeason|}}|{{#expr:{{#show:{{{animal}}} egg (fert.)|?Nutrition}}*{{#var:eggsPerSeason}}/15 round 2}}|–}} }}&lt;br /&gt;
| {{#vardefineecho:malesPerFemale | {{#expr: 1 / ({{#show: {{{animal}}}|?Gestation Period Days|default = {{#var:eggInterval}} }} * (24 - 10.5 / {{#show:Animal sleeping spot|?Rest Effectiveness}}) / ({{#show:{{{animal}}}|?Mate Mtb Hours}} * {{#if:{{#var:eggInterval}}|1|2}} )) round 2}} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_baby| {{Meat Production|{{{animal}}}|Baby}} }}  round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_baby| {{Nutrition Consumption|{{{animal}}}|Baby|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_baby}} {{#ifeq: {{#var:milkName}}|Milk|+ {{#var:milkPerDay}}*{{#var:milkNutrition}} }})/{{#var:NC_baby}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;!-- Adults, juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt; }} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_adult| {{Meat Production|{{{animal}}}|Adult}} }} round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_adult| {{Nutrition Consumption|{{{animal}}}|Adult|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_adult}} {{#ifeq: {{#var:milkName}}|Milk|+ {{#var:milkPerDay}}*{{#var:milkNutrition}} }})/{{#var:NC_adult}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.75| &amp;lt;sup&amp;gt;b)&amp;lt;!-- Juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.6| &amp;lt;sup&amp;gt;a)&amp;lt;!-- Babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;}} }} }} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178399</id>
		<title>Template:Animal Rearing Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Rearing_Row&amp;diff=178399"/>
		<updated>2026-03-31T11:49:55Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: fixed milk not showing in column &amp;quot;produced nutrition / day&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
PROPERTIES that are needed more than once&lt;br /&gt;
--&amp;gt;{{#vardefine:bodySize      | {{#show: {{{animal}}}|?Body Size}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:diet          | {{#show: {{{animal}}}|?Diet}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggInterval   | {{#show: {{{animal}}}|?Egg Laying Interval}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:eggsPerSeason | {{#show: {{{animal}}}|?Eggs Per Season Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:milkPerDay    | {{#show: {{{animal}}}|?Daily Milk Average}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:wildness      | {{#show: {{{animal}}}|?Wildness}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:woolPerDay    | {{#show: {{{animal}}}|?Daily Wool Average}} }}&amp;lt;!--&lt;br /&gt;
{{#vardefine:restRate      | {{#expr:(((1/((150/60000)*(24/10.5)))*150)/2500)}} }} See [[Rest#Positive]] for an explanation of the formula. This is 10.5 with the given numbers.&lt;br /&gt;
&lt;br /&gt;
TABLE --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{DLC Icons|{{{animal}}}}}&lt;br /&gt;
| {{#var:diet}}&lt;br /&gt;
| {{#if:{{#show:{{{animal}}}|?Roam Mtb Days}}|–|{{#ifexpr: {{#var:wildness}} &amp;lt; 0.08|–|{{#expr:12 - 6*{{#var:wildness}} }} }} }}&lt;br /&gt;
| {{#if:{{#var:woolPerDay}}|{{#show: {{{animal}}}|?Wool Name}} &amp;lt;td&amp;gt;{{#var:woolPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:milkPerDay}}| {{#show: {{{animal}}}|?Milk Name}} &amp;lt;td&amp;gt;{{#var:milkPerDay}}&amp;lt;/td&amp;gt;|{{#if:{{#var:eggsPerSeason}}| [[{{{animal}}} egg (fert.)|Egg (fert.)]]{{#ifeq:{{#show:{{{animal}}}|?Can Lay Unfertilized Eggs}}|true|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;amp; [[{{{animal}}} egg (unfert.)|(unfert.)]]}}&amp;lt;td&amp;gt;{{#expr:{{#var:eggsPerSeason}}/15 round 2}}&amp;lt;/td&amp;gt; | – &amp;lt;td&amp;gt;–&amp;lt;/td&amp;gt;}} }} }}&lt;br /&gt;
| {{#if:{{#var:milkPerDay}}|{{#ifeq:{{#show:{{{animal}}}|?Milk Name|link=none}}|Milk|{{#expr:{{#var:milkPerDay}}*{{#show:Milk|?Nutrition}} }}|– }}|{{#if:{{#var:eggsPerSeason|}}|{{#expr:{{#show:{{{animal}}} egg (fert.)|?Nutrition}}*{{#var:eggsPerSeason}}/15 round 2}}|–}} }}&lt;br /&gt;
| {{#vardefineecho:malesPerFemale | {{#expr: 1 / ({{#show: {{{animal}}}|?Gestation Period Days|default = {{#var:eggInterval}} }} * (24 - 10.5 / {{#show:Animal sleeping spot|?Rest Effectiveness}}) / ({{#show:{{{animal}}}|?Mate Mtb Hours}} * {{#if:{{#var:eggInterval}}|1|2}} )) round 2}} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_baby| {{Meat Production|{{{animal}}}|Baby}} }}  round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_baby| {{Nutrition Consumption|{{{animal}}}|Baby|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_baby}} + {{#var:milkPerDay|0}}*0.05)/{{#var:NC_baby}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;!-- Adults, juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt; }} }}&lt;br /&gt;
| {{#expr: {{#vardefineecho:MP_adult| {{Meat Production|{{{animal}}}|Adult}} }} round 2}}&lt;br /&gt;
| {{#expr: {{#vardefineecho:NC_adult| {{Nutrition Consumption|{{{animal}}}|Adult|1|{{#var:malesPerFemale}} }} }} round 2}}&lt;br /&gt;
| {{#expr: ({{#var:MP_adult}} + {{#var:milkPerDay|0}}*0.05)/{{#var:NC_adult}} round 3}} {{#if:{{#pos:{{#var:diet}}|herbivorous}}{{#pos:{{#var:diet}}|omnivorous grazer}} | {{#ifexpr:{{#var:bodySize}}&amp;lt;2/3| &amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.75| &amp;lt;sup&amp;gt;b)&amp;lt;!-- Juveniles and babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;|{{#ifexpr:{{#var:bodySize}}&amp;lt;2/3/0.6| &amp;lt;sup&amp;gt;a)&amp;lt;!-- Babies will overeat when grazing most wild plants. --&amp;gt;&amp;lt;/sup&amp;gt;}} }} }} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178395</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178395"/>
		<updated>2026-03-31T08:29:40Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: consistent width and order of columns in order to increase readibility. Clearer wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Name !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Textile]] [[Name::+]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || 3 kinds || {{#ask: [[Category:Metal||Wood]] OR [[Name::Jade||Wood]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 200 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || 3 - 5 kinds || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || 1 - 2 kinds || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 3 || 2 - 4 kinds || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 2 - 4 kinds || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 3 - 9 kinds || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 || 1 || 1 - 3 kinds || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 1 || 1 || 0 - 3 kinds || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;width:4em&amp;quot; | Min stock !! style=&amp;quot;width:4em&amp;quot; | Max stock !! style=&amp;quot;width:4em&amp;quot; | Variety !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 2 || 4 || 3 - 4 kinds || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! style=&amp;quot;text-align:left&amp;quot; | Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || {{Check Tag|???|What things does this include?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178394</id>
		<title>Trader/Base Neolithic Standard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trader/Base_Neolithic_Standard&amp;diff=178394"/>
		<updated>2026-03-31T08:14:27Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: clearer wording. Fixed #ask overflow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#set:&lt;br /&gt;
 | Name = Neolithic base&lt;br /&gt;
&lt;br /&gt;
 | Trades Tag = WeaponRanged&lt;br /&gt;
 | Trades Tag = BasicClothing&lt;br /&gt;
 | Trades Tag = Clothing&lt;br /&gt;
 | Trades Tag = Artifact&lt;br /&gt;
&lt;br /&gt;
 | Trades Category = Textiles&lt;br /&gt;
 | Trades Category = ResourcesRaw&lt;br /&gt;
 | Trades Category = FoodRaw&lt;br /&gt;
 | Trades Category = Drugs&lt;br /&gt;
 | Trades Category = WeaponsMelee&lt;br /&gt;
&lt;br /&gt;
 | Trades Single = Silver&lt;br /&gt;
 | Trades Single = Component&amp;lt;!--ComponentIndustrial--&amp;gt;&lt;br /&gt;
 | Trades Single = Steel&lt;br /&gt;
 | Trades Single = Wood&amp;lt;!--WoodLog--&amp;gt;&lt;br /&gt;
 | Trades Single = Cloth&lt;br /&gt;
 | Trades Single = Gold&lt;br /&gt;
 | Trades Single = Pemmican&lt;br /&gt;
 | Trades Single = Herbal medicine&amp;lt;!--MedicineHerbal--&amp;gt;&lt;br /&gt;
 | Trades Single = Animus stone&amp;lt;!--AnimusStone--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 | Trades Slaves = true&lt;br /&gt;
&lt;br /&gt;
 | Buys Tag = Art&lt;br /&gt;
 | Buys Tag = MusicalInstrument&lt;br /&gt;
 | Buys Tag = AnimalFarm&lt;br /&gt;
 | Buys Tag = AnimalPet&lt;br /&gt;
&lt;br /&gt;
 | Sells Tag = AnimalUncommon&lt;br /&gt;
 | Sells Tag = AnimalExotic&lt;br /&gt;
&lt;br /&gt;
 | Tech Level = Neolithic}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
This trader '''buys and sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min stock !! Max stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| ×1 || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| ×2 || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| ×1 || 500 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| ×1 || 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| ×1 || -40 || 120&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| ×1 || 500 || 1000&lt;br /&gt;
|-&lt;br /&gt;
! [[Herbal medicine]]&lt;br /&gt;
| ×1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
| ×1 || -3 || 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]&lt;br /&gt;
| ×1 || -1 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This trader '''buys and sells''' the following groups of things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! Variety !! Min stock !! Max stock !! Things&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| ×1 || 1 - 2 kinds || 300 {{Icon Small|silver}} || 700 {{Icon Small|silver}} || {{#ask: [[Category:Textile]] [[Name::+]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw resources&lt;br /&gt;
| ×1 || 3 kinds || 200 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || {{#ask: [[Category:Metal||Wood]] OR [[Name::Jade||Wood]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| ×1 || 3 - 5 kinds || 200 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || {{#ask: [[Category:Raw Food]] [[Name::!~*(fert.)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Drugs (neolithic)&lt;br /&gt;
| ×1 || 1 - 2 kinds || 400 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || {{#ask: [[Category:Drug]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons (neolithic)&lt;br /&gt;
| ×1 || 2 - 4 kinds || 1 || 3 || {{#ask: [[Category:Melee Weapons]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons (neolithic)&lt;br /&gt;
| ×1 || 2 - 4 kinds || 1 || 1 || {{#ask: [[TradeTags::WeaponRanged]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Basic clothing (neolithic)&lt;br /&gt;
| ×1 || 3 - 9 kinds || 1 || 1 || {{#ask: [[TradeTags::BasicClothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Clothing (neolithic)&lt;br /&gt;
| ×1 || 1 - 3 kinds || 1 || 1 || {{#ask: [[TradeTags::Clothing]] [[Tech Level::Neolithic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Artifact&lt;br /&gt;
| ×1 || 0 - 3 kinds || 1 || 1 || {{#ask: [[TradeTags::Artifact]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''sells''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! Variety !! Min stock !! Max stock !! Things&lt;br /&gt;
|-&lt;br /&gt;
! Farm and pet animals&lt;br /&gt;
| ×1 || 3 - 4 kinds || 2 || 4 || Farm animals: {{#ask: [[TradeTags::AnimalFarm]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}} (mating pairs will be generated for these)&amp;lt;br/&amp;gt;Pet animals: {{#ask: [[TradeTags::AnimalPet]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally this trader '''buys''' the following things:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group /&amp;lt;br/&amp;gt;Trade tag !! Price !! Things&lt;br /&gt;
|-&lt;br /&gt;
! Art&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::Art]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Musical iInstruments&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::MusicalInstrument]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Uncommon animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalUncommon]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name | limit = 100}}&lt;br /&gt;
|-&lt;br /&gt;
! Exotic animals&lt;br /&gt;
| ×1 || {{#ask: [[TradeTags::AnimalExotic]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! Expensive simple&lt;br /&gt;
| ×1 || {{Check Tag|???|What things does this include?}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trade&amp;diff=178392</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trade&amp;diff=178392"/>
		<updated>2026-03-31T07:37:35Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Trader inventories */ more consistent structure. Make clear what's missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{rewrite|reason=Need updated and verification, as well as integration of tags to list stock using [[Template: Tag List]]}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Colonies can trade with other factions by using [[caravan]]s and orbital trade ships via a [[comms console]] and [[orbital trade beacon]]. Tradeable commodities can include [[prisoners]] and [[slaves]],{{IdeologyIcon}} [[animal]]s, [[furniture]], [[gear]], [[resources]], [[food]], [[drugs]], [[sculptures|works of art]], and much more, running almost the entire spectrum of items in RimWorld, depending on the exact trader, what they have in stock to offer and what they are interested in buying from you.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|BUY&lt;br /&gt;
!QUANTITY&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|SELL&lt;br /&gt;
|-&lt;br /&gt;
|ALL||ONE||&amp;lt;tt&amp;gt;positive = buy&amp;lt;br/&amp;gt;negative = sell&amp;lt;/tt&amp;gt;||ONE||ALL&lt;br /&gt;
|-&lt;br /&gt;
|'''{{key|&amp;lt;&amp;lt;}}'''||'''{{key|&amp;lt;}}'''||&amp;lt;tt&amp;gt;may type # here&amp;lt;/tt&amp;gt;||'''{{key|&amp;gt;}}'''||'''{{key|&amp;gt;&amp;gt;}}'''&lt;br /&gt;
|}&lt;br /&gt;
To initiate a trade, a colonist simply contacts the lead trader. With visiting caravans, this pawn is signified by a yellow question mark &amp;quot;?&amp;quot; above them; select your trader, right-click the visiting trader, and select &amp;quot;Trade&amp;quot;, and the selected pawn will march out to meet with the trader.   For Orbital traders, who are not physically present on any map (see [[Trade#By physical presence|below]]), similarly, but right click the [[comms console]] and select the party you wish to trade with. When the two come together on the map (your colonist and trader or your colonist and comms console), a Trade menu will pop up. You can make a (partial) trade then, or not, or close this menu and continue with the game, then repeat the process later, as you wish. &lt;br /&gt;
&lt;br /&gt;
Note that colonists that have &amp;quot;Social&amp;quot; disabled (due to [[backstory|backstories]]) cannot initiate trade nor activate a comms console.&lt;br /&gt;
&lt;br /&gt;
Actual trade prices are determined by [[Trade Price Improvement]], a [[stat]] based off the [[Social skill]] of the colonist actually doing the trading. Trade Price Improvement is influenced by your trader's ability to [[Talking|speak]] and [[Hearing|hear]]. Damage to any such parts will hurt your trade prices, and you may wish to consider selecting, [[training]], or otherwise acquiring a different designated trader.&lt;br /&gt;
&lt;br /&gt;
The trade interface shows what commodities are available to trade - the trader's stock, your colony's current available stock, and the prices to buy and sell.&lt;br /&gt;
&lt;br /&gt;
* Items that the foreign trader has no interest in are shown grayed out at the bottom of the list; other traders may want them in the future, but this one does not (see [[Trade#By inventory|below]] for more information).&lt;br /&gt;
* Animals that have been downed are not listed for trade.&lt;br /&gt;
* All traders carry a limited amount of [[silver]], so they may not be able to buy everything you wish to sell. You can still give them things over this value but everything they receive will be for free, as they cannot afford to pay. In this instance it is likely better to not sell the items or to take the excess in useful or resalable items rather than get nothing in return.&lt;br /&gt;
* Selling a prisoner is profitable, but has a [[Thoughts#A prisoner was sold|negative impact on the happiness]] of all colonists (excludes [[Traits|psychopaths]]).&lt;br /&gt;
* Prices listed in green are cheap (does not appear with base-game traders), while prices listed in red are expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game progression ==&lt;br /&gt;
&lt;br /&gt;
=== Early game ===&lt;br /&gt;
&lt;br /&gt;
Caravans consist of one or more faction members often with [[pack animal]]s and/or tamed [[animals]] in tow. Players can either form their own caravan or wait for others to visit their own colony. To trade with a foreign passing caravan, direct a colonist (preferably with high social skill and thus [[Trade Price Improvement]]) to speak with the caravan member who has a yellow question mark above the head. Stored items will be eligible to sell and appear in the trade window. Purchased items will be dropped in the location where the trader was standing and will need to be hauled.&lt;br /&gt;
&lt;br /&gt;
Sometimes, foreign caravan members may fight each other and accidentally drop items from their gear inventory.&lt;br /&gt;
&lt;br /&gt;
=== Later game ===&lt;br /&gt;
&lt;br /&gt;
After researching the [[Microelectronics|Microelectronics project]], a [[comms console]] and an [[orbital trade beacon]] can be built, which allow:&lt;br /&gt;
&lt;br /&gt;
* Satellite calls to request caravans to allied factions at a cost of 15 goodwill (or 700/1100 silver prior to 1.0). You can only call for a caravan from a given friendly faction once every four days.&lt;br /&gt;
&lt;br /&gt;
* Interaction with orbital trade ships which will stay around for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. After it's gone, a simple notice at the top of the screen will note when the same vessel leaves comms range and can no longer be traded with. Each trade ship varies in type, which determines its inventory.&lt;br /&gt;
&lt;br /&gt;
To trade, order a colonist to interact with the comms console. Only items located within range of an orbital trade beacon can be traded. Purchases will be sent via drop pods to a beacon's open-air tiles, drop pods will phase through constructed roofs otherwise. If all beacon tiles are covered, drop pods will land at the nearest eligible tile. Colonists using the comms console use the same [[Trade Price Improvement]] stat as when making trades in person. [[Prisoner]]s can be sold directly from their cell even if not in range of a beacon and tamed [[animals]] can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their capabilities, injuries and skills.&lt;br /&gt;
&lt;br /&gt;
== Trade prices ==&lt;br /&gt;
Trade prices are based on the [[market value]]. In general the selling price is significantly lower than the buying price. This is however dependent on several modifiers that can be seen in the tooltip when hovering over an item's price in the trading dialog.&lt;br /&gt;
&lt;br /&gt;
First of all, the player's colony or caravan sells goods at 60% of market value, but buys goods from the trading partner at 140% of market value. These base values are further affected by the both the storyteller's [[AI Storytellers#Economy|economic]] and [[difficulty]] settings.&lt;br /&gt;
&lt;br /&gt;
Some traders will charge 2x the price for the certain good, in addition to the multiplier on buying. Selling remains at normal price.&lt;br /&gt;
&lt;br /&gt;
=== Trade Price Improvement ===&lt;br /&gt;
{{See also|Trade Price Improvement}}&lt;br /&gt;
This multiplier is affected by the stats of the chosen colonist. This is listed on the tooltip as &amp;lt;tt&amp;gt;&amp;quot;Your negotiator bonus: -''x''%&amp;quot;&amp;lt;/tt&amp;gt;. Additionally factions offer a 2% discount when trading at a base.&lt;br /&gt;
&lt;br /&gt;
=== Sell Price Multiplier ===&lt;br /&gt;
{{See also|Sell Price Multiplier}}&lt;br /&gt;
The selling prices of the following item types are affected by this multiplier. Note that this doesn't affect the buying price.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Furniture]] || x0.7&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculptures]] || x1.1&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapons]] || x0.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Techprint|Techprints]] {{RoyaltyIcon}} || x0.1&lt;br /&gt;
|}&lt;br /&gt;
The multipliers make it more difficult to farm raids for profit, because weapons dropped by dead enemies are not valuable in trade. It also means that crafting weapons in your colony only makes sense for personal use, and not for selling. The game encourages creating art for sale, as it is more profitable than all other items.&lt;br /&gt;
&lt;br /&gt;
== Types of traders ==&lt;br /&gt;
=== By technological level ===&lt;br /&gt;
* '''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items.&lt;br /&gt;
* '''Outlander''' traders come from other faction settlements and are not restricted to a specific technology level of items.&lt;br /&gt;
* '''Orbital''' traders, or trade ships, are not affiliated with any faction, and can only be seen if you have a powered [[comms console]]. Orbital traders are always &amp;quot;high tech&amp;quot;, although certain types (e.g., Farming, or Bulk goods) may offer items that are not particularly distinguishable as such (e.g., cows and corn, and wooden tables and wool jackets, are the same whether the source is neolithic or [[glitterworld]]).&lt;br /&gt;
&lt;br /&gt;
=== By physical presence ===&lt;br /&gt;
* '''Faction settlements''' that engage in trading. They buy/sell everything within their technology level, have the most extensive stocks and offer a 2% discount.&lt;br /&gt;
* '''Land convoys''' have a physical presence on the map. They will leave the area if the temperature is deemed too dangerous for them to continue trading. They can come in two types:&lt;br /&gt;
** '''Visitors''' are small groups that carry all of their goods on their person. They may or may not have items for trade; even if they do, they often have few items and little silver to trade with.&lt;br /&gt;
** '''Trade caravans''' are large groups that carry their goods on pack [[muffalo]] or [[dromedary|dromedaries]], depending on climate. They have a moderate amount of items and silver to buy trade with.&lt;br /&gt;
* '''Orbital traders''' have no physical presence. They have large amounts of items and silver to trade with, and have the same trader types as outlanders.&lt;br /&gt;
&lt;br /&gt;
[[File:Visitors but not traders.png|400px|thumb|none|Visitors but not traders, no character with ('''?''') sign overhead.]]&lt;br /&gt;
&lt;br /&gt;
=== By inventory ===&lt;br /&gt;
Note that different merchants ''tend'' to only accept items of the general category that they offer - so don't necessarily expect to trade your wooden [[sculpture]]s for firearms, nor your piles of [[smokeleaf]] for televisions, nor your [[herbal medicine]] for [[meat|venison]], nor your valuable [[chinchilla]] furs for slaves, depending on exactly what ''type'' of trader is offering them. This is not true if you travel to a village site to trade, as then there is no &amp;quot;filter&amp;quot; as to what is offered or accepted beyond the general tech-level of that tribe.&lt;br /&gt;
&lt;br /&gt;
All traders accept [[silver]], [[gold]], [[component]]s, [[insect jelly]], and [[packaged survival meal]]s, and many will accept [[pack animal]]s*.&lt;br /&gt;
&lt;br /&gt;
: (* Combat Suppliers and War Merchants are not interested in pack animals.   Note that any trader will not trade for an animal if the ''current'' temperature is outside that animal's Comfortable Temperature Range (which can be found in the article on that particular animal).)&lt;br /&gt;
&lt;br /&gt;
All traders offer [[component]]s.&lt;br /&gt;
&lt;br /&gt;
====Bulk goods trader====&lt;br /&gt;
: Bulk goods traders deal in [[food]] and basic materials, such as [[steel]], [[wood]], [[component]]s, [[gold]], and [[textiles]], as well as [[clothing]], [[furniture]] and domestic animals.&lt;br /&gt;
&lt;br /&gt;
==== Combat supplier ====&lt;br /&gt;
: Combat suppliers deal in melee and modern [[weapons]], modern [[armor]], [[mortar shell]]s, (non-[[Herbal medicine|herbal]]) [[medicine]], and [[Sculptures|art sculptures]].&lt;br /&gt;
&lt;br /&gt;
====  Exotic goods trader ==== &lt;br /&gt;
: Exotic goods traders deal in rare and valuable items such as [[artifact]]s, [[television]]s, [[telescope]]s, [[Medical Items|bionic body parts]], [[Advanced component|advanced components]], [[drugs]], [[skilltrainer]]s, some [[furniture]], [[plasteel]], [[gold]], [[uranium]], [[glitterworld medicine]], and &amp;quot;[[Psychic Sensitivity#Effects|psychic&amp;quot; weapons]], among others. They may also offer [[pack animal]]s and animals of the wilder variety, or those not native to the local [[Biomes|biome]]. They do not accept raw plant material, not even drug precursors.&lt;br /&gt;
&lt;br /&gt;
====  Shaman merchant ==== &lt;br /&gt;
: The tribal variant of the exotic goods trader, the shaman merchant deals in lower tech versions of the same, including [[Smokeleaf|smokeleaf]]. They also may offer high-tech medicines and &amp;quot;[[Psychic_Sensitivity#Effects|psychic&amp;quot; weapons]].&lt;br /&gt;
&lt;br /&gt;
====  Slaver ==== &lt;br /&gt;
{{Stub|section=1|reason=Numbers on how commonality drops with population. See also [[PopulationIntent]]}}&lt;br /&gt;
: Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up. Roughly, at a population of 8 colonists, slavers are still possible, if rare. At a population of 9 colonists, no slavers will come. A healthy slave (yours or theirs) has a value of around 1,000 silver or maybe a little more, less if they are suffering from a permanent injury, and ''a lot'' less (down toward 100 silver) if they are currently badly injured, even if they are healing up.  Damaged goods are damaged goods, apparently.&lt;br /&gt;
&lt;br /&gt;
With the [[Ideology DLC]], bought people will either join as a colonist or as a proper [[slave]].{{IdeologyIcon}} This is listed per person on the trade menu. Otherwise, slavers will only sell future colonists.&lt;br /&gt;
&lt;br /&gt;
:: (The [[outlander]] variant of this trader was previously called a &amp;quot;pirate merchant&amp;quot; and they are still referred to as such in both discussion and the game code. Note that despite the name, &amp;lt;u&amp;gt;[[outlander]]&amp;lt;/u&amp;gt; factions, not [[pirate]] factions, send &amp;quot;pirate merchants&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
====  War merchant ==== &lt;br /&gt;
: The tribal version of the Combat Supplier, this merchant offers simple melee weapons and [[Weapon Guide|neolithic ranged weapons]], predatory-type animals, and tribal-level  (non-[[Research#Medieval Research Projects|complex clothing]]) apparel of all sorts.&lt;br /&gt;
&lt;br /&gt;
== Trader inventories ==&lt;br /&gt;
{{Recode|section=true|reason=Make sub pages for all traders like [[Trader/Base Neolithic Standard]]}}&lt;br /&gt;
=== Faction bases ===&lt;br /&gt;
Faction bases have an extensive inventory and deal with most things. They take 30 days to restock. The remaining time can be checked in &amp;quot;Show what will buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Outlander base'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 800 || 3000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x1 || 20 || 70&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| x1 || 300 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| x1 || 200 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&lt;br /&gt;
| x1 || -50 || 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| x1 || 100 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| x1 || -50 || 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Neutroamine]]&lt;br /&gt;
| x1 || 50 || 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemfuel]]&lt;br /&gt;
| x1 || 300 || 500&lt;br /&gt;
|-&lt;br /&gt;
! [[Chocolate]]&lt;br /&gt;
| x1 || -30 || 70&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]&lt;br /&gt;
| x1 || -40 || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x1 || 25 || 50&lt;br /&gt;
|-&lt;br /&gt;
![[Telescope]]&lt;br /&gt;
| x1 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Groups of items:'''&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Mortar shells&lt;br /&gt;
| x1 || 1 - 2 kinds || 20 each || 40 each || All [[mortar shell]]s except [[antigrain warhead]]&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| x1 || 1 - 2 kinds || 400 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All [[Textiles]]&lt;br /&gt;
|-&lt;br /&gt;
! Resources&lt;br /&gt;
| x1 || 2 - 4 kinds || 400 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All resources except [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| x1 || 2 - 4 kinds || 400 {{Icon Small|silver}} || 800 {{Icon Small|silver}} || All except fertilized eggs&lt;br /&gt;
|-&lt;br /&gt;
! Meals&lt;br /&gt;
| x1 || 1 - 2 kinds || 12 each || 50 each || All [[meal]]s&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
| x1 || 3 - 4 kinds || 1 each || 2 each || All [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| x1 || 2 - 4 kinds || 3 each || 8 each || Most animals&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
| x1 || 10 - 16 kinds || 1 each || 1 each|| All [[clothing]]&lt;br /&gt;
|-&lt;br /&gt;
! Drugs&lt;br /&gt;
| x1 || 3 - 4 kinds || 750 {{Icon Small|silver}} || 1500 {{Icon Small|silver}} || All [[drugs]]&lt;br /&gt;
|-&lt;br /&gt;
!Ranged weapons&lt;br /&gt;
| x1 || 3 - 6 kinds || 1 each || 1 each || All ranged weapons&lt;br /&gt;
|-&lt;br /&gt;
!Melee weapons&lt;br /&gt;
| x1 || 3 - 4 kinds || 1 each || 2 each || All melee weapons&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
| x1 || 2 - 4 kinds || 1 each || 1 each || All [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
!Body parts/ Implants&lt;br /&gt;
| x1 || 2 - 4 kinds || 1 each || 1 each || All body parts or implants&lt;br /&gt;
|-&lt;br /&gt;
!Exotic items&lt;br /&gt;
| x1 || 1 - 4 kinds || 1 each || 2 each || Rare items&lt;br /&gt;
|-&lt;br /&gt;
!Artifacts&lt;br /&gt;
| x1 || 1 - 4 kinds || 1 each || 1 each || All artifacts&lt;br /&gt;
|-&lt;br /&gt;
!Apparel&lt;br /&gt;
| x1 || 3 - 6 kinds || 1 each || 10 each || All [[apparel]]&lt;br /&gt;
|-&lt;br /&gt;
!Art&lt;br /&gt;
| x1 || 5 - 10 kinds || 1 each || 1 each || [[Sculptures]]&lt;br /&gt;
|-&lt;br /&gt;
!Televisions&lt;br /&gt;
| x1 || 1 - 2 kinds || 1 each || 2 each || [[Tube television]], [[Flatscreen television]], [[Megascreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! Slaves&lt;br /&gt;
| x1 || -1 - 2 || 1 each || 1 each || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Neolithic base'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Trader/Base Neolithic Standard}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Empire base {{RoyaltyIcon}}'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Royalty|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=Missing Empire base}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Caravan traders ===&lt;br /&gt;
Trade caravans have a moderate amount of items to buy and silver to trade with.&lt;br /&gt;
&lt;br /&gt;
==== Outlander caravans ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Outlander bulk goods trader caravan'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 750 || 1200&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x1 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
! [[Advanced component]]&lt;br /&gt;
| x1 || -10 || 2&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| x1 || 250 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemfuel]]&lt;br /&gt;
| x1 || 250 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Neutroamine]]&lt;br /&gt;
| x1 || 70 || 160&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]&lt;br /&gt;
| x1 || -100 || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Chocolate]]&lt;br /&gt;
| x1 || 10 || 40&lt;br /&gt;
|-&lt;br /&gt;
! [[Reinforced barrel]]&lt;br /&gt;
| x1 || 1 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Groups of items:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| x1 || 3 kinds || 150 {{Icon Small|silver}} || 600 {{Icon Small|silver}} || All except fertilized eggs&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| x1 || ? || ? || ? || All [[Textiles]]&lt;br /&gt;
|-&lt;br /&gt;
! Food&lt;br /&gt;
| x1 || ? || ? || ? || [[Chocolate]], [[Kibble]], [[Pemmican]]&lt;br /&gt;
|-&lt;br /&gt;
! Drugs&lt;br /&gt;
| x1 || ? || ? || ? || All [[drugs]]&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
| x1 || 10 kinds || 1 each || 1 each || All [[clothing]]&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
| x1 || 3 kinds || 1 each || 1 each || All [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| x1 || 1 kind || 3 each || 4 each || Farm and pet animals with a wildness of max. 70%.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;Buys [[art]] and musical instruments.&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Outlander combat supplier caravan'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 750 || 1200&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x1 || 10 || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Techprint]]&lt;br /&gt;
| x1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Groups of items:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons&lt;br /&gt;
| x1 || ? kinds || 5 each || 5 each || All [[ranged weapons]]&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons&lt;br /&gt;
| x1 || 6 kinds || 1 each || 1 each || All [[melee weapons]]&lt;br /&gt;
|-&lt;br /&gt;
! Mortar shells&lt;br /&gt;
| x1 || 1 - 2 kinds || 3 each || 15 each || All [[mortar shell]]s except [[antigrain warhead]]&lt;br /&gt;
|-&lt;br /&gt;
! Armor&lt;br /&gt;
| x1 || 5 kinds || 1 each || 1 each || All [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;Buys [[art]], high tech armor, musical instruments and drugs.&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Outlander slaver caravan'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 750 || 1200&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x1 || 2 || 5&lt;br /&gt;
|-&lt;br /&gt;
! [[Slave]]s&lt;br /&gt;
| x1 || 2 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Groups of items:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Drugs&lt;br /&gt;
| x1 || 2 - 4 kinds || 600 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || All [[drugs]]&lt;br /&gt;
|-&lt;br /&gt;
! Mortar shells&lt;br /&gt;
| x1 || 1 - 2 kinds || 1 each || 10 each || All [[mortar shell]]s except [[antigrain warhead]]&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTag ''AnimalFighter''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;Buys [[art]] and musical instruments.&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Outlander exotic goods trader caravan'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 750 || 1200&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x1 || 6 || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Advanced component]]&lt;br /&gt;
| x1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&lt;br /&gt;
| x1 || 50 || 150&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| x1 || 40 || 80&lt;br /&gt;
|-&lt;br /&gt;
! [[Glitterworld medicine]]&lt;br /&gt;
| x1 || 2 || 8&lt;br /&gt;
|-&lt;br /&gt;
! [[Techprint]]&lt;br /&gt;
| x1 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! [[Telescope]]&lt;br /&gt;
| x1 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Groups of items:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Prosthetics&lt;br /&gt;
| x1 || 2 - 4 kinds || 600 {{Icon Small|silver}} || 1000 {{Icon Small|silver}} || All [[prosthetics]]&lt;br /&gt;
|-&lt;br /&gt;
! Televisions&lt;br /&gt;
| x1 || 1 - 2 kinds || 1 each || 1 each || All [[television]]s&lt;br /&gt;
|-&lt;br /&gt;
! Exotic items&lt;br /&gt;
| x1 || 3 kinds || 1 each&amp;lt;br&amp;gt;(7 luciferium,&amp;lt;br&amp;gt;40 Hyperweave) || 1 each&amp;lt;br&amp;gt;(25 luciferium,&amp;lt;br&amp;gt;120 Hyperweave) || All [[exotic items]] except [[glitterworld medicine]] and [[advanced component]]&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts&lt;br /&gt;
| x1 || 2 - 2 kinds || 1 each || 1 each || All [[artifact]]s&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| x1 || 1 - 2 kinds || 1 each || 3 each || All [[animals]] with TradeTags ''AnimalUncommon, AnimalFighter, AnimalFarm'' and ''AnimalPet''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br/&amp;gt;Buys [[art]], musical instruments, exotic buildings, psylink neuroformers and common and royal empire implants.&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Neolithic caravans ====&lt;br /&gt;
{{Stub|section=true|reason=Missing&lt;br /&gt;
* Neolithic bulk goods trader caravan&lt;br /&gt;
* Neolithic combat supplier caravan&lt;br /&gt;
* Neolithic slaver caravan&lt;br /&gt;
* Neolithic shaman merchant caravan}}&lt;br /&gt;
&lt;br /&gt;
==== Empire caravans ====&lt;br /&gt;
{{Royalty|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=Missing&lt;br /&gt;
* Empire caravan&lt;br /&gt;
* Royal tribute collector}}&lt;br /&gt;
&lt;br /&gt;
=== Orbital traders ===&lt;br /&gt;
In order to trade with an Orbital trader, you first must be able to make contact with them. This requires 3 things: &lt;br /&gt;
# a powered [[comms console]]&lt;br /&gt;
# a powered [[orbital trade beacon]]&lt;br /&gt;
# an Orbital Trader currently in the area - they are not always up there.&lt;br /&gt;
If you have the first two, you will be automatically notified when the third appears. The trader leaves in 16 hours, or {{ticks|40000}}, after arrival.&lt;br /&gt;
&lt;br /&gt;
Orbital traders usually come with large stocks corresponding to their trader type. You cannot &amp;quot;request&amp;quot; a specific type of orbital trader the way you can when contacting allies.&lt;br /&gt;
&lt;br /&gt;
Note that you can only trade items within the trade beacon's range, with the exception of living creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Orbital bulk goods trader'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 2000 || 4000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x1 || 15 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Steel]]&lt;br /&gt;
| x1 || 500 || 800&lt;br /&gt;
|-&lt;br /&gt;
! [[Wood]]&lt;br /&gt;
| x1 || 500 || 800&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&lt;br /&gt;
| x1 || 100 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| x1 || 200 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x2 || 20 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| x1 || 50 || 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Neutroamine]]&lt;br /&gt;
| x1 || 100 || 200&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemfuel]]&lt;br /&gt;
| x1 || 200 || 600&lt;br /&gt;
|-&lt;br /&gt;
! [[Chocolate]]&lt;br /&gt;
| x1 || -70 || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]&lt;br /&gt;
| x1 || -70 || 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Groups of items:'''&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Textiles&lt;br /&gt;
| x1 || 1 - 2 kinds || 2200 {{Icon Small|silver}} || 4000 {{Icon Small|silver}} || All [[Textiles]]&lt;br /&gt;
|-&lt;br /&gt;
! Resources&lt;br /&gt;
| x1 || 2 - 4 kinds || 800 {{Icon Small|silver}} || 1500 {{Icon Small|silver}} || All resources except [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
! Raw food&lt;br /&gt;
| x1 || 2 - 4 kinds || 800 {{Icon Small|silver}} || 1500 {{Icon Small|silver}} || All except fertilized eggs&lt;br /&gt;
|-&lt;br /&gt;
! Meals&lt;br /&gt;
| x1 || 1 - 2 kinds || 15 each || 30 each || All [[meal]]s&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
| x1 || 0 - 3 kinds || 1 each || 2 each || All [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
| x1 || 10 - 20 kinds || 1 each || 1 each|| All [[clothing]]&lt;br /&gt;
|-&lt;br /&gt;
! Drugs&lt;br /&gt;
| x1 || 2 - 4 kinds || 1000 {{Icon Small|silver}} || 2000 {{Icon Small|silver}} || All [[drugs]]&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| x1 || 2 - 4 kinds || 10 each || 20 each || Animals with wildness below 70%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Commonality: 2&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Orbital combat supplier'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 2000 || 4000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x2 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x1 || 30 || 50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Groups of items:'''&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Mortar shells&lt;br /&gt;
| x1 || 1 - 2 kinds || 20 each || 40 each || All [[mortar shell]]s except [[antigrain warhead]]&lt;br /&gt;
|-&lt;br /&gt;
!Ranged weapons&lt;br /&gt;
| x1 || 5 - 6 kinds || 1 each || 1 each || All ranged weapons&lt;br /&gt;
|-&lt;br /&gt;
!Melee weapons&lt;br /&gt;
| x1 || 5 - 6 kinds || 2 each || 3 each || All melee weapons&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
| x1 || 8 - 10 kinds || 1 each || 1 each || All [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Commonality: 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Orbital exotic goods trader'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 2000 || 4000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x2 || 5 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Gold]]&lt;br /&gt;
| x1 || 200 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Plasteel]]&lt;br /&gt;
| x1 || 100 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Glitterworld medicine]]&lt;br /&gt;
| x1 || 5 || 30&lt;br /&gt;
|-&lt;br /&gt;
! [[Neutroamine]]&lt;br /&gt;
| x1 || 100 || 500&lt;br /&gt;
|-&lt;br /&gt;
![[Telescope]]&lt;br /&gt;
| x1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Groups of items:'''&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
!Drugs&lt;br /&gt;
| x1 || 3 - 4 kinds || 2000 {{Icon Small|silver}} || 3000 {{Icon Small|silver}} || All drugs&lt;br /&gt;
|-&lt;br /&gt;
!Exotic items&lt;br /&gt;
| x1 || 3 - 5 kinds || 1 each || 2 each || Rare items&lt;br /&gt;
|-&lt;br /&gt;
!Body parts/ Implants&lt;br /&gt;
| x1 || 3 - 5 kinds || 1 each || 1 each || All body parts or implants&lt;br /&gt;
|-&lt;br /&gt;
!Artifacts&lt;br /&gt;
| x1 || 2 - 4 kinds || 1 each || 1 each || All artifacts&lt;br /&gt;
|-&lt;br /&gt;
!Art&lt;br /&gt;
| x1 || 4 - 8 kinds || 1 each || 1 each || [[Sculptures]]&lt;br /&gt;
|-&lt;br /&gt;
!Televisions&lt;br /&gt;
| x1 || 1 - 3 kinds || 1 each || 1 each || [[Tube television]], [[Flatscreen television]], [[Megascreen television]]&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
| x1 || 1 - 4 kinds || 1 each || 2 each || All [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
! Animals&lt;br /&gt;
| x1 || 1 - 2 kinds || 2 each || 3 each || Animals with wildness above 60%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Commonality: 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Orbital pirate merchant'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 2000 || 4000&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x2 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Beer]]&lt;br /&gt;
| x1 || -300 || 300&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x2 || 5 || 15&lt;br /&gt;
|-&lt;br /&gt;
! [[Neutroamine]]&lt;br /&gt;
| x2 || 100 || 400&lt;br /&gt;
|-&lt;br /&gt;
! [[Chemfuel]]&lt;br /&gt;
| x2 || 50 || 200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Groups of items:'''&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Slaves&lt;br /&gt;
| x1 || 2 - 3 || 1 each || 1 each || ---&lt;br /&gt;
|-&lt;br /&gt;
!Ranged weapons&lt;br /&gt;
| x1 || -1 - 2 kinds || 1 each || 1 each || All ranged weapons&lt;br /&gt;
|-&lt;br /&gt;
!Armor&lt;br /&gt;
| x1 || -2 - 2 kinds || 1 each || 1 each || All armor&lt;br /&gt;
|-&lt;br /&gt;
!Body parts/ Implants&lt;br /&gt;
| x1 || -4 - 5 kinds || 1 each || 1 each || All body parts or implants&lt;br /&gt;
|-&lt;br /&gt;
!Artifacts&lt;br /&gt;
| x1 || -5 - 1 kinds || 1 each || 1 each || All artifacts&lt;br /&gt;
|-&lt;br /&gt;
!Drugs&lt;br /&gt;
| x1 || 3 - 6 kinds || 2000 {{Icon Small|silver}} || 3000 {{Icon Small|silver}} || All drugs&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Commonality: 1&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Orbital imperial trader {{RoyaltyIcon}}'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Royalty|section=true}}&lt;br /&gt;
{{Stub|section=true|reason=Missing Orbital imperial trader}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Visitors ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Outlander visitors'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 50 || 250&lt;br /&gt;
|-&lt;br /&gt;
! [[Component]]&lt;br /&gt;
| x1 || -2 || 5&lt;br /&gt;
|-&lt;br /&gt;
! [[Packaged survival meal]]&lt;br /&gt;
| x1 || 3 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Medicine]]&lt;br /&gt;
| x1 || 1 || 6&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| x1 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Chocolate]]&lt;br /&gt;
| x1 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Groups of items:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Drugs&lt;br /&gt;
| x1 || -1 - 1 kinds || 100 {{Icon Small|silver}} || 300 {{Icon Small|silver}} || All drugs&lt;br /&gt;
|-&lt;br /&gt;
! Techprint&lt;br /&gt;
| x1 || 0.5 chance || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons&lt;br /&gt;
| x1 || 0 - 1 kinds || 1 each || 1 each || All ranged weapons&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
| x1 || 0 - 1 kinds || 1 each || 1 each || All [[clothing]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Neolithic visitors'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Name !! Price !! Min Stock !! Max Stock&lt;br /&gt;
|-&lt;br /&gt;
! [[Silver]]&lt;br /&gt;
| N/A || 50 || 250&lt;br /&gt;
|-&lt;br /&gt;
! [[Pemmican]]&lt;br /&gt;
| x1 || 40 || 80&lt;br /&gt;
|-&lt;br /&gt;
! [[herbal medicine]]&lt;br /&gt;
| x1 || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Cloth]]&lt;br /&gt;
| x1 || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Chocolate]]&lt;br /&gt;
| x1 || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Groups of items:&lt;br /&gt;
{| {{STDT|sortable c_03}}&lt;br /&gt;
! Group !! Price !! Variety !! Min Stock !! Max Stock !! Items&lt;br /&gt;
|-&lt;br /&gt;
! Drugs&lt;br /&gt;
| x1 || -1 - 1 kinds || 200 {{Icon Small|silver}} || 400 {{Icon Small|silver}} || [[Beer]], [[smokeleaf joint]], [[psychite tea]]&lt;br /&gt;
|-&lt;br /&gt;
! Techprint&lt;br /&gt;
| x1 || 0.5 chance || 1 || 1 || [[Techprint]]&lt;br /&gt;
|-&lt;br /&gt;
! Ranged weapons&lt;br /&gt;
| x1 || 0 - 1 kinds || 1 each || 1 each || Neolithic ranged&lt;br /&gt;
|-&lt;br /&gt;
! Melee weapons&lt;br /&gt;
| x1 || 0 - 1 kinds || 1 each || 1 each || Neolithic melee&lt;br /&gt;
|-&lt;br /&gt;
! Clothing&lt;br /&gt;
| x1 || 0 - 1 kinds || 1 each || 1 each || All [[clothing]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trader behavior ==&lt;br /&gt;
&lt;br /&gt;
Trade caravans that come to your colony usually pick a random ''camping spot'' outdoors where they will simply wander around and wait for your colonists to send a negotiator for trade. This spot may be in a ridiculous place, such as the middle of a river.&lt;br /&gt;
&lt;br /&gt;
When hungry, visitors may use the colony's tables and chairs for dining. If exhausted, they may sleep on the ground.&lt;br /&gt;
&lt;br /&gt;
They may start social fights amongst themselves, fight rival factions, or get attacked by wild animals. If harmed on their way to the camping spot, they defend themselves, then continue after waiting for a while ({{ticks|1200}} after the last time being harmed). Foreigners who get downed can be rescued, either by their own members or by yourself for a goodwill bonus. Any items dropped can be unforbidden and taken without damaging relations, however stripping clothes from anyone unconscious causes a loss of goodwill.&lt;br /&gt;
&lt;br /&gt;
=== Leaving the map ===&lt;br /&gt;
{{Stub|section=1|reason=What gifts are possible and in what amounts? Do you ever get more than one type of item? How are gift type and amounts determined and do they vary by faction}}&lt;br /&gt;
After reaching the camping spot, traders stay there for a random period of time, ranging from {{ticks/gametime|27000}} to {{ticks/gametime|45000}}. &lt;br /&gt;
&lt;br /&gt;
When they decide to leave, they may leave a gift on the ground, but only if they didn't lose a single pawn, including animals, in a violent manner (as dead, downed or imprisoned) and they have waited the full duration and not been triggered to leave by one of the other conditions described below. If a gift is left, a [[letter]] stating &amp;quot;Gift from &amp;lt;faction&amp;gt;&amp;quot; appears and the item/s appear on the ground. The gift consists of one or two items appearing out of nowhere, created exclusively for this purpose and not appearing otherwise; the items the pawns are already carrying are never gifted, but the same type of item may be chosen, and the gifted items will not spawn otherwise, even if every member of the caravan is killed.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether a gift was left, the leader of the group moves towards the edge of the map, and the others follow. The leader can still be interacted on the go, but it's rather hard to catch up with them. Everybody leaves the map, one by one, the moment they reach the edge.&lt;br /&gt;
&lt;br /&gt;
If the visitors become unwanted or annoying, you can dismiss them similarly to trading with them: choose any of your pawns capable of Social, right-click on the leader (a pawn with the yellow question mark), select &amp;quot;Dismiss trader&amp;quot;. Note that there is no chance for a gift if you do so.&lt;br /&gt;
&lt;br /&gt;
Sometimes, foreigners leave the map before you have the chance to interact with them. They leave, if any of the following events happen:&lt;br /&gt;
* The temperature becomes too high or too low for them or their animals. (The raiders exhibit the similar behavior).&lt;br /&gt;
* The weather is anomalous: caused by a [[blood rain]]{{AnomalyIcon}}, any visitor's [[Hediffs/Anomaly/Global/Misc/Blood rage|blood rage]]{{AnomalyIcon}} exceeds {{Bad|15%}} in severity.&lt;br /&gt;
* Any of the visitors are trapped i.e. cannot reach the map edge. The trapped ones try to dig out, the free ones leave without waiting.&lt;br /&gt;
* The visitors' faction became hostile to the player's faction. See [[Goodwill]] for further information.&lt;br /&gt;
* The leader is lost in a violent manner (dead, downed or imprisoned).&lt;br /&gt;
* Any [[pack animal]] is lost in a violent manner. This includes animals which are not actually used for carrying goods.&lt;br /&gt;
* The group lost at least {{Bad|20%}} of the pawns, including animals, in a violent manner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Foreign traders taking a downed guest.png|'''Foreign traders taking a wounded guest (wild animal attack) back to their base.'''&lt;br /&gt;
File:Foreign trader downed due to overdose.png|'''Foreign trader downed due to overdose.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
{{stub|section=1|reason=Largely empty, consider expanding into full Analysis section}}&lt;br /&gt;
&lt;br /&gt;
=== Sell if you have enough textiles ===&lt;br /&gt;
&lt;br /&gt;
* [[Birdskin]]&lt;br /&gt;
* [[Dog leather]]&lt;br /&gt;
* [[Human leather]]&lt;br /&gt;
* [[Lightleather]]&lt;br /&gt;
* [[Patchleather]]&lt;br /&gt;
* [[Pigskin]]&lt;br /&gt;
* [[Plainleather]]&lt;br /&gt;
&lt;br /&gt;
=== Tame wild animals right before trading ===&lt;br /&gt;
&lt;br /&gt;
If you have a very good tamer such as one with [[animal personhood]] meme and many wild animals in your map. Try to tame the ones with high market value and low wildness and sell them immediately.&lt;br /&gt;
&lt;br /&gt;
To reduce the distance your tamer has to travel, form a caravan and force them to pick up all the food they need and don't let them lead the tamed animal back to your pen. Some easy animals to tame are [[alpaca]], [[donkey]], [[horse]], [[muffalo]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* There is no trade bar for &amp;quot;silver&amp;quot;; that's just listed at the top of the trades column, and gets adjusted as items are selected to buy/sell. Once a trade is accepted, the difference in silver (positive or negative) automatically goes from one party to the other, up to the limit of that party's silver in stock. (Trader's silver can be seen under their &amp;quot;Gear&amp;quot; tab, your silver can be seen under Inventory/Raw Resources.)&lt;br /&gt;
* You cannot buy back prisoners you just sold as a way to insta-recruit anyone (exploit prevention).&lt;br /&gt;
* You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store. Sometimes you have items so expensive that no trader can buy them.&lt;br /&gt;
*When selling pack animals, they will bring any items that they are carrying along with them.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traders are now rarer but carry more goods.&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - New trade system and interface. Traders carry and buy any item, including prosthetics, neurotrainers, organs, slaves, weapons, apparel, commodities.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Slave trader changed to pirate merchant, can still show up to buy slaves even when your population is high (though they may not carry any). A11B Fixed pirate merchants only bringing slaves when population is high. Reworked how slave prices are calculated so they take injuries, capacities, and skills into account better.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Ground-traveling trade caravans from other [[factions]] added.&lt;br /&gt;
* Beta 19/1.0 - Exotic goods outlander traders will no longer trade furniture. Some traders will now buy only some types of animals, not all. Traders will no longer accept typical short-life meals ([[nutrient paste meal|paste]], [[simple meal|simple]], [[fine meal|fine]], [[Lavish meal|lavish]])&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - Fixed bug that would cause traders to restock daily.&lt;br /&gt;
* ? - Farming trader, which offered domestic animals and various meats and vegetables, and Mining goods trader, which offered raw metals and [[plasteel]], stone blocks, [[jade]], [[chemfuel]], and [[high-explosive shell]]s, were removed.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Savage Tribe shows what it will buy.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Trade menu always shows player currency, even when it is at 0.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Increased the availability of gene packs from various traders.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fix: Exception when trading.&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade| ]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall_torch_lamp&amp;diff=178317</id>
		<title>Wall torch lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall_torch_lamp&amp;diff=178317"/>
		<updated>2026-03-29T17:46:02Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: more specific stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|furniture&lt;br /&gt;
| name = Wall torch lamp&lt;br /&gt;
| image = Wall torch lamp.png&lt;br /&gt;
| description = A wall-mounted wooden torch for lighting an area. It is not as bright as a regular torch lamp, but it can be mounted on walls. Produces a small amount of heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| edifice = false&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 0&lt;br /&gt;
| passability = standable&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 50&lt;br /&gt;
| glowradius = 9&lt;br /&gt;
| glowcolor = (184,136,83)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 15.0&lt;br /&gt;
| fuel consumption rate = 2.0&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
}}&lt;br /&gt;
The '''wall torch lamp''' is wall-mounted piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. It is a wall-mounted equivalent to the [[torch lamp]], providing less light in return for not taking up a tile. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Wall torch lamp illumination area.png|300px|thumb|left|The white area (4-5 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (5th or 6th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A wall torch lamp outputs [[light]] in a 9-tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}&lt;br /&gt;
&lt;br /&gt;
The lit wall torch lamp consumes {{Icon Small|wood}} {{P|Fuel Consumption Rate}} [[wood]] per day, and consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or a total of {{Icon Small|wood}} {{#expr: 10+ (0.0006*60000)}} wood per day, if it is lit while unroofed in the [[Weather|rain or snow]]. It can hold up to {{Icon Small|wood}} {{P|Fuel Capacity}} wood at a time, for a maximum run time of {{#expr:{{P|Fuel Capacity}}/{{P|Fuel Consumption Rate}}}} days or {{#expr: 24 * ({{P|Fuel Capacity}}/({{P|Fuel Consumption Rate}}+ (0.0006*60000))) round 2}} in-game hours in the rain. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Analysis stub}}&lt;br /&gt;
Doesn't take a tile, produces less light, consumes the same wood/time. &lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Image wanted|section=1|reason=Cleaner images including unlit states. Will need to be [[Modding Tutorials/Assets#AssetStudio|extracted]]}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wall_torch_lamp_standard.png|Base Variant&lt;br /&gt;
Wall torch lamp morbid.png|Morbid Variant&lt;br /&gt;
Wall torch lamp totemic.png|Totemic Variant&lt;br /&gt;
Wall torch lamp spikecore.png|Spikecore Variant&lt;br /&gt;
Wall torch lamp rustic.png|Rustic Variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Torch lamp unlit.png|Base Variant Unlit&lt;br /&gt;
Morbid torch lamp unlit.png|Morbid Variant Unlit&lt;br /&gt;
Totemic torch lamp unlit.png|Totemic Variant Unlit&lt;br /&gt;
Spikecore torch lamp unlit.png|Spikecore Variant Unlit&lt;br /&gt;
Rustic torch lamp unlit.png|Rustic Variant Unlit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Wall_Mount_Note&amp;diff=178316</id>
		<title>Template:Wall Mount Note</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Wall_Mount_Note&amp;diff=178316"/>
		<updated>2026-03-29T17:43:48Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: rolled out to all pages i know of&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;Unlike most other buildings, the {{lc:{{Q|{{{1|{{PAGENAME}}}}}|Name}}}} does not occupy a tile and instead mounts to side of any [[wall]] or similar object, including natural stone and ore. Note that merely being impassable is not sufficient to mount one, and it must be akin to a wall. An object can mount one wall mount building on each cardinal direction. Whether the object to which it is mounted is claimed by the player is not is irrelevant. &lt;br /&gt;
&lt;br /&gt;
For the purposes of areas of effects originating from the {{lc:{{Q|{{{1|{{PAGENAME}}}}}|Name}}}}, it is considered to occupy the tile adjacent to the wall it is mounted upon and visually projects over.{{Check Tag|Wb incoming damage?}} Otherwise, it has essentially no other effect on the the tile. It does not affect [[path cost]], nor prevent the construction of other building on the tile. This includes walls and, so long as they are mounted to different objects, other wall mounted objects.&lt;br /&gt;
&lt;br /&gt;
If the object to which it is mounted is deconstructed or destroyed, the {{lc:{{Q|{{{1|{{PAGENAME}}}}}|Name}}}} will be {{#ifeq: {{Q|{{{1|{{PAGENAME}}}}}|Minifiable}}|true|minified and &lt;br /&gt;
placed on the tile it projected over or, if that tile is occupied, a nearby tile.|destroyed.{{Check Tag|Destroy yield?|If the object would yield resources when destroyed, does it do so in this circumstance}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall_torch_lamp&amp;diff=178315</id>
		<title>Wall torch lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall_torch_lamp&amp;diff=178315"/>
		<updated>2026-03-29T17:42:49Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Summary */ rollout Template:Wall Mount Note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Verify current content and expand}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Wall torch lamp&lt;br /&gt;
| image = Wall torch lamp.png&lt;br /&gt;
| description = A wall-mounted wooden torch for lighting an area. It is not as bright as a regular torch lamp, but it can be mounted on walls. Produces a small amount of heat.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| edifice = false&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 0&lt;br /&gt;
| passability = standable&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 50&lt;br /&gt;
| glowradius = 9&lt;br /&gt;
| glowcolor = (184,136,83)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| resource 1 = Wood&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| deconstruct yield = nothing&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
| fuel filter = Wood&lt;br /&gt;
| fuel capacity = 15.0&lt;br /&gt;
| fuel consumption rate = 2.0&lt;br /&gt;
| initial fuel percent = 1 &amp;lt;!-- 100% --&amp;gt;&lt;br /&gt;
| fuel consumption per tick in rain = 0.0006&lt;br /&gt;
}}&lt;br /&gt;
The '''wall torch lamp''' is wall-mounted piece of [[furniture]] that burns [[wood]] to light an area, while also generating a small amount of [[Temperature|heat]]. It is a wall-mounted equivalent to the [[torch lamp]], providing less light in return for not taking up a tile. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Wall torch lamp illumination area.png|300px|thumb|left|The white area (4-5 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (5th or 6th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
A wall torch lamp outputs [[light]] in a 9-tile radius, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. It heats the room to a maximum [[temperature]] of {{Temperature|{{P|Max Heat Temperature}} }} at a rate of {{P|Heat Per Second}} heat per second.{{Check Tag|Exact mechanic unclear|Provides comparison with other heat sources but doesn't explain how much it actually heats}}&lt;br /&gt;
&lt;br /&gt;
The lit wall torch lamp consumes {{Icon Small|wood}} {{P|Fuel Consumption Rate}} [[wood]] per day, and consumes an additional {{Icon Small|wood}} 0.0006 wood per {{Ticks|1}}, or a total of {{Icon Small|wood}} {{#expr: 10+ (0.0006*60000)}} wood per day, if it is lit while unroofed in the [[Weather|rain or snow]]. It can hold up to {{Icon Small|wood}} {{P|Fuel Capacity}} wood at a time, for a maximum run time of {{#expr:{{P|Fuel Capacity}}/{{P|Fuel Consumption Rate}}}} days or {{#expr: 24 * ({{P|Fuel Capacity}}/({{P|Fuel Consumption Rate}}+ (0.0006*60000))) round 2}} in-game hours in the rain. It is constructed with a full fuel capacity. Fuel is delivered to the torch lamp by a [[Work#Haul|haulers]] as long as refueling is enabled. It cannot be &amp;quot;turned off&amp;quot; or paused, only deconstructed, in which case ''no wood'' is recovered, regardless of any &amp;quot;fuel&amp;quot; remaining.&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
Doesn't take a tile, produces less light, consumes the same wood/time. &lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Image wanted|section=1|reason=Cleaner images including unlit states. Will need to be [[Modding Tutorials/Assets#AssetStudio|extracted]]}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wall_torch_lamp_standard.png|Base Variant&lt;br /&gt;
Wall torch lamp morbid.png|Morbid Variant&lt;br /&gt;
Wall torch lamp totemic.png|Totemic Variant&lt;br /&gt;
Wall torch lamp spikecore.png|Spikecore Variant&lt;br /&gt;
Wall torch lamp rustic.png|Rustic Variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Torch lamp unlit.png|Base Variant Unlit&lt;br /&gt;
Morbid torch lamp unlit.png|Morbid Variant Unlit&lt;br /&gt;
Totemic torch lamp unlit.png|Totemic Variant Unlit&lt;br /&gt;
Spikecore torch lamp unlit.png|Spikecore Variant Unlit&lt;br /&gt;
Rustic torch lamp unlit.png|Rustic Variant Unlit&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Oxygen_pump&amp;diff=178314</id>
		<title>Oxygen pump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Oxygen_pump&amp;diff=178314"/>
		<updated>2026-03-29T17:42:22Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Summary */ rollout Template:Wall Mount Note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Oxygen pump&lt;br /&gt;
| image = Oxygen pump.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Odyssey (Buildings)&lt;br /&gt;
| placeable = True&lt;br /&gt;
| description = A small wall-mounted unit that releases oxygen into the surrounding room, allowing enclosed areas to repressurize in space. Essential for long stays in orbit&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = -150&lt;br /&gt;
| market value = 200&lt;br /&gt;
| mass base = 8&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| research = Orbital tech&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''oxygen pump''' is a constructable [[building]] device that can be used to lower the [[vacuum]] in a room, making it safe for habitation. It requires [[power]] to operate.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Every {{ticks|250}}, a powered oxygen pump lowers the [[vacuum]] percentage of its current [[room]]. The room must be enclosed by [[airtight]] structures and [[roof]]ed. It changes the vacuum percentage at a base rate of {{Down|-1%}} per second per 100 tiles, scaling proportionally to the number of tiles enclosed; for instance, a room with 25 tiles will reduce the vacuum percentage by {{Down|-4%}} per second, while a room with 200 tiles will drop by {{Down|-0.5%}} per second. Multiple oxygen sources may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps in operation are completely binary, having two states of power consumption: high and low.&lt;br /&gt;
* '''High:''' An oxygen pump that is actively pressurizing a room is in the high power state and consumes 150 W. It will stay in this state so long as the room's vacuum percentage is above 0%.&lt;br /&gt;
* '''Low:''' If a room's vacuum percentage is at 0%, an oxygen pump will switch to this state and cease function unless the room becomes depressurized again. Power consumption is reduced to a modest 15 W. Oxygen pumps will also enter this state if placed in a position that can never be pressurized (i.e. built outdoors or in a space that is not airtight).&lt;br /&gt;
&lt;br /&gt;
Note that oxygen pumps do ''not'' change the [[temperature]] of the rooms they are in; even once fully pressurized, a room will still be dangerously cold unless warmed to habitable temperatures through the use of [[heater]]s, [[campfire]]s, and so on.&lt;br /&gt;
&lt;br /&gt;
Oxygen pumps can be uninstalled and freely moved as needed.&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Expansion - e.g. how many, placement  redundancy, power prioritisation and stsbility, duty cycle hacks etc}}&lt;br /&gt;
Oxygen pumps are the most accessible method of pressurizing rooms. While [[archean tree]]s and [[life support unit]]s both passively reduce vacuum around themselves at no cost, both of them are restricted to specific locations and cannot be moved, meaning that new constructions and especially [[gravship]]s must have oxygen pumps built to keep them breathable unless every pawn aboard is fully [[vacuum resistance|vacuum resistant]].&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|odyssey|wide}}&lt;br /&gt;
[[Category:Odyssey (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Life_support_unit&amp;diff=178313</id>
		<title>Life support unit</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Life_support_unit&amp;diff=178313"/>
		<updated>2026-03-29T17:38:43Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Summary */ rollout Template:Wall Mount Note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=Infobox, general}}&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Life support unit&lt;br /&gt;
| image = LifesupportUnit.png&lt;br /&gt;
| description = A unit connected to the orbital platform's larger life support network. It keeps rooms heated and pressurized.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ruins&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| hp = 35&lt;br /&gt;
| power = 3200&lt;br /&gt;
| heatpersecond = 30&lt;br /&gt;
| junk = false&lt;br /&gt;
}}&lt;br /&gt;
The '''Life support unit'''  is a wall-mounted building that produces [[power]], [[heat]], and [[Vacuum|oxygen]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Life support units cannot be constructed or minified. They can only be found in-situ on abandoned orbital platforms, where they are typically abundant.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Need info on power generation}}&lt;br /&gt;
&amp;lt;!-- Not a value in XML, values hardcoded in C#. --&amp;gt;&lt;br /&gt;
Every {{ticks|250}}, a life support unit lowers the [[vacuum]] percentage of its current [[room]]. The room must be enclosed by [[airtight]] structures and [[roof]]ed. It changes the vacuum percentage at a base rate of {{Down|-5%}} per second per 100 tiles, scaling proportionally to the number of tiles enclosed; for instance, a room with 25 tiles will reduce the vacuum percentage by {{Down|-20%}} per second, while a room with 200 tiles will drop by {{Down|-2.5%}} per second. Multiple oxygen sources may be required to pressurize especially large rooms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Not value in XML, values hardcoded in C#. --&amp;gt;&lt;br /&gt;
Life support units will attempt to heat the room so long as the room temperature is lower than {{Temperature|20}}. As opposed to a [[heater]], the target temperature cannot be configured.&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Analysis stub}}&lt;br /&gt;
Although these cannot be built or claimed, like all power buildings power can be drawn from it by connecting power conduits of any kind to it.  Set up a base in an abandoned orbital platform and never worry about power, heat, or vacuum again.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav/Ruins|Wide}}&lt;br /&gt;
[[Category: Ruins]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall_lamp&amp;diff=178312</id>
		<title>Wall lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall_lamp&amp;diff=178312"/>
		<updated>2026-03-29T17:37:01Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Summary */ is already equivalent to standing lamp page imo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|furniture&lt;br /&gt;
| name = Wall lamp&lt;br /&gt;
| image = Wall lamp.png&lt;br /&gt;
| description = A wall-mounted lamp that lights an area using electricity. It is less powerful than a standing lamp, but can be mounted on walls.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| hp = 35&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| path cost = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| edifice = false&lt;br /&gt;
| power = -30&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (214,148,94)&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| work to make = 330&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| defName = WallLamp&lt;br /&gt;
| label = wall lamp&lt;br /&gt;
&amp;lt;!-- Unknown --&amp;gt;&lt;br /&gt;
| damage enabled = false&lt;br /&gt;
| attachment = true&lt;br /&gt;
}}&lt;br /&gt;
The '''wall lamp''' is wall-mounted piece of [[furniture]] that produces [[light]]. It is a wall-mounted equivalent to the [[standing lamp]], providing less light in return for not taking up a tile. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Wall lamp illumination area.png|300px|thumb|left|The white area (6-7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th or 8th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
Wall lamps consume 30W* of [[power]] to produce light, with a maximum of 50% illumination in a small radius**. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, wall lamps are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of wall lamps will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
If the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}} is enabled, wall lamps can be set to darklight mode, which will please [[Ideoligion]]s that prefer darkness.&lt;br /&gt;
&lt;br /&gt;
Wall lamps can be uninstalled freely. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]]. &lt;br /&gt;
&lt;br /&gt;
: ''(* Initially; this drops to 15 watts with [[Wall_lamp#Advanced_light|Advanced Lights]], see below)''&lt;br /&gt;
: ''(** 5 tiles diagonally, 7-8 orthogonally depending how you measure - see image, left)''&lt;br /&gt;
&lt;br /&gt;
== Advanced lights ==&lt;br /&gt;
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}&lt;br /&gt;
With the [[Research#Advanced lights|Advanced Lights]] research, the power cost of wall lamps are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Wall lamps of different colors will blend together.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Its main advantage is that it doesn't hinder movement, and allows for practically any non wall building to occupy the same tile, saving the usual tile occupied by a [[standing lamp]]. Compared to the standing lamp, it produces light in a smaller radius (≈9 -&amp;gt; ≈8 tiles), costs less steel to construct (20 -&amp;gt; 15), and takes 30 ticks (300 -&amp;gt; 330) more work to make. Both lamps consume the same amount of power.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wall lamp.png|Base variant&lt;br /&gt;
Morbid wall lamp menu icon.png|Morbid variant&lt;br /&gt;
Totemic wall lamp menu icon.png|Totemic variant&lt;br /&gt;
Spikecore wall lamp menu icon.png|Spikecore variant&lt;br /&gt;
Rustic wall lamp menu icon.png|Rustic variant&lt;br /&gt;
Techist wall lamp menu icon.png|Techist variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall_lamp&amp;diff=178311</id>
		<title>Wall lamp</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall_lamp&amp;diff=178311"/>
		<updated>2026-03-29T17:36:32Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Summary */ rollout Template:Wall Mount Note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|furniture&lt;br /&gt;
| name = Wall lamp&lt;br /&gt;
| image = Wall lamp.png&lt;br /&gt;
| description = A wall-mounted lamp that lights an area using electricity. It is less powerful than a standing lamp, but can be mounted on walls.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| hp = 35&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = true&lt;br /&gt;
| path cost = 0&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = standable&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| edifice = false&lt;br /&gt;
| power = -30&lt;br /&gt;
| glowradius = 11&lt;br /&gt;
| glowcolor = (214,148,94)&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| work to make = 330&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| destroyyield = nothing&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| defName = WallLamp&lt;br /&gt;
| label = wall lamp&lt;br /&gt;
&amp;lt;!-- Unknown --&amp;gt;&lt;br /&gt;
| damage enabled = false&lt;br /&gt;
| attachment = true&lt;br /&gt;
}}&lt;br /&gt;
The '''wall lamp''' is wall-mounted piece of [[furniture]] that produces [[light]]. It is a wall-mounted equivalent to the [[standing lamp]], providing less light in return for not taking up a tile. &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= summary equivalent to [[Standing lamp]]}}&lt;br /&gt;
[[File:Wall lamp illumination area.png|300px|thumb|left|The white area (6-7 tiles out) is 50% illumination, required for best [[Surgery Success Chance Factor|surgery success chance]]; the yellow (7th or 8th tile) represents 30% or better, adequate for all general labor, avoiding [[mood]] penalties, and for growing [[Decorative Plants|decorative plants]] indoors in [[plant pot]]s.]]&lt;br /&gt;
Wall lamps consume 30W* of [[power]] to produce light, with a maximum of 50% illumination in a small radius**. The provided light in this area is bright enough to prevent work speed penalties, grow decorative plants, and prevent the debuff [[Thoughts_list#In_darkness|&amp;quot;In darkness&amp;quot;]]. However, wall lamps are not bright enough to grow most [[crop]]s indoors, which require 51% illumination. Light does not &amp;quot;stack&amp;quot;, so no amount of wall lamps will ever give more than 50% illumination (e.g. for [[rice plant]]s, etc).&lt;br /&gt;
&lt;br /&gt;
{{Wall Mount Note}}&lt;br /&gt;
&lt;br /&gt;
If the [[Ideology (DLC)|Ideology DLC]]{{IdeologyIcon}} is enabled, wall lamps can be set to darklight mode, which will please [[Ideoligion]]s that prefer darkness.&lt;br /&gt;
&lt;br /&gt;
Wall lamps can be uninstalled freely. Unlike most other [[power]]ed structures, the lamp will not short circuit when unroofed in the [[weather|rain]]. &lt;br /&gt;
&lt;br /&gt;
: ''(* Initially; this drops to 15 watts with [[Wall_lamp#Advanced_light|Advanced Lights]], see below)''&lt;br /&gt;
: ''(** 5 tiles diagonally, 7-8 orthogonally depending how you measure - see image, left)''&lt;br /&gt;
&lt;br /&gt;
== Advanced lights ==&lt;br /&gt;
{{Stub|reason=Written detail on menu, options, color mixing in overlapping light radii etc.|section=1}}&lt;br /&gt;
With the [[Research#Advanced lights|Advanced Lights]] research, the power cost of wall lamps are halved, to {{#expr:-0.5*{{P|Power Consumption}}}}W of power. Lights can also be changed to a variety of different colors, which have no gameplay effect. Wall lamps of different colors will blend together.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:ColoredLights.jpg|300px|thumb|none|(pre 1.4) Combining different colored lights for a &amp;quot;rainbow&amp;quot; feel to your colony. Light % is not additive above the maximum that single colored lights provide.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Advanced lights color picker.png|300px|thumb|none|Interface for choosing a lamp's color.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Gizmo lamp advanced lights.png|300px|thumb|none|Gizmos that appear when selecting a lamp with the advanced lights research completed.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Its main advantage is that it doesn't hinder movement, and allows for practically any non wall building to occupy the same tile, saving the usual tile occupied by a [[standing lamp]]. Compared to the standing lamp, it produces light in a smaller radius (≈9 -&amp;gt; ≈8 tiles), costs less steel to construct (20 -&amp;gt; 15), and takes 30 ticks (300 -&amp;gt; 330) more work to make. Both lamps consume the same amount of power.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|section=true}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wall lamp.png|Base variant&lt;br /&gt;
Morbid wall lamp menu icon.png|Morbid variant&lt;br /&gt;
Totemic wall lamp menu icon.png|Totemic variant&lt;br /&gt;
Spikecore wall lamp menu icon.png|Spikecore variant&lt;br /&gt;
Rustic wall lamp menu icon.png|Rustic variant&lt;br /&gt;
Techist wall lamp menu icon.png|Techist variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Fuel_Usage_List&amp;diff=178308</id>
		<title>Template:Fuel Usage List</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Fuel_Usage_List&amp;diff=178308"/>
		<updated>2026-03-29T17:20:36Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: trying to make it better for chemfuel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
VARIABLES&lt;br /&gt;
--&amp;gt;{{#vardefine:fuel | {{ucfirst: {{{ 1 | {{PAGENAME}} }}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
MAIN TABLE HEADERS&lt;br /&gt;
--&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_03 text-right}}&lt;br /&gt;
! Consumer !! {{Icon Small| {{#var:fuel}} }} per Day{{#ifeq: {{#var:fuel}}|Chemfuel|/Charge}} !! {{Icon Small| {{#var:fuel}} }} per Day{{#ifeq: {{#var:fuel}}|Chemfuel|/Charge}} in [[rain]] !! {{Icon Small| {{#var:fuel}} }} Capacity&lt;br /&gt;
{{#ask: [[Fuel Filter::{{#var:fuel}}]]&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | ? = ?Consumer&lt;br /&gt;
 | ?Image = ?Image&lt;br /&gt;
 | ?Fuel Consumption Rate = ?Fuel Consumption Rate&lt;br /&gt;
 | ?Fuel Consumption Rate In Rain = ?Fuel Consumption Rate In Rain&lt;br /&gt;
 | ?Fuel Capacity = ?Fuel Capacity&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Fuel Usage List Row&lt;br /&gt;
 | limit = 500&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Recode|reason=Not appropriate for Chemfuel given other uses for chemfuel}}{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pod_launcher&amp;diff=178307</id>
		<title>Pod launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pod_launcher&amp;diff=178307"/>
		<updated>2026-03-29T17:17:32Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|misc&lt;br /&gt;
| name = Pod launcher&lt;br /&gt;
| image = Pod launcher south.png&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 = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 200&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = transport pod&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 150&lt;br /&gt;
| fuel consumption rate = 2.25&lt;br /&gt;
}}&lt;br /&gt;
The '''pod launcher''' deploys a singular [[transport pod]] elsewhere in the world.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Pod launchers launch [[transport pod]]s, where 1 launcher can hold 1 pod. Transport pods must be built on a pod launcher's loading zone. Each transport pod can hold 150 kg of items.&lt;br /&gt;
&lt;br /&gt;
Pod launchers require {{Icon Small|chemfuel}} [[chemfuel]] in order to launch. Each tile of distance requires 2.25 chemfuel (rounded down). Launchers can send pods up to 66 tiles away, which requires 150 chemfuel to do so. Extra fuel remains in the pod for future use. If you deconstruct the launcher, any remaining fuel will be dropped in item form, though the normal loss of the required resources will occur.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
Pods can be launched at an empty tile to start a [[caravan]], at a caravan itself to add to it, or at a faction base, colony, or event space. Pods cannot be launched at ocean tiles. &lt;br /&gt;
&lt;br /&gt;
Manned pods dropping at an unloaded faction base can choose to drop at the edge or center. When dropping into a loaded map, such as a player-controlled colony (including its own tile), players can choose the pods' exact drop point. Be careful with the landing site, as the pods can go through constructed [[roof]]. While they don't deal any damage directly, the collapsing roof can damage nearby items.&lt;br /&gt;
&lt;br /&gt;
Dropping an unmanned pod, with items inside, into a faction base will contribute towards [[goodwill]] proportional to the [[market value]] of the items. Dropping an unmanned pod to an empty tile causes the items to be lost. [[Toxic wastepack]]s {{BiotechIcon}} disposed of this way will cause pollution on the given tile, annoying nearby factions.&lt;br /&gt;
&lt;br /&gt;
=== Grouped launchers ===&lt;br /&gt;
Launchers can be grouped, allowing you to fire multiple transport pods at the same time. They have to be &amp;quot;adjacent&amp;quot;, sharing 1 tile of length of a 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;
Grouped launchers will purposefully avoid their pod's individual storage capacity. This can avoid wasting capacity when loading multiple, heavy objects (like colonists), or allow you to launch objects that are too heavy for 1 pod (like an [[elephant]]). Otherwise, grouping launchers is mostly for convenience.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Main|Transport pod#Analysis}}&lt;br /&gt;
&lt;br /&gt;
Transport pods can be invaluable for creating [[ally|allies]], despite their cost ({{Required Resources|Transport pod}} for each pod, plus chemfuel and the launcher itself). Depending on the terrain and [[time|season]], it could take many days just to get to a [[faction base]], during which colonists are not working and are vulnerable to ambush. The cost is often worth it for midgame colonies, and is minimal for those that can [[deep drill]] steel and have [[fabrication bench|Fabrication]].&lt;br /&gt;
&lt;br /&gt;
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 load them hungry or exhausted, they will be hungry and exhausted upon arrival.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pod launcher max range.jpg|Maximum range of a launcher&lt;br /&gt;
Pod launcher with fuel bar.png|Partially filled pod launcher&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pod launcher south.png|Facing south&lt;br /&gt;
Pod launcher north.png|Facing north&lt;br /&gt;
Pod launcher east.png|Facing east&lt;br /&gt;
Pod launcher west.png|Facing west&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.&lt;br /&gt;
&lt;br /&gt;
{{Nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokepop_pack&amp;diff=178306</id>
		<title>Smokepop pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokepop_pack&amp;diff=178306"/>
		<updated>2026-03-29T17:12:49Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Smokepop pack&lt;br /&gt;
| image = SmokepopPack.png&lt;br /&gt;
| description = A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 166&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Smokepop packs&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = Clothing, Armor&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 10&lt;br /&gt;
| fuel consumption rate = {{#expr: 10/3 round 2}}&lt;br /&gt;
}}&lt;br /&gt;
The '''smokepop pack''' is a reusable [[utility]] item that, on command, can releases a cloud of [[blind smoke]] around its wearer to reduced the ranged accuracy of pawns firing through it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[traders]] or found on [[raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Under exactly what circumstnaces will NPCs trigger the pack}}&lt;br /&gt;
[[File:Smokepop pack radii.webm|thumb|250x250px|left|AoE at different qualities.]]&lt;br /&gt;
A smokepop pack is worn at the waist and can be manually activated to create a cloud of [[blind smoke]] of a [[quality]]-dependent radius around its user. Pawns under the control the player will never automatically use the pack - instead it must be manually activated by the player by use of the &amp;quot;Pop smoke&amp;quot; gizmo. This gizmo will only appear when the pawn is drafted. NPCs wearing a pack will automatically trigger it when fired upon.&lt;br /&gt;
&lt;br /&gt;
Blind smoke multiplies the hit chance of any projectile that paths through it by {{Bad|x70%}}. It does not affect melee hit or dodge chances. Smoke has an effect even if the shooter and/or the target are outside of the cloud itself, so long as there is smoke between them.  The smoke also prevents [[turret]]s from locking onto and firing at targets so long as one tile of smoke is between the turret and the target. The smoke dissipates after approximately 60 seconds.{{Check Tag|Detail needed}}&lt;br /&gt;
&lt;br /&gt;
The pack can be activated 3 times before needing to be reloaded for {{Icon Small|Chemfuel||10}} [[chemfuel]]. Reloading smokepop packs always costs 10 chemfuel, even if there are charges left, as compared to the [[jump pack]]{{RoyaltyIcon}}, which uses 20 chemfuel per charge restored. Because of this, it is obviously more efficient, if less safe, to spend 2 or 3 charges before reloading.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
=== Quality Table ===&lt;br /&gt;
On explosion, the smokepop pack covers an area with smoke. The radius depends on the quality of the pack.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{{#vardefine:baseradius|4.9}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! Explosion radius (tiles)&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*0.84 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*0.92 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*1 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*1.08 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*1.16 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*1.3 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baseradius}}*1.5 round 1}}&lt;br /&gt;
|- newline&lt;br /&gt;
! Market Value&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Awful}} {{icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Poor}} {{icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Normal}} {{icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Good}} {{icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Excellent}} {{icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Masterwork}} {{icon Small|silver}}&lt;br /&gt;
| {{Market Value Calculator|Smokepop pack||Legendary}} {{icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
Note that a larger explosion radius is not necessarily better, as smoke affects both sides of the battle.&lt;br /&gt;
Also note that in effect, the radius of the Poor and Normal packs are identical. It is unknown if the nominal difference affects dissipation rate.{{Check Tag|Detail needed}}&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Smokepop packs are fast to research and cheap to craft, especially if you already have [[boomalope]]s or [[Biofuel refining]]. The [[chemfuel]] cost isn't too expensive, and even in the extreme [[biome]]s, a [[hydroponics]] room should give plenty of extra supplies. That said, they provide only moderate value when compared to the wealth of options available for the [[Utility]] slot, especially when accounting for the options added by the [[DLC]]. &lt;br /&gt;
&lt;br /&gt;
Smoke is very useful against turrets, such as in a [[mechanoid cluster]]{{RoyaltyIcon}} - smoke completely negates their ability to target and fire. Other pawns can then destroy it, hit it with [[EMP]] weapons, or handle other threats. However, turrets easily outrange your colonists, and 3 charges is not likely to be enough to approach in melee. You can have your pawns use walls and other obstructions to their advantage, use [[locust armor]]{{RoyaltyIcon}} or the [[skip]] [[psycast]]{{RoyaltyIcon}} to place them in ideal blocking positions, bring multiple smoke packs, or simply take the hit. Turrets are less accurate from further away, meaning that you should save smoke charges until you get closer. However, smoke launchers essentially relegate the pack to times where a weapon slot cannot be sacrificed or when launchers are simply not available. See [[#Comparison to smoke launchers|below]] for further detail.&lt;br /&gt;
&lt;br /&gt;
Against humanoid raiders, smoke is more useful if your pawns are largely melee or otherwise low range group. They can allow colonists to approach enemies, which is very effective against tight groups of enemies with few or no brawlers of their own, which may include [[siege]]s. A melee alternative is the [[shield belt]], which fully eliminates damage until it runs out. However, smokepop works after [[EMP]] attacks and applies to all pawns in an area, as opposed to needing one shield belt per colonist. Smoke will also apply to animals, which can be very useful in melee combat. Finally, only one colonist needs to wear a smokepop belt, meaning the rest can stick with a shield. In many cases, a [[low shield pack]]{{RoyaltyIcon}} will provide all the benefits &lt;br /&gt;
&lt;br /&gt;
As covering enemies with smoke also greatly reduces the effectiveness of your own ranged pawns, it's use is often contraindicated if you are relying on ranged combat or can outrange the enemy. Note that even with a ranged group, you can use the cover of smoke to reposition your group in a safer manner, or to approach turrets. You can also use it to debuff ranged pawns that your ranged pawns are not currently engaging, allowing them to more safely focus fire on uncovered enemies and then returning to the smoked enemies once the cloud clears.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to smoke launchers ===&lt;br /&gt;
Smokepop packs have two major advantages over [[smoke launcher]]s: they can be used with another weapon, and they deploy instantly. Meanwhile, smoke launchers have one of the slowest firing rates in the game, taking {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}}} to aim and fire, even more time for the shot to actually land, and {{Ticks|{{Q|Smoke launcher|Aiming Time Base}}+{{Q|Smoke launcher|Ranged Cooldown Base}}}} to fully cycle from shot to shot. The instant smoke is very useful for repositioning, but it also requires the pawn being where you want the smoke to be.&lt;br /&gt;
&lt;br /&gt;
Smoke launchers use the weapon slot, which essentially removes one colonist from combat. However, smoke is useful even if the colonist is bad at combat, and the utility slot is freed for further support items like a [[psychic insanity lance]]. Turrets, one of the stronger cases for smoke, are entirely stationary, so players can prepare and fire a launcher in advance. Against a largely turret-centric force, a single colonist losing their weapon isn't as important as the smoke itself. Smoke launchers can be fired indefinitely, can place the smoke at range and, with repeated firings, can cover a much larger area. This makes the launcher far more reliable and flexible in their smoke deployment, especially in longer engagements. Against large [[mechanoid cluster]]s,{{RoyaltyIcon}} which can have a large number of turrets with a variety of different firing angles, a smokepop pack may simply not provide enough time to destroy all the turrets.  &lt;br /&gt;
&lt;br /&gt;
In general, smokepop packs are much more flexible as they allow pawns to wield other weapons, but are much inferior in terms of actual smoke generation.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Added as the '''smokepop belt'''.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Renamed to the '''smokepop pack''' from '''smokepop belt''', now has 3 charges instead of 1, no longer disappears on use, and can be triggered manually instead of automatically triggering when hit by a projectile. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - AI will now only deploy an NPC's Smokepop pack if the offending attacker is hostile. This prevents friendly-fire from activating an NPC's Smokepop&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Texture replaced.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SmokepopBelt.png|Pre-1.4.3523 Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefoam_pop_pack&amp;diff=178304</id>
		<title>Firefoam pop pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefoam_pop_pack&amp;diff=178304"/>
		<updated>2026-03-29T17:10:57Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
| name = Firefoam pop pack&lt;br /&gt;
| image = FirefoamPack.png&lt;br /&gt;
| description = A utility pack made for firefighters. When triggered, a burst of fire-retardant foam is released, covering a wide circle around its wearer.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = &lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| has quality = false&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Firefoam&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| defName = Apparel_FirefoampopPack&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| tags = BeltDefensePop&lt;br /&gt;
| tradeTags = Clothing&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 30&lt;br /&gt;
| fuel consumption rate = 30&lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
The '''firefoam pop pack''' is a [[utility]] item that releases a non-damaging explosion of [[firefoam]] on command, putting out fires, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
They can also be purchased from [[trader]]s and found on [[Outlander]] and [[Pirate]] [[raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Firefoam pop pack radius.png|thumb|left|175px|Radius of the foam coverage]]&lt;br /&gt;
{{stub|section=1|reason=Size of the explosion, coating, deployment while on fire, NPC/AI use, and generally bring up to the standard of other utility items, }}&lt;br /&gt;
Firefoam pop packs are worn on the [[utility]] slot. When used, it creates a 5.9-tile radius of [[firefoam]] when used, and extinguishes any existing [[fire]]s in that radius. The pop pack can deploy 1 charge at a time. Once used, it must be reloaded with {{Icon Small|Chemfuel}} 30 [[chemfuel]].&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]]s have no objections to wearing or using the firefoam pop pack.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As fire extinguishers, the pop pack is much cheaper than using [[firefoam popper]]s (which require {{Required Resources|firefoam popper}} per use), but has a much smaller radius. The popper is automatically triggered when near fire, but the pop pack must be activated by a pawn. In general, the popper is best at protecting your warehouses, while the pop pack can be deployed anywhere, making it useful for combat and for mobile firefighting.&lt;br /&gt;
&lt;br /&gt;
Note that firefoam pop packs require [[chemfuel]]. For many colonies, this means researching [[Biofuel refining]] alongside the actual firefoam research.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
{{Stub|section=1|reason=AI used needs expansion once Summary is complete}}&lt;br /&gt;
Firefoam packs are useful in any combat situation involving fire. Pawns lit on fire will stop shooting and run around wildly, all while taking damage. An unlucky [[inferno cannon]] shot can lead to the death of several pawns, through direct injury, reduced DPS output and the ignited pawns running out of cover and into enemy fire. Deployed firefoam sets flammability of nearby pawns ''and'' tiles to 0%, which prevents fire from happening at all. Unless it is [[rain]]ing, the firefoam will stay on the ground until a colonist actually cleans it up. Additionally, a single pack carrying pawn can cover several nearby pawns so they can carry other [[utility]] items. &lt;br /&gt;
&lt;br /&gt;
Enemies can also wear firefoam pop packs, using the pack whenever they are near or on fire. This can lead to the amusing situation where enemies will constantly try to light your [[crop]]s on fire, just for it to be extinguished by the firefoam.&lt;br /&gt;
&lt;br /&gt;
Invisible pawns will be revealed by the covered in firefoam hediff. This means it can reveal [[sightstealer]]s{{AnomalyIcon}} and [[revenant]]s{{AnomalyIcon}}, but firefoam will also block the [[invisibility]] psycast{{RoyaltyIcon}} and the [[revenant vertebrae]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Firefighting ===&lt;br /&gt;
Pop packs deploy enough firefoam to completely douse small fires, such as from [[lightning]], [[short circuit]]s or even [[incendiary shell]]s, so long as the fire hasn't spread. As long as you can get a colonist to the fire quickly, then the pop pack can act as a full replacement to the more expensive popper. &lt;br /&gt;
&lt;br /&gt;
However, colonists are still colonists - vulnerable to [[injury]], [[mental break]]s, and the [[heatstroke]] from the fire itself - so are less reliable in practice. The firefoam popper is automatically triggered. The pop pack also takes up the utility slot, which can potentially be an issue.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gizmo firefoam.png|Pop firefoam gizmo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Firefoam popper apparel items can pop during surgery.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Jump_pack&amp;diff=178303</id>
		<title>Jump pack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Jump_pack&amp;diff=178303"/>
		<updated>2026-03-29T17:10:25Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}{{infobox main&lt;br /&gt;
| name = Jump pack&lt;br /&gt;
| image = JumpPack.png&lt;br /&gt;
| description = A single-person burst rocket for short-ranged flight. With its integrated harness and guidance assistant, the jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses. &amp;lt;Br&amp;gt; Some spacer tech militaries have melee combat specialists who use jump packs to bypass obstacles and rapidly close with the enemy.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Utility&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| hp = 100&lt;br /&gt;
| marketvalue  = 645&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = False&lt;br /&gt;
| coverage = Waist&lt;br /&gt;
| layer = Belt&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Jump packs&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| resource 3 = Chemfuel&lt;br /&gt;
| resource 3 amount = 100&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| equipdelay = 2&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_PackJump&lt;br /&gt;
| thingCategories = ApparelUtility&lt;br /&gt;
| thingSetMakerTags = RewardStandardQualitySuper&lt;br /&gt;
| tags = PackJump&lt;br /&gt;
| tradeTags = ExoticMisc, Clothing&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = {{#expr:5*20}}&lt;br /&gt;
| fuel consumption rate = 20&lt;br /&gt;
}}&lt;br /&gt;
The '''jump pack''' is a [[utility]] item added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, this item can be received as a quest reward, or purchased from Outlander and Imperial traders and faction bases.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When equipped, a jump pack is worn in the waist [[Utility|utility slot]]. Once the wearer is [[draft]]ed, it can be manually activated by the player to target any tile within a [[quality]]-dependent [[jump range]] and within [[line of sight]]. Therefore, a user can jump over [[stone chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping. The warmup time before jumping is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Pawns cannot be hurt mid-jump, even by explosions directly under them, but can still get hit during a short warm-up before jumping. Jumps must be manually initiated by the player through use of a gizmo available while the colonist is drafted and selected. Colonists will never independently use the jump pack, and NPCs will never use it at all.&lt;br /&gt;
&lt;br /&gt;
Downed allies can be carried during a jump. &lt;br /&gt;
&lt;br /&gt;
The pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon Small|chemfuel||20}} chemfuel per charge. To refuel it, select its user and right-click a pile of chemfuel. The number of remaining charges is displayed on the gizmo.&lt;br /&gt;
&lt;br /&gt;
{{Utility Note}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Jump packs can allow melee fighters to quickly engage enemy gunners and force them into close combat, where the latter are generally at a great disadvantage. They can also be used to dodge explosives like mortar shells or grenades, jump over water, or to quickly escape / get into position, making them a useful utility both for brawlers and shooters. It can also be equipped on workers that frequent the edges of the map, as a [[manhunter pack]] or raid may catch them off guard.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind it occupies the utility slot, and thus cannot be worn with a [[shield belt]] or other utility item. Consider using the [[locust armor]] if you wish to have both jump capability and another utility item. The downside of locust armor is its comparatively low sharp armor, standing at only 87% at normal quality, beaten by the [[flak vest]] at 100% and significantly outclassed by other power armors. The ability to use a shield belt may mitigate this disadvantage, and some utility items may be worth the lower armor to be able to properly deploy however.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[archotech leg]]s. Nevertheless, the invulnerability granted while flying will often make any loss of time irrelevant.&lt;br /&gt;
&lt;br /&gt;
== Quality Table ==&lt;br /&gt;
The distance the user can jump is dependent on the quality of the jump pack.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:baserange|23.9}}  {{#vardefine:value| {{formatnum:{{Q|{{PAGENAME}}|Market Value Base}}|R}}}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Quality&lt;br /&gt;
!Awful&lt;br /&gt;
!Poor&lt;br /&gt;
!Normal&lt;br /&gt;
!Good&lt;br /&gt;
!Excellent&lt;br /&gt;
!Masterwork&lt;br /&gt;
!Legendary&lt;br /&gt;
|- &lt;br /&gt;
![[Jump range]]&lt;br /&gt;
|{{#expr:{{#var:baserange}}*0.75 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*0.9 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.0 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.06 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.13 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.19 round 1}}&lt;br /&gt;
|{{#expr:{{#var:baserange}}*1.25 round 1}}&lt;br /&gt;
|- &lt;br /&gt;
!Value&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{ #expr: 0.50*{{#var:value|}}}}}}}}&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{ #expr: 0.75*{{#var:value|}}}}}}}}&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{ #expr: 1.00*{{#var:value|}}}}}}}}&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 1.25*{{#var:value|}}}} &amp;lt; {{ #expr: 500+{{#var:value|}}}} | {{ #expr: 1.25*{{#var:value|}}}} | {{ #expr: 500+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 1.5*{{#var:value|}}}} &amp;lt; {{ #expr: 1000+{{#var:value|}}}} | {{ #expr: 1.5*{{#var:value|}}}} | {{ #expr: 1000+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 2.5*{{#var:value|}}}} &amp;lt; {{ #expr: 2000+{{#var:value|}}}} | {{ #expr: 2.5*{{#var:value|}}}} | {{ #expr: 2000+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 5*{{#var:value|}}}} &amp;lt; {{ #expr: 3000+{{#var:value|}}}} | {{ #expr: 5*{{#var:value|}}}} | {{ #expr: 3000+{{#var:value|}}}}}}  }}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gizmo jump pack full.png|The gizmo for ordering a pawn to jump. Includes remaining fuel supply.&lt;br /&gt;
Gizmo jump pack depleted.png|The jump gizmo, disabled due to insufficient fuel.&lt;br /&gt;
Jump pack takeoff.png|A pawn that has just taken off, leaving a fiery trail.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Jumping resets &amp;quot;Fire at will&amp;quot; toggle.&lt;br /&gt;
&lt;br /&gt;
== See Also == &lt;br /&gt;
*[[Locust armor]] - a set of armor that integrates a jump pack instead of taking the utility slot.&lt;br /&gt;
&lt;br /&gt;
{{nav|utility|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
[[Category:Utility]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=178302</id>
		<title>Phoenix armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Phoenix_armor&amp;diff=178302"/>
		<updated>2026-03-29T17:09:56Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Phoenix armor&lt;br /&gt;
| image = PhoenixArmor.png&lt;br /&gt;
| description = A variant of cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.&amp;lt;br/&amp;gt;Phoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 400&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Cataphract armor&lt;br /&gt;
| work to make = 75000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 150&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| resource 4 = Steel &lt;br /&gt;
| resource 4 amount = 75 &lt;br /&gt;
| resource 5 = Component&lt;br /&gt;
| resource 5 amount = 4&lt;br /&gt;
| resource 6 = Chemfuel&lt;br /&gt;
| resource 6 amount = 40&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8&lt;br /&gt;
| marketvalue = 3480&lt;br /&gt;
| armorblunt = 45&lt;br /&gt;
| armorsharp = 115&lt;br /&gt;
| armorheat = 75&lt;br /&gt;
| insulationcold = 70&lt;br /&gt;
| insulationheat = 100&lt;br /&gt;
| slave suppression offset = -0.30&lt;br /&gt;
| vacuum resistance offset = 0.30&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| equipdelay = 17&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Heat&lt;br /&gt;
| range = 14.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| velocity = 18	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 2.9&lt;br /&gt;
| defName = Apparel_ArmorCataphractPhoenix&lt;br /&gt;
| has quality = True&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = 40&lt;br /&gt;
| fuel consumption rate = 40&lt;br /&gt;
}}&lt;br /&gt;
'''Phoenix armor''' is a type of advanced [[armor]] introduced by the [[Royalty DLC]] that provides excellent temperature resistance and protection against fire, as well as containing a flamebolt launcher at the expense of inflicting a [[move speed]] penalty. It is a variant of [[cataphract armor]] and forms a full set of armor along with the [[Cataphract helmet]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]] and [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:PhoenixArmorAOE.png|200px|thumb|left|5x5 area of effect of the integrated launcher]]&lt;br /&gt;
[[File:Launch incendiary gizmo.png|200px|thumb|left|Gizmo for launching the incendiary]]&lt;br /&gt;
While less protective against sharp and blunt attacks compared to the base [[cataphract armor]], it is much more protective against [[Damage#Flame|Flame]] and [[Damage#Heat|Heat]] damage and [[temperature]] extremes. It also reduces the [[flammability]] of the wearer by -0.68. [[Human]]s have a base flammability of 70%. This reduces the chance of being set on fire from taking Flame damage from 100% to just 1.4%. This stacks with the reduced chance to take Flame damage in first place offered by the armor's excellent Heat armor value. Note that while the armor value scales with quality, the flammability reduction does not.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Move Speed Note|0.50}}&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
Phoenix armor increases the [[vacuum resistance]]{{OdysseyIcon}} of its wearer by {{+|{{%|{{P|Vacuum Resistance Offset}}}}}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
=== Flamebolt launcher ===&lt;br /&gt;
The armor contains an integrated flamebolt launcher which gives the user the ability to launch up a single large incendiary grenade at will before requiring a reload. This weapon is similar to an [[incendiary launcher]] with a shorter range and significantly larger area of effect but does not prevent the wearer from using another [[weapon]] nor a [[utility]] item. &lt;br /&gt;
&lt;br /&gt;
This incendiary grenade moves slower and has less range than an incendiary launcher but damages and creates a [[Filth#Chemfuel puddle|chemfuel puddle]] 5x5 square rather than a 3x3 cross. One grenade can be launched before the launcher must be reloaded with {{Icon Small|chemfuel}} 40 [[chemfuel]]. The reloading process takes {{Ticks|60}}. The pawn will never automatically use the launcher - instead it must be manually activated by the player by use of the &amp;quot;Launch Incendiary&amp;quot; gizmo, similar to using [[Utility]] items. It is unclear if this restriction also applies to NPCs. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will only use the launcher if they are not holding a weapon.&lt;br /&gt;
&lt;br /&gt;
Similarly to weapons, the damage dealt by the flamebolt launcher of awful, masterwork, and legendary phoenix armor will have a damage [[quality]] multiplier of 90%, 125%, and 150% respectively. Meaning that a legendary phoenix armor will deal 15 damage instead of the base 10.&lt;br /&gt;
&lt;br /&gt;
The warmup time before firing the launcher is affected by the [[Aiming Time]] stat of the wearer.&lt;br /&gt;
&lt;br /&gt;
Wearing a [[shield belt]] prevents firing the flamebolt launcher.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like regular [[cataphract armor]], phoenix armor is an expensive, slow, but heavily protective set of armor. In order to craft it, it needs a hefty amount of research, two [[techprint]]s, and a lot of resources. It cannot spawn on [[empire]] raiders, while trade is very costly and likely provides worse [[quality]] than what the colony can make. This makes it reserved for the lategame colonies in most cases.&lt;br /&gt;
&lt;br /&gt;
Phoenix armor has two unique features:&lt;br /&gt;
* It greatly reduces [[flammability]] of pawns, with base humans going from a 70% to 2% flammability, greatly reducing the chance of being lt on fire. Pawns lit on fire will run around randomly, breaking [[cover]] and getting into bad positions. Thus, it is a very valuable traits for pawn safety.&lt;br /&gt;
* It has an incendiary bolt. The ability is niche and has several downsides: it deals little damage, has middling range, is limited to a single shot, and lighting pawns on fire can be detrimental in a [[melee block]] or [[killbox]] setting. However, because it doesn't take up an equipment slot, it provides extra flexibility. It can allow [[sniper rifle]] pawns to attack at close range, or help flush out raiders in [[cover]]. More importantly, fire can be a great option to fight against certain [[entities]]{{AnomalyIcon}}, although a more dedicated option like [[incinerator]]s will be better for this task.&lt;br /&gt;
&lt;br /&gt;
Phoenix armor is particularly useful to pawns with a heat and [[fire]] weakness, such as [[sanguophage]]s{{BiotechIcon}} and pawns using the [[metalblood serum]]. It is less useful for [[impid]]s{{BiotechIcon}} and other pawns with the [[fire resistant]] [[gene]]{{BiotechIcon}}, but phoenix's flammability reduction still reduces the ignite chance even further.&lt;br /&gt;
&lt;br /&gt;
===Compared to cataphract===&lt;br /&gt;
When compared to regular cataphract armor, phoenix armor has {{--|5%}} Sharp and {{--|5%}} Blunt armor, but {{+|15%}} Heat armor, before [[quality]]. As mentioned above, phoenix armor also offers a reduction to flammability and the incendiary bolt. The former can be lifesaving, while the -5% Sharp/Blunt protection is relatively minor.&lt;br /&gt;
&lt;br /&gt;
If both armors are legendary quality, phoenix is an almost strictly better option. Both legendary cataphract and legendary phoenix armor reach the 200% Sharp armor cap, meaning the only downside of phoenix is the -9% Blunt Armor, and it comes with all the fire-related upsides.&lt;br /&gt;
&lt;br /&gt;
In the [[vacuum|vacuum of space]]{{OdysseyIcon}}, fires will extinguish very quickly, so regular cataphract is better there.&lt;br /&gt;
&lt;br /&gt;
===Compared to flak vest + duster===&lt;br /&gt;
[[Devilstrand]] [[duster]]s deserve a special mention, as devilstrand's Heat armor is even better than phoenix armor. However, devilstrand does not directly improve flammability, so it is worse against enemies with fire. Also, the devilstrand duster + [[flak vest]] combination provides less Sharp/Blunt protection (to all parts) if quality is equal. The devilstrand duster + flak vest combo is much cheaper, is easier to farm for [[quality]], and does not slow movement as much.&lt;br /&gt;
&lt;br /&gt;
[[Thrumbofur]], [[hyperweave]], and [[thrumbomane]]{{OdysseyIcon}} dusters with a flak vest will offer better protection against Sharp against the torso and neck. The exact comparison depends on quality, with higher quality and lower {{AP}} making the vest combination better in that regard. At legendary quality, the duster + vest combo is especially good for Sharp armor, as phoenix armor is limited by the 200% armor cap. However, the vest combo still lacks the flammability reduction and flame launcher, has worse Blunt armor, and worse limb protection. In addition, thrumbofur and thrumbomane have worse Heat armor.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
==Protection Charts==&lt;br /&gt;
Comparisons assume normal quality armor. Lower is better.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sharp Armor &lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = Mediumturquoise, Red, Firebrick, Lightgrey, Grey, Black&lt;br /&gt;
| set1name = Phoenix Armor (Sharp)                | set1armor1 = {{Q|Phoenix armor|Armor - Sharp}}&lt;br /&gt;
| set2name = Flak + Devilstrand [Torso] (Sharp) | set2armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}} | set2armor2 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
| set3name = Flak + Devilstrand [Limbs] (Sharp) | set3armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set4name = Flak + Thrumbofur [Torso] (Sharp)  | set4armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Thrumbofur|Armor - Sharp Factor}}*100}}  | set4armor2 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
| set5name = Flak + Thrumbofur [Limbs] (Sharp)  | set5armor1 = {{#expr:{{Q|Duster|Armor Factor - Sharp}}*{{Q|Thrumbofur|Armor - Sharp Factor}}*100}}&lt;br /&gt;
| set6name = Flak Vest (Sharp)                  | set6armor1 = {{Q|Flak vest|Armor - Sharp}}&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! Blunt Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart&lt;br /&gt;
| color = Mediumturquoise, Red, Firebrick, Lightgrey, Grey&lt;br /&gt;
| set1name = Phoenix Armor (Blunt)                | set1armor1 = {{Q|Phoenix armor|Armor - Blunt}}&lt;br /&gt;
| set2name = Flak + Devilstrand [Torso] (Blunt) | set2armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}} | set2armor2 = {{Q|Flak vest|Armor - Blunt}}&lt;br /&gt;
| set3name = Flak + Devilstrand [Limbs] (Blunt) | set3armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}}&lt;br /&gt;
| set4name = Flak + Thrumbofur [Torso] (Blunt)  | set4armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Thrumbofur|Armor - Blunt Factor}}*100}}  | set4armor2 = {{Q|Flak vest|Armor - Blunt}}&lt;br /&gt;
| set5name = Flak + Thrumbofur [Limbs] (Blunt)  | set5armor1 = {{#expr:{{Q|Duster|Armor Factor - Blunt}}*{{Q|Thrumbofur|Armor - Blunt Factor}}*100}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Phoenix armor may have the most complex single step crafting recipe in the game, with 6 different ingredient types required. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Wearing a [[shield belt]] now prevents firing the flamebolt launcher. Previously it could be fired but could only target only adjacent squares (including diagonals), meaning that self-immolation was inevitable. However, the heat armor offered by phoenix armor meant that the damage to the user will be small, making it a dangerous but potentially useful option in emergencies.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Move speed debuff reduced from {{--|0.8}} {{CS}} to {{--|0.5}} {{CS}}. Cold insulation improved from {{Temperature|36||delta}} -&amp;gt; {{Temperature|70||delta}}. Slave suppression offset of −30% added.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Incendiary launcher]] - a weapon with similar stats to the integrated launcher. &lt;br /&gt;
* [[Cataphract armor]] - the base model. Slightly more protective against sharp and blunt, but without the increased heat and temperature resistance and no incendiary launcher.&lt;br /&gt;
* [[Prestige cataphract armor]] - a variant of Cataphract armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Weapons]] [[Category:Spacer Weapons]] [[Category:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Locust_armor&amp;diff=178301</id>
		<title>Locust armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Locust_armor&amp;diff=178301"/>
		<updated>2026-03-29T17:08:47Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Locust armor&lt;br /&gt;
| image = LocustArmor.png&lt;br /&gt;
| description = A variant of recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.&amp;lt;br/&amp;gt;Unlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| hp = 280&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| work to make = 45000&lt;br /&gt;
| work speed stat = General Labor Speed&lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = Uranium&lt;br /&gt;
| resource 2 amount = 10&lt;br /&gt;
| resource 3 = Advanced component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Component &lt;br /&gt;
| resource 4 amount = 3&lt;br /&gt;
| resource 5 = Chemfuel&lt;br /&gt;
| resource 5 amount = 100&lt;br /&gt;
| research = Jump packs, Recon armor&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| marketvalue = 2230&lt;br /&gt;
| armorblunt = 35&lt;br /&gt;
| armorsharp = 87&lt;br /&gt;
| armorheat = 41&lt;br /&gt;
| insulationcold = 64&lt;br /&gt;
| insulationheat = 9&lt;br /&gt;
| mass base = 9&lt;br /&gt;
| equipdelay = 11&lt;br /&gt;
| slave suppression offset = -0.30&lt;br /&gt;
| vacuum resistance offset = 0.30&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = True&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg&lt;br /&gt;
| layer = Middle, Outer&lt;br /&gt;
| has quality = true&lt;br /&gt;
| defName = Apparel_ArmorLocust&lt;br /&gt;
| thingCategories = ApparelArmor&lt;br /&gt;
| tradeTags = HiTechArmor&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
| thingSetMakerTags = RewardStandardHighFreq&lt;br /&gt;
| fuel filter = Chemfuel&lt;br /&gt;
| fuel capacity = {{#expr:5*20}}&lt;br /&gt;
| fuel consumption rate = 20&lt;br /&gt;
}}&lt;br /&gt;
'''Locust armor''' is a set of [[armor]] added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight while also protecting from attacks. It is a variant of [[recon armor]] and forms a full set with the [[recon helmet]] &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Alternatively, the armor can be received as a [[quest]] reward or purchased from [[traders]].{{Check Tag|Which?}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
While less protective than [[recon armor]], locust armor contains an integrated burst rocket that, similar to the [[jump pack]], allows the user to make up to 5 jumps before needing to be refueled. Refueling costs {{Icon Small|chemfuel||20}} chemfuel per charge and is performed by select the armor's wearer and right-clicking a pile of chemfuel. The user can jump anywhere within [[jump range]] and [[line of sight]], so they can jump over [[stone chunk]]s but not [[wall]]s. There is a short {{Ticks|30}} warm-up before jumping. A pawn cannot be injured mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping.&lt;br /&gt;
&lt;br /&gt;
Pawns will never automatically use the rocket - instead it must be manually activated by the player by use of the &amp;quot;Jump&amp;quot; gizmo, similar to using [[utility]] items. This gizmo will only appear when the pawn is [[draft]]ed. NPCs will never use the jump capability at all. &lt;br /&gt;
&lt;br /&gt;
Downed allies can be carried during a jump. &lt;br /&gt;
&lt;br /&gt;
Unlike the jump pack it does not occupy the [[utility]] slot, and so can be worn with all other utility items such as the [[shield belt]].&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[archotech leg]]s, however the i-frames offered by jumping offer an advantage to offset any speed delays.&lt;br /&gt;
&lt;br /&gt;
The distance the user can jump is dependent on the quality of the armor. Note that it has the same range as a [[jump pack]] of the same quality.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:baserange|23.9}}&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
! Quality&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
|- &lt;br /&gt;
! [[Jump range]]&lt;br /&gt;
| {{#expr:{{#var:baserange}}*0.75 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baserange}}*0.9 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baserange}}*1.0 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baserange}}*1.06 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baserange}}*1.13 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baserange}}*1.19 round 1}}&lt;br /&gt;
| {{#expr:{{#var:baserange}}*1.25 round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Apparel Suppression Note|-0.30}}&lt;br /&gt;
&lt;br /&gt;
Locust armor increases the [[vacuum resistance]]{{OdysseyIcon}} of its wearer by {{+|{{%|{{P|Vacuum Resistance Offset}}}}}}. [[Quality]] does not affect this resistance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The locust armor is slightly less protective than base recon armor ({{--|5%}} base Sharp &amp;amp; Blunt protection), which makes it noticeably worse against any sort of [[flak vest]] and [[duster]] combination. In exchange, jumping can be a potent combat tool.&lt;br /&gt;
&lt;br /&gt;
Jumps can help pawns disengage from combat, rescue fellow colonists, engage in melee with opponents, allow kiting, and dodge explosives. However, the [[jump pack]] allows pawns to have the exact same jump mechanic while allowing you to wear any set of armor. A jump pack + recon armor is slightly cheaper ({{Icon Small|plasteel}} 10 [[plasteel]]) while fulfilling the same purpose.&lt;br /&gt;
&lt;br /&gt;
Using jump packs has one key issue - they occupy the [[utility]] slot. This is most important for melee fighters, who often want to wear a [[shield belt]]. Shield belts regenerate fairly quickly and prevent ''all'' ranged damage to a pawn until the shield is depleted. Therefore, using locust armor + shield belt can be more protective than flak vest + duster + jump pack.&lt;br /&gt;
&lt;br /&gt;
Locust armor can allow use of a [[bandwidth pack]]{{BiotechIcon}} while retaining the ability to jump. It also has a niche synergy with deployable items like the [[firefoam pop pack]] and [[tox pack]]{{BiotechIcon}}. For long-range items like the [[psychic shock lance|psychic]] [[psychic insanity lance|lances]] or [[tornado generator]], you can usually just wear them with another colonist.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gizmo jump pack full.png|The gizmo for ordering a pawn to jump, shared with the [[Jump pack|jump pack]]. Includes remaining fuel supply.&lt;br /&gt;
Gizmo jump pack depleted.png|The jump gizmo, shared with the [[Jump pack|jump pack]]. Disabled due to insufficient fuel.&lt;br /&gt;
Locust armor takeoff.png|A pawn that has just taken off, leaving a fiery trail.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Icons of spacer armor now display as off-white instead of dark gray. Now require enough chemfuel to provide their initial fuel and one more component.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Jumping resets &amp;quot;Fire at will&amp;quot; toggle.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Cold insulation improved from {{Temperature|32||delta}} -&amp;gt; {{Temperature|64||delta}}. Slave suppression offset of −30% added.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Jump pack]] - A utility item that offers a similar capability.&lt;br /&gt;
* [[Recon armor]] - the base model. Slightly more protective but without the jump pack.&lt;br /&gt;
* [[Prestige recon armor]] - a variant of recon armor that both pleases nobles and improves psychic ability.&lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mortar&amp;diff=178300</id>
		<title>Mortar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mortar&amp;diff=178300"/>
		<updated>2026-03-29T17:05:33Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: added fuel stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|security&lt;br /&gt;
| name = Mortar&lt;br /&gt;
| image = Turret_mortar.png&lt;br /&gt;
| description = A manned mortar that launches all kinds of shells. While it can inflict devastating damage, the mortar's inherent inaccuracy makes it more useful for attacking large fortifications than groups of enemies in the field.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 30&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = mortars&lt;br /&gt;
| thingCategories = BuildingsSecurity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| stuff tags = Metallic&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Reinforced barrel&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 6&lt;br /&gt;
| range = 500&lt;br /&gt;
| minrange = 29.9&lt;br /&gt;
| cooldown = 1680&lt;br /&gt;
| warmup = 240&lt;br /&gt;
| velocity = 41&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| burst = 1&lt;br /&gt;
| missRadius = 9&lt;br /&gt;
| fuel filter = Reinforced barrel&lt;br /&gt;
| fuel capacity = 1&amp;lt;!--technically 20 in the xml but one reinforced barrel equals 20 charges.--&amp;gt;&lt;br /&gt;
| fuel consumption rate = {{#expr: 1/20 round 2}}&lt;br /&gt;
}}&lt;br /&gt;
The '''Mortar''' is a ''manned'' [[Security]] building similar to a [[turret]]. It can launch [[mortar shell]]s at any target on the same map so long as it is outside of its minimum range of 30 tiles, either automatically targeted by the manning colonist, or manually targeted by the player. The effects of the mortar depend on the shell loaded. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} If the [[Classic mortars]] storyteller option is enabled, the removal of [[reinforced barrel]]s changes this recipe instead to: {{Icon Small|Stuff||75}} [[stuff]] ([[Metals]]), {{Icon Small|steel||150}} [[steel]], and {{Icon Small|component||6}} [[component]]s. &lt;br /&gt;
&lt;br /&gt;
Alternatively, they can be [[claim]]ed and taken from [[Raids#Siege|Sieges]] once all the [[raiders]] have been killed.&lt;br /&gt;
&lt;br /&gt;
The mortar shells required to use the mortar must also be acquired separately. See their respective pages for details.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Gizmo mortar.png|thumb|left|200px|Mortar command gizmos]]Mortars launch [[mortar shell]]s. The manning pawn will load and fire shells at targets within a {{P|Range}}-tile firing radius, but outside of the {{P|Minimum Range}}-tile blind zone. Mortars can't fire if under any [[roof]], but the mortar shells themselves are only stopped by [[overhead mountain]]. Mortar shells can be fired over [[wall]]s. Mortars can fire 20 shots before needing to be re-armed by a {{Icon Small|reinforced barrel}} [[reinforced barrel]].&lt;br /&gt;
&lt;br /&gt;
Pawns can be selected to man the mortar. They will automatically aim at enemies in range, but the player can force-target a location or pawn. Firing can be toggled with the &amp;quot;'''Hold Fire'''&amp;quot; gizmo. Note that pawns will continuously fire the mortar until ordered to leave or otherwise stop.  A mortar has a {{Ticks|{{P|Aiming Time Base #}}}} warmup time and a {{Ticks|{{P|Ranged Cooldown Base #}}}} cooldown. The cooldown does not tick down until a pawn actually mans the turret, not counting the time to grab the shell.&lt;br /&gt;
&lt;br /&gt;
Mortars have a natural Forced Miss Radius of 9 tiles, i.e., the shell will land somewhere within 9 tiles of the designated tile. This is multiplied by the shooter's [[Mortar Miss Radius Multiplier]], which can be lowered by increasing [[Shooting]] skill, [[Manipulation]], and having 100% [[Sight]].&lt;br /&gt;
&lt;br /&gt;
The effect on target depends on the type of [[mortar shell]] loaded into it. These shells can be manually extracted from the mortar. Mortars can be set to only accept specific types of shells at will. A summary of available shells is provided in the table below, but see the relevant shell pages for full details.&lt;br /&gt;
&lt;br /&gt;
=== Classic Mortars ===&lt;br /&gt;
The [[Classic mortars]] storyteller option removes the need for [[reinforced barrel]]s entirely. However, the base Miss Radius is increased to 13 tiles, and the cost of both mortars and their shells are increased. A pawn's Mortar Miss Radius Multiplier still applies when Classic Mortars is enabled.&lt;br /&gt;
&lt;br /&gt;
Note that the miss radius of a pawn with 20 Shooting with classic mortars enabled is almost the same as the miss radius of a pawn with 0 Shooting with classic mortars disabled.&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
{{#ask: [[Category: Mortar shells]]&lt;br /&gt;
| mainlabel= [[Mortar shell]]&lt;br /&gt;
| ?Damage Base&lt;br /&gt;
| ?Damage Type&lt;br /&gt;
| ?Blast Radius&lt;br /&gt;
| ?Market Value Base&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mortar building ===&lt;br /&gt;
When hit by an [[EMP]] from any source, mortars are prevented from firing and the reload countdown is paused for the duration of the stun. Mortars do not 'adapt' to EMP. If an EMP attack does more EMP damage to a mortar than its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.&lt;br /&gt;
&lt;br /&gt;
If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a chance{{Check Tag|What chance?}} to explode. The mortar will spark and emit a hissing sound shortly before exploding {{Ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around the tile covered by the mortar closest to the interaction spot - that is, the explosion is not centered on the true center of the 2x2 mortar. Bomb damage is multiplied {{Up|x8}} against [[wall]]s, {{Up|x4}} against other impassable structures and plants, and {{Up|x2}} against passable buildings.&lt;br /&gt;
&lt;br /&gt;
Mortars are ''not'' affected by [[solar flare]]s or [[EMI dynamo]]s.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Needs actual tactics (ex. how far do you need to lead a shot to hit a moving enemy)}}&lt;br /&gt;
{{For|additional guidance|Defense structures#Mortars{{!}}Defense structures|Weapon Guide#Mortars{{!}}Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
Mortars are one of the best counters against [[siege]]s, who will shell you with mortars themselves. Siegers will start assaulting the colony (abandoning their mortars) once they've taken enough casualties; a few mortar shots are enough to start the assault. If you're lucky, the mortar will hit their mortar shells, creating a chain reaction. Since an uninterrupted siege is devastating to a colony outside of [[overhead mountain]], mortars are usually worthwhile to build. [[Sniper rifle]]s are an alternative, though picking off the enemy becomes dangerous if they also have snipers. Conversely, sieges are also one of the best ways to get reinforced barrels, and, if allowed to build them, mortars themselves.&lt;br /&gt;
&lt;br /&gt;
They are also useful against other stationary targets, such as [[crashed ship parts]] or [[mech cluster]]s.{{RoyaltyIcon}} For the former, mechs will start assaulting the colony if you destroy the ship part. For mech clusters, note that a [[mech high-shield]]{{RoyaltyIcon}} will block mortar shots; [[EMP shell]]s can disable the shield, but not long enough to fire with the same mortar again. Using 1 EMP-firing mortar, then firing other mortars after a short delay, can allow you to bypass a high shield. &lt;br /&gt;
&lt;br /&gt;
Due to their long delay and overall inaccuracy, mortars aren't recommended against mobile targets, except perhaps if you're using an [[antigrain warhead]].&lt;br /&gt;
&lt;br /&gt;
Generally, you'll want pawns with the best Shooting to operate a mortar, as they are the most accurate. [[Manipulation]] and [[Sight]] are also factors. See [[Mortar Miss Radius Multiplier]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Mortar pits ===&lt;br /&gt;
[[File:Mortar Pit.png|thumb|A full featured, if not necessarily optimal, mortar pit]]&lt;br /&gt;
[[File:Mortar explosion radius.png|thumb|left|200px|Explosion damage radius of a mortar building explosion]]Mortar pits are constructions used to facilitate rapid loading and firing of mortars, store ammunition protect them and their ammunition from counter-battery fire and raiders, and/or protect the surroundings from any detonations of the same. At its simplest, a mortar pit might simply be mortar and a [[shelf]] for the shells to keep them close at hand and prevent deterioration. Additional features can be added as wanted or needed. &lt;br /&gt;
&lt;br /&gt;
As mortars cannot be constructed under a mountain, they are inherently at risk from counter-battery fire from enemy [[siege]] mortars and mechanoid [[automortar]]s.{{RoyaltyIcon}} Mortars and their shells are prone to exploding themselves. Any one explosion can be stopped by a single layer of [[wall]], meaning that separating explosive items with walls is usually sufficient. But if two or more explosions occur non-simultaneously, the first explosion may destroy the wall and while the latter explosions damage items beyond it.&lt;br /&gt;
&lt;br /&gt;
Unlike every other known instance, pawns that are loading mortars will '''not''' draw shells on a [[shelf]] from an adjacent tile, instead they will walk on top of the shelf to retrieve one. It is unknown if this is a bug or intended behaviour. Thus, the [[Shelf#Analysis|shelf trick]] does not cut down on walking times for mortar crew and in fact increases it, as the shelf has a path cost of {{Q|Shelf|Path Cost}}. Shelves retain their utility in keeping items stored outdoors from deteriorating.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
Material choice impacts a mortar's work time, health, and beauty. Of these, beauty is increased more by a [[sculpture]] of even awful quality. Health rarely matters if a mortar is placed inside a colony; the chance of an opposing mortar shell hitting is quite low. Work time isn't an issue for colonies that are stable enough to build mortars, as the building is reusable.&lt;br /&gt;
&lt;br /&gt;
As [[steel]] is the cheapest available material, it is usually the best choice to use. Steel mortars can survive 1 high-explosive impact, and the mortar can be repaired if it is actually hit. Plasteel is technically the best material, but typically isn't necessary. If you have a steady supply of [[bioferrite]],{{AnomalyIcon}} it may make a better choice as it has double the HP of steel at the cost of higher flammability (steel is also flammable, though).&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Image gallery ==&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:Mortar placement.png|'''Plan grid: Mortar sits between 4 tiles'''&lt;br /&gt;
File: Man steel mortar.png|'''Manning a mortar'''&lt;br /&gt;
File: Mortar set forced target.png|'''Setting a forced target'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:Mortar all gizmos.png|frame|center|All of the mortar's gizmos, including barrel durability, building controls, and shell &amp;quot;stockpile&amp;quot; controls.]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] - Added as the Incendiary Mortar and Explosive Mortar&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - EMP mortar added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Now requires shells to fire.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Buffed so players use them: Cheaper/faster to build, faster shooting, greater accuracy, cheaper shells.&lt;br /&gt;
* Beta 18 - the three types of mortars ([[Incendiary shell|Incendiary]], [[EMP shell|EMP]] and [[High-explosive shell|explosive]]) were replaced with a single type, which fires different types of shells that achieve the same effect. In addition, two new shells are added, the [[firefoam shell]] and the [[antigrain warhead]].&lt;br /&gt;
* [[Version/1.1.2618|1.1.2618]] - Cost was increased from 100 steel, 50 materials and 4 components.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Mortars now require uncraftable [[reinforced barrel]]s to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable [[mortar shell]]s have had their crafting recipes lowered by 10 [[steel]]. Recipe changed from 75 stuff, 150 steel and 6 components to 50 stuff, 1 reinforced barrel, and 6 components. All changes are reversible in the &amp;quot;Classic Mortars&amp;quot; storyteller option. &lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Mortars don't drop their barrels when deconstructed if under 50% &amp;quot;fuel&amp;quot; i.e. after 10 shots have been fired with that barrel.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Forced miss radius reduced from 10 to 9. Mortar accuracy now varies by its crewman's [[Mortar Miss Radius Multiplier]]. Previously nothing but the Classic Mortars option affected mortar accuracy. Uninstalling and reinstalling a mortar no longer resets its cooldown. Fix: Mortar draws interaction spot when selected.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Yttakin settlements can have mortars manned by animals.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Colony mechs ignore mortar shell settings. Fix: Can't force target mortar without shell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
TurretMortarEMP.png|Sprite of the EMP mortar before merge&lt;br /&gt;
TurretMortarIncendiary.png|Sprite of the Incendiary mortar before merge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|security|wide}}&lt;br /&gt;
[[Category:Security]] [[Category:Turret]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chairs&amp;diff=178299</id>
		<title>Chairs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chairs&amp;diff=178299"/>
		<updated>2026-03-29T16:53:13Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: each chair page links here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=super-page with mechanics, comparison, etc. similar to sleep furniture.}}&lt;br /&gt;
&lt;br /&gt;
'''Chairs''' are a type of building that human pawns can sit on. Chairs provide [[Comfort]].&lt;br /&gt;
&lt;br /&gt;
== List of chairs ==&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Armchair]]&lt;br /&gt;
* [[Couch]]&lt;br /&gt;
* [[Meditation throne]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Grand meditation throne]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Pew]]{{IdeologyIcon}}&lt;br /&gt;
* [[Kneel sheet]]{{IdeologyIcon}}&lt;br /&gt;
* [[Kneel pillow]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Some recreation buildings require adjacent seating to be usable. These buildings are [[chess table]], [[poker table]], and all [[television]]s. Additionally, pawns will find seating before reading a [[books|book]]. Some, but not all, workstations allow the pawn to sit on them and gain comfort while working.&lt;br /&gt;
&lt;br /&gt;
Chairs can be rotated, but their facing does not matter as colonists can use workstations and recreation buildings even if the chair they are sitting on faces the wrong direction. This can be used to have the same chair be useable for multiple buildings.&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons| {{{?Name}}} }}&lt;br /&gt;
| {{#if: {{{?R1}}}|{{Required Resources|{{{?Name}}}|simple=1}}|—}}&lt;br /&gt;
| {{{?Comfort}}}&lt;br /&gt;
| {{{?Size}}}&lt;br /&gt;
| {{#switch: {{{?Name}}}|Couch = 2|Kneel sheet = 4|Pew = 3|#default = 1}}&lt;br /&gt;
| {{#ifeq: {{{?Quality}}} | true | {{Check}} | {{Cross}} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Furniture&lt;br /&gt;
! Resources to make&lt;br /&gt;
! Comfort&lt;br /&gt;
! Size&lt;br /&gt;
! Seats&lt;br /&gt;
! Has quality{{Ref label|Quality|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Chair]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Resource 1 = ?R1&lt;br /&gt;
 | ?Stuff Tags = ?Stuff&lt;br /&gt;
 | ?Comfort Base = ?Comfort&lt;br /&gt;
 | ?Size = ?Size&lt;br /&gt;
 | ?Has Quality = ?Quality&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Chairs&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Note|Quality|A}} For the effects of qualities, see [[quality]] or the individual pages.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since comfort increases at the same rate so long as the furniture comfort is below the pawn's comfort need, there is no benefit to chair comfort above 100%. Consider different chair types at expected qualities and see if you can reduce flammability, opportunity cost, and/or wealth and/or increase beauty while still retaining optimum comfort.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture|#Chairs]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kneel_pillow&amp;diff=178298</id>
		<title>Kneel pillow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kneel_pillow&amp;diff=178298"/>
		<updated>2026-03-29T16:50:39Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Kneel pillow&lt;br /&gt;
| image = Kneel pillow.png&lt;br /&gt;
| description = A pillow on which believers kneel while observing rituals, praying, or discussing.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 25&lt;br /&gt;
| cover = 0.05&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 20&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 10&lt;br /&gt;
| comfort = 0.6&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 2400&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
}}&lt;br /&gt;
A '''kneel pillow''' is a miscellaneous building added by the [[Ideology DLC]]. It is used as a seat by pawns.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Ideoligion requirement/mechanics}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Kneel pillows act like normal chairs. They can be used to eat at [[table]]s, and provide [[comfort]] when used while working.&lt;br /&gt;
&lt;br /&gt;
They can be selected as ritual seating for an [[ideoligion]], providing a quality bonus to some rituals, depending on how many pawns can sit at them.&lt;br /&gt;
&lt;br /&gt;
Pillows and Sheets are notable for their higher average beauty compared to stools, dining chairs and armchairs. &lt;br /&gt;
&lt;br /&gt;
Able to exceed the beauty of all other seating, if crafted from [[Thrumbofur]].&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Kneel pillows of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to [[stool]]s, kneel pillows provide more [[comfort]] and beauty, and are made of [[textiles]] instead of [[wood]], [[metals]], or [[stone]]. This makes kneel pillows interesting for general usage if [[complex furniture]] has not yet been researched.&lt;br /&gt;
&lt;br /&gt;
Compared to [[dining chair]]s and [[armchair]]s, kneel pillows provide more beauty, but less comfort. They are significantly cheaper than armchairs, and require different materials compared to dining chairs.&lt;br /&gt;
&lt;br /&gt;
Non-grand [[meditation throne]]s {{RoyaltyIcon}} provide more comfort, but less beauty. They require different materials, though meditation thrones are overall more expensive.&lt;br /&gt;
&lt;br /&gt;
Amongst ritual seating, kneel pillows are the only single-tile option, allowing for easiest placement. Having the same beauty as the other two seats, they provide more beauty per tile. [[Pew]]s {{IdeologyIcon}} can be made of [[stone]], allowing to make them non-flammable, and provide 35% cover (as opposed to 5% for kneel pillows and sheets). [[Kneel sheet]]s {{IdeologyIcon}} require 80 materials to craft, 20 less than four keel pillows.&lt;br /&gt;
&lt;br /&gt;
In general, the best use of them is when you need a place that you don't need much comfort and spend little time, but beauty matters. These qualities make them good choice for recreation rooms, for example putting them next to tables.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kneel_sheet&amp;diff=178297</id>
		<title>Kneel sheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kneel_sheet&amp;diff=178297"/>
		<updated>2026-03-29T16:50:32Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Kneel sheet&lt;br /&gt;
| image = Kneel sheet.png&lt;br /&gt;
| description = A sheet on which believers kneel while observing rituals, praying, or discussing.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 25&lt;br /&gt;
| cover = 0.05&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| mass base = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 40&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 10&lt;br /&gt;
| comfort = 0.6&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 2400&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.3.3072&lt;br /&gt;
}}&lt;br /&gt;
A '''kneel sheet''' is a ritual seating added by the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=Ideoligion requirement/mechanics}}&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Can be used as a normal chair on tables and benches. &lt;br /&gt;
&lt;br /&gt;
Pillows and Sheets are notable for their higher average beauty compared to stools, dining chairs and armchairs. &lt;br /&gt;
&lt;br /&gt;
Able to exceed the beauty of all other seating, if crafted from [[thrumbofur]].&lt;br /&gt;
&lt;br /&gt;
Has the lowest &amp;quot;per pawn&amp;quot; mass (weight) of all seating options, making it useful as a caravan seating option.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Kneel sheets of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Like the kneel pillow, it must be made of a fabric or leather textile.&lt;br /&gt;
Able to seat four pawns. Although the orientation will not effect table/bench use, it is the only &amp;quot;group&amp;quot; seating option that is not in-line, such as the 3, in line, seat pew.&lt;br /&gt;
This allows for interesting asthetics, but is functionally identical to the kneel pillow and pew. &lt;br /&gt;
&lt;br /&gt;
Compared to [[stool]]s, kneel sheets provide more [[comfort]] and beauty, and are made of [[textiles]] instead of [[wood]], [[metals]], or [[stone]]. This makes kneel pillows interesting for general usage if [[complex furniture]] has not yet been researched.&lt;br /&gt;
&lt;br /&gt;
Compared to [[dining chair]]s and [[armchair]]s, kneel sheets provide more beauty, but less comfort. They are significantly cheaper than armchairs, and require different materials compared to dining chairs.&lt;br /&gt;
&lt;br /&gt;
Additionally, it has some utility in creating killboxes, due to providing the lowest cover in the game. It can be used to make raiders attempt to take cover in disadvantageous positions.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pew&amp;diff=178296</id>
		<title>Pew</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pew&amp;diff=178296"/>
		<updated>2026-03-29T16:50:26Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=General but also Acquisition and how it interacts with Ideoligions}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|misc&lt;br /&gt;
| name = Pew&lt;br /&gt;
| image = Pew.png&lt;br /&gt;
| description = A long bench where ritual participants can sit while listening to a speaker. Place it facing rituals and speeches to extend the duration of their positive effects.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Ideology (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 25&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 10&lt;br /&gt;
| comfort = 0.6&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| styledominance = 5&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 2400&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| has quality = true&lt;br /&gt;
| page verified for version = 1.3.3069&lt;br /&gt;
}}&lt;br /&gt;
A '''Pew''' is a building added by the [[Ideology DLC]]. It is used as a seat by pawns.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing a pew requires {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
In order to create a pew, the colony must have an [[ideoligion]] with pews selected.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Pews act as three-tiles-wide chairs. They can be used to eat at [[table]]s, and provide [[comfort]] when used while working.&lt;br /&gt;
&lt;br /&gt;
They can be selected as ritual seating for an [[ideoligion]], providing a quality bonus to some rituals, depending on how many pawns can sit at them. If there are not enough pews for all of the participating pawns to sit at, they will stand instead.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Pews of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Compared to the [[stool]], pews provide higher comfort and beauty, but are more expensive per available seat. Compared to [[dining chair]]s and [[armchair]]s, pews provide less comfort and beauty per tile, but can be made out of stone for cheap and non-flammable seating, and do not require research.&lt;br /&gt;
&lt;br /&gt;
As a ritual seat, their alternatives are [[kneel pillow]]s and [[kneel sheet]]s. In comparison, pews are made out of wall materials, rather than [[textile]]s. As textiles can be difficult to acquire when starting out, pews are somewhat better for the early game.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Moved from [[Misc]] to new [[Ideology (Buildings)|Ideology]] architect tab.&lt;br /&gt;
&lt;br /&gt;
{{Nav|ideology|wide}}&lt;br /&gt;
[[Category:Ideology (Buildings)]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grand_meditation_throne&amp;diff=178295</id>
		<title>Grand meditation throne</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grand_meditation_throne&amp;diff=178295"/>
		<updated>2026-03-29T16:50:16Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Grand meditation throne&lt;br /&gt;
| image = Grandthrone.png&lt;br /&gt;
| description = A massive, ornate chair, designed for a dignity-focused psycaster to sit and meditate. Reigning on a throne is a form of meditation that builds up psyfocus. For dignity psycasters, more impressive meditation thrones and thronerooms increase the rate of psyfocus gain.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| mass base = 100&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 350&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 30&lt;br /&gt;
| comfort = 0.9&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 40000&lt;br /&gt;
| stuff tags = Metallic, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 300&lt;br /&gt;
| resource 2 = Gold&lt;br /&gt;
| resource 2 amount = 75&lt;br /&gt;
| has quality = true&lt;br /&gt;
| room role = Throne room&lt;br /&gt;
}}&lt;br /&gt;
A '''grand meditation throne''' is a type of [[furniture]] which a designated noble colonist can sit on to meditate for recreation and to regain [[psyfocus]]&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also be found for sale at [[traders]] and as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A grand meditation throne will create a throne room. It can be used as by nobles as a [[meditation focus]]; in order for the throne to be used for meditation, you must assign a noble to it. Specifically, grand meditation thrones are required to meet the requirements of a [[Titles#Baron|Baron]] or higher.&lt;br /&gt;
&lt;br /&gt;
In addition to meditation, grand meditation thrones can be sat on in order to watch any of the three [[television]]s. Unlike the regular [[meditation throne]], it ''cannot'' be used as seating for [[table]]s, [[dining chair]]s, etc.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
The grand meditation throne is a Dignified [[meditation focus]], with a base strength of +15% psyfocus / day. If it is in a [[throne room]] that meets the pawns [[Throne#Throne rooms|requirements]], its focus strength is improved by 8%. It otherwise has the exact same meditation effectiveness as the regular [[meditation throne]], so it is more important to use the throne that meets the title's requirements. &lt;br /&gt;
&lt;br /&gt;
Additionally, both thrones' effectiveness are affected by room [[impressiveness]]. A grand meditation throne has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%) | x = 0, 30, 60, 100, 170, 200 | y = -5, 0, 4, 8, 10, 10 | xAxisMin = 0 | xAxisMax = 200 | yAxisMin = -5 | yAxisMax = 12 | xGrid = | yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a grand meditation throne with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Grand meditation thrones of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
Comfort is gained while meditating on the throne, or sitting to watch television.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grand meditation thrones are expensive and time consuming to build. They are only necessary if you want a Baron or higher. Otherwise, a regular [[meditation throne]] will give the exact same psyfocus gain to anyone of the [[Titles#Praetor|Praetor]] rank or below. The grand throne gives more comfort, but this is not usually worth the material cost or the large increase in [[wealth]]. Plus, an excellent regular throne gives the maximum {{+|10}} comfortable moodlet during meditation.&lt;br /&gt;
&lt;br /&gt;
Multiple people can share a throne room, but each noble requires a separate throne. If you are planning to [[Endings#Royal Ascent|host the High Stellarch]], then prepare another grand throne for them.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Renamed from '''Grand throne''' to '''Grand meditation throne''', and use was changed to psycaster meditation. &lt;br /&gt;
* ? - Beauty increased from 6 to 30.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error if cached throne becomes despawned.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meditation_throne&amp;diff=178294</id>
		<title>Meditation throne</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meditation_throne&amp;diff=178294"/>
		<updated>2026-03-29T16:50:10Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Meditation throne&lt;br /&gt;
| image = Throne south.png&lt;br /&gt;
| description = A large, ornate chair designed for a dignity-focused psycaster to sit and meditate. Reigning on a throne is a form of meditation that builds up psyfocus. For dignity psycasters, more impressive meditation thrones and thronerooms increase the rate of psyfocus gain.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 40&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 150&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 15&lt;br /&gt;
| comfort = 0.75&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 10000&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 125&lt;br /&gt;
| has quality = true&lt;br /&gt;
| room role = Throne room&lt;br /&gt;
}}&lt;br /&gt;
A '''meditation throne''' is a type of [[furniture]] which a designated noble colonist can sit on to meditate for recreation and to regain [[psyfocus]]. If placed at a [[table]], it can also be used like a regular chair - providing comfort and a place to eat and socialize. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
It can also be found for sale at [[traders]], as a [[quest]] reward, and in [[Empire]] [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A meditation throne will create a throne room. It can be used by nobles as a [[meditation focus]]; in order for the throne to be used for meditation, you must assign a noble to it. In addition, a meditation throne acts as seating, for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
=== Psyfocus ===&lt;br /&gt;
The meditation throne is a Dignified meditation focus, with a base strength of +15% psyfocus / day. If it is in a [[throne room]] that meets the pawns [[Throne#Throne rooms|requirements]], its focus strength is improved by 8%. It otherwise has the exact same meditation effectiveness as the [[Grand meditation throne]], so it is more important to use the throne that meets the title's requirements. &lt;br /&gt;
&lt;br /&gt;
Additionally, both thrones' effectiveness are affected by room [[Room_stats#Levels_of_impressiveness|impressiveness]]. A meditation throne has a maximum of +33% psyfocus / day in an Unbelievably impressive room that meets throne requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesensitivitybonus|0.15}}&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Impressiveness Value&lt;br /&gt;
! 0&lt;br /&gt;
! 30&lt;br /&gt;
! 60&lt;br /&gt;
! 100&lt;br /&gt;
! 170+&lt;br /&gt;
|- &lt;br /&gt;
! Description at Value&lt;br /&gt;
| Awful&lt;br /&gt;
| Mediocre&lt;br /&gt;
| Slightly Impressive&lt;br /&gt;
| Very Impressive&lt;br /&gt;
| Unbelievably Impressive &lt;br /&gt;
|- &lt;br /&gt;
!Strength Offset&lt;br /&gt;
| -5%&lt;br /&gt;
| +0%&lt;br /&gt;
| +4%&lt;br /&gt;
| +8%&lt;br /&gt;
| +10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Room Impressiveness | yAxisTitle = Strength Offset (%) | x = 0, 30, 60, 100, 170, 200 | y = -5, 0, 4, 8, 10, 10 | xAxisMin = 0 | xAxisMax = 200 | yAxisMin = -5 | yAxisMax = 12 | xGrid = | yGrid = }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
'''N.B.''' The room impressiveness descriptors only relate to descriptors the room will have at that specific value. The descriptors themselves do not control the value. A room with 50 room impressiveness will be listed &amp;quot;Slightly Impressive&amp;quot; but will not make the cut off for the 4% increase.&lt;br /&gt;
&lt;br /&gt;
=== Chair ===&lt;br /&gt;
Pawns can sit at a meditation throne as a chair, including for [[table|dining]], [[television]] watching, [[research bench]]es, etc. This is in contrast with a grand meditation throne, which can only be used for T.V. watching.&lt;br /&gt;
&lt;br /&gt;
All seating have a [[Comfort]] value. This is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a meditation throne with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect. Comfort varies by [[quality]] but not material. Meditation thrones of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Thrones are required for a throne room. A proper throne room is required to receive royal [[titles]] from Acolyte onwards. Without a throne, a noble will receive a {{--|6}} [[mood]]let, even if they are [[Ascetic]]. [[Titles#Baron|Barons]] or higher will need a [[grand meditation throne]] instead.&lt;br /&gt;
&lt;br /&gt;
You can combine throne rooms with Dining and Recreation rooms. This takes advantage of the high Impressiveness for all 3 rooms. If doing so, you might as well put a noble's throne in front of a [[table]] or recreation object. Note that production facilities cannot be in a non-Ascetic noble's throne room. Production facilities still need to be moved away if you want your Ascetic to accept a new [[title]].&lt;br /&gt;
&lt;br /&gt;
If spare thrones are available, such as when your noble has upgraded to the grand meditation throne, then you can place the regular meditation throne as a regular chair. You may want to keep/build a few meditation thrones if planning to take the [[Royal Ascent]] quest, as many of the Stellarch's guards will be royal psycasters.&lt;br /&gt;
&lt;br /&gt;
=== Chair ===&lt;br /&gt;
As a chair, thrones provide more comfort than [[stool]]s and [[dining chair]]s, but less than an [[armchair]]. Their only benefit over armchairs is material; armchairs require a [[textile]], while thrones can be made out of stone, wood, or metal. Compared to dining chairs, thrones have a higher [[Work To Make]] and require 70 more resources for only +0.05 more comfort. Thrones can be made out of stone, which could be useful in [[Biomes|wood-poor environment]]s. However, stone drastically increases the work required.&lt;br /&gt;
&lt;br /&gt;
Chairs in general are useful for preventing the &amp;quot;Uncomfortable&amp;quot; [[Mood#Situation Needs|mood debuff]], and can even grant mood buffs at high qualities. As long as it is being sat on, a normal [[quality]] meditation throne can maintain the {{+|6}} ''Very Comfortable'' [[mood]]let all day. Excellent quality thrones, with a comfort of 93%, will maintain {{+|10}} ''Luxuriantly Comfortable'' while being sat on. This is equal to 2 [[beer]]s a day, without the addiction chance or decreased manipulation. Excellent quality is relatively achievable - a level 13 constructor has a ~25% chance to build an excellent or better throne.&lt;br /&gt;
&lt;br /&gt;
Thus, every dining table, recreation item, and production bench that allows sitting should have at least some chair installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[poker table]]s and dining tables changed over last. However, if possible, armchairs should be used instead. &lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* ? - Renamed '''Throne''' to '''Meditation throne''', and use was changed to psycaster meditation.&lt;br /&gt;
* ? - Beauty increased from 4 to 15.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Fix: Pawns not gaining comfort from throne while meditating.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Error if cached throne becomes despawned.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Couch&amp;diff=178293</id>
		<title>Couch</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Couch&amp;diff=178293"/>
		<updated>2026-03-29T16:50:01Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Verify current content as its from the beta and expand}}&lt;br /&gt;
{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{infobox main|furniture&lt;br /&gt;
| name = Couch&lt;br /&gt;
| image = Couch south.png&lt;br /&gt;
| description = A large double-wide seat which is cushioned for maximum comfort. Perfect for a luxurious rec room or a homey reading nook.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 2 ˣ 1&lt;br /&gt;
| mass base = 70&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 160&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 8&lt;br /&gt;
| comfort = 0.85&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 20000&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| has quality = True&lt;br /&gt;
}}&lt;br /&gt;
'''Couches''' are a type of [[furniture]] up to two colonists can sit on at a time. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Couches are a form of seating. You need a seat in order to eat at a [[table]], play at a [[chess table]] or [[poker table]], or watch [[television]]. While sitting on a couch, comfort increases. They can also be placed in front of most [[production]] benches for comfort purposes. The orientation of the couch does not matter for any reason.&lt;br /&gt;
&lt;br /&gt;
Like other [[furniture]], they are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Couches of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Stub|section=1|reason=Basically missing analysis}}&lt;br /&gt;
More comfortable than armchairs, and cheaper in mats and time per person sitting. See other chair pages to get idea of what else goes here.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armchair&amp;diff=178292</id>
		<title>Armchair</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armchair&amp;diff=178292"/>
		<updated>2026-03-29T16:49:20Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Armchair&lt;br /&gt;
| image = Armchair.png&lt;br /&gt;
| description = A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.4&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 18&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 120&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| comfort = 0.8&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 14000&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 110&lt;br /&gt;
| has quality = True&lt;br /&gt;
}}&lt;br /&gt;
An '''armchair''' is a type of [[furniture]] which your colonists can sit on. Armchairs can be placed at [[table]]s to eat and other buildings to be sat on. Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Armchairs are a form of seating. You need a seat in order to eat at a [[table]], play at a [[chess table]] or [[poker table]], or watch [[television]]. While sitting on an armchair, comfort increases. They can also be placed in front of most [[production]] benches for comfort purposes. The orientation of the armchair does not matter for any reason.&lt;br /&gt;
&lt;br /&gt;
Like other [[furniture]], they are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases, only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Armchairs of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]]. This makes armchairs difficult to acquire early on, but very affordable once your colony has established itself. Bulk textiles can easily be obtained via hunting, shearing tamed animals with [[wool]] (like [[alpaca]]s or [[muffalo]]s), or a [[cotton plant|cotton]] farm. The material used does not affect comfort, though it has an effect on beauty, hitpoints, flammability and value.&lt;br /&gt;
&lt;br /&gt;
Chairs in general, and armchairs in particular are useful for preventing the &amp;quot;Uncomfortable&amp;quot; [[Mood#Situation Needs|mood debuff]] and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal [[quality]] armchair will maintain the &amp;quot;Very Comfortable&amp;quot; buff ({{+|6}}) all day. Once excellent quality armchairs are available, with a comfort level of 99%, the armchair can maintain the {{+|10}} bonus all day. This is a significant bonus, equivalent to a drinking 2 [[beer]]s a day but without the time constraint and without the cost, the addiction chance, or decreased [[manipulation]]. It is also relatively achievable once sufficient textiles are available - with a level 13 constructor has a ~25% chance to build an excellent or better armchair.&lt;br /&gt;
&lt;br /&gt;
Thus, every dining table, recreation item, and production bench that allows sitting should eventually have armchairs installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[telescope]]s and tables changed over last. On 500% threat scale, you may not want armchairs right away due to [[wealth management]], but an armchair's wealth is not significant even in Losing is Fun.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
For any [[textile]], armchairs are the most efficient ''Constructed'' building in terms of Value / Material. However, all buildings incur a x0.7 [[Sell Price Multiplier]]; you must make at least a good armchair in order to make some amount of profit. So unless you have a great constructor, but no competent crafters, you should make [[duster]]s or [[formal vest]]s {{RoyaltyIcon}} / [[corset]]s {{RoyaltyIcon}} for cash instead. However, if Value / Crafter's Time is more important, regardless of material consumption, then other items like [[tribalwear]] are more desirable.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stool&amp;diff=178291</id>
		<title>Stool</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stool&amp;diff=178291"/>
		<updated>2026-03-29T16:49:11Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Stool&lt;br /&gt;
| image = Stool north.png&lt;br /&gt;
| description = A simple platform on which to sit. Not very comfortable, but much better than nothing. Can be used at tables, work stations, and elsewhere.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.2&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 3&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 75&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| comfort = 0.5&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| has quality = true&lt;br /&gt;
}}&lt;br /&gt;
A '''stool''' is a type of [[furniture]] which your colonists can sit on. Stools can be placed at [[table]]s and other buildings to be sat on. It is the least comfortable type of seat.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Stools are a form of seating. You need a seat in order to eat at a [[table]], play at a [[chess table]] or [[poker table]], or watch [[television]]. While sitting on a stool, comfort increases. They can also be placed in front of most [[production]] benches for comfort purposes. The orientation of the stool does not matter for any reason.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Stools of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Stools are the cheapest and least comfortable seating, below [[dining chair]]s and [[armchair]]s. They require no research or Construction skill to make. They can also be made from [[stone]], as well as wood or metals. They are the first available seating for a [[New Tribe]], can be used as cheap furniture for [[prison]] cells, and can see use in [[Biomes|wood-poor environment]]. &lt;br /&gt;
&lt;br /&gt;
If you want the cheapest option for a table, use a stool. Otherwise, stools ''can'' be placed in front of production buildings for comfort. But the gain is minimal - even before considering alternatives. &lt;br /&gt;
&lt;br /&gt;
Any stool below Excellent quality will never provide enough comfort for any ''Comfortable'' moodlet, only preventing  {{--|3}} ''Uncomfortable''.  A pawn resting in a normal [[bed]] with any [[end table]] and [[dresser]] reaches 85% comfort in 1.4 hours of rest. It then takes over 18 hours before reaching Uncomfortable. Pawns can get uncomfortable during extended [[draft|combat]] situations. However, assigning pawns to &amp;quot;nap&amp;quot; in the middle of the day prevents discomfort at all, whilst keeping them awake.&lt;br /&gt;
&lt;br /&gt;
[[New Tribe]]s won't have access to beds, end tables / dressers, or dining chairs, so will become uncomfortable faster. But even then, stools can largely be forgone. Unless you're stuck in [[sleeping spot]] or Awful bed/bedroll, it is a very small comfort bonus. If your builder created an awful bed, chances are that they'll make an awful stool, too.  &lt;br /&gt;
&lt;br /&gt;
A legendary stool can maintain a {{+|8}} ''Extremely Comfortable'' [[mood]]let all day. However, even a good [[armchair]] provides more comfort, and is significantly more likely to be created.&lt;br /&gt;
&lt;br /&gt;
=== Cover baiting ===&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]] to predictably position them without affording them too much of an advantage. However, an [[animal sleeping box]] provides only 15% cover for the same materials and less work to make. If animals are prevented from using the sleeping box, it can make better cover bait. Further, if using [[Ideology (DLC)]] with an Ideoligion that has the [[kneel pillow]], its 5% cover can be an even more effective option.&lt;br /&gt;
&lt;br /&gt;
=== Resource Compression ===&lt;br /&gt;
A niche use for the stool is resource compression for [[caravan]]ing or using [[transport pod]]s. A constructed stool has a base mass of 3 kg, but can be deconstructed into 12-13 units of its component material (or x10 for small volume materials). For example, 25 units of [[steel]] can be compressed into a 3 kg stool, which then gets deconstructed for at least {{#expr: {{Q|Steel|Mass Base}}*12}} kg, allowing you to carry at least twice the steel you normally would. You will lose 50% of the invested resources deconstructing the stool, but, if the alternative is abandoning 50% of the material anyway due to weight restrictions, there is no reason not to do so if time permits.&lt;br /&gt;
&lt;br /&gt;
However, [[plant pot]]s are even lighter, take less work to create, and do not suffer from rounding losses.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|NoCategory}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Stool north.png|Base Variant&lt;br /&gt;
Morbid stool.png|Morbid Variant&lt;br /&gt;
Totemic stool.png|Totemic Variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Stool north.png|Facing north/south&lt;br /&gt;
Stool east.png|Facing east/west&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Shelves, chairs and stools don't have style dominance.&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chairs&amp;diff=178290</id>
		<title>Chairs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chairs&amp;diff=178290"/>
		<updated>2026-03-29T16:46:50Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=super-page with mechanics, comparison, etc. similar to sleep furniture. Also needs interlinking.}}&lt;br /&gt;
&lt;br /&gt;
'''Chairs''' are a type of building that human pawns can sit on. Chairs provide [[Comfort]].&lt;br /&gt;
&lt;br /&gt;
== List of chairs ==&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Armchair]]&lt;br /&gt;
* [[Couch]]&lt;br /&gt;
* [[Meditation throne]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Grand meditation throne]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Pew]]{{IdeologyIcon}}&lt;br /&gt;
* [[Kneel sheet]]{{IdeologyIcon}}&lt;br /&gt;
* [[Kneel pillow]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Some recreation buildings require adjacent seating to be usable. These buildings are [[chess table]], [[poker table]], and all [[television]]s. Additionally, pawns will find seating before reading a [[books|book]]. Some, but not all, workstations allow the pawn to sit on them and gain comfort while working.&lt;br /&gt;
&lt;br /&gt;
Chairs can be rotated, but their facing does not matter as colonists can use workstations and recreation buildings even if the chair they are sitting on faces the wrong direction. This can be used to have the same chair be useable for multiple buildings.&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons| {{{?Name}}} }}&lt;br /&gt;
| {{#if: {{{?R1}}}|{{Required Resources|{{{?Name}}}|simple=1}}|—}}&lt;br /&gt;
| {{{?Comfort}}}&lt;br /&gt;
| {{{?Size}}}&lt;br /&gt;
| {{#switch: {{{?Name}}}|Couch = 2|Kneel sheet = 4|Pew = 3|#default = 1}}&lt;br /&gt;
| {{#ifeq: {{{?Quality}}} | true | {{Check}} | {{Cross}} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Furniture&lt;br /&gt;
! Resources to make&lt;br /&gt;
! Comfort&lt;br /&gt;
! Size&lt;br /&gt;
! Seats&lt;br /&gt;
! Has quality{{Ref label|Quality|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Chair]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Resource 1 = ?R1&lt;br /&gt;
 | ?Stuff Tags = ?Stuff&lt;br /&gt;
 | ?Comfort Base = ?Comfort&lt;br /&gt;
 | ?Size = ?Size&lt;br /&gt;
 | ?Has Quality = ?Quality&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Chairs&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Note|Quality|A}} For the effects of qualities, see [[quality]] or the individual pages.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since comfort increases at the same rate so long as the furniture comfort is below the pawn's comfort need, there is no benefit to chair comfort above 100%. Consider different chair types at expected qualities and see if you can reduce flammability, opportunity cost, and/or wealth and/or increase beauty while still retaining optimum comfort.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture|#Chairs]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chairs&amp;diff=178289</id>
		<title>Chairs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chairs&amp;diff=178289"/>
		<updated>2026-03-29T16:44:52Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: not much to compare&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=super-page with mechanics, comparison, etc. similar to sleep furniture. Also needs interlinking. Category}}&lt;br /&gt;
&lt;br /&gt;
'''Chairs''' are a type of building that human pawns can sit on. Chairs provide [[Comfort]].&lt;br /&gt;
&lt;br /&gt;
== List of chairs ==&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Armchair]]&lt;br /&gt;
* [[Couch]]&lt;br /&gt;
* [[Meditation throne]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Grand meditation throne]]{{RoyaltyIcon}}&lt;br /&gt;
* [[Pew]]{{IdeologyIcon}}&lt;br /&gt;
* [[Kneel sheet]]{{IdeologyIcon}}&lt;br /&gt;
* [[Kneel pillow]]{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Some recreation buildings require adjacent seating to be usable. These buildings are [[chess table]], [[poker table]], and all [[television]]s. Additionally, pawns will find seating before reading a [[books|book]]. Some, but not all, workstations allow the pawn to sit on them and gain comfort while working.&lt;br /&gt;
&lt;br /&gt;
Chairs can be rotated, but their facing does not matter as colonists can use workstations and recreation buildings even if the chair they are sitting on faces the wrong direction. This can be used to have the same chair be useable for multiple buildings.&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons| {{{?Name}}} }}&lt;br /&gt;
| {{#if: {{{?R1}}}|{{Required Resources|{{{?Name}}}|simple=1}}|—}}&lt;br /&gt;
| {{{?Comfort}}}&lt;br /&gt;
| {{{?Size}}}&lt;br /&gt;
| {{#switch: {{{?Name}}}|Couch = 2|Kneel sheet = 4|Pew = 3|#default = 1}}&lt;br /&gt;
| {{#ifeq: {{{?Quality}}} | true | {{Check}} | {{Cross}} }}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Furniture&lt;br /&gt;
! Resources to make&lt;br /&gt;
! Comfort&lt;br /&gt;
! Size&lt;br /&gt;
! Seats&lt;br /&gt;
! Has quality{{Ref label|Quality|A}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Category:Chair]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Resource 1 = ?R1&lt;br /&gt;
 | ?Stuff Tags = ?Stuff&lt;br /&gt;
 | ?Comfort Base = ?Comfort&lt;br /&gt;
 | ?Size = ?Size&lt;br /&gt;
 | ?Has Quality = ?Quality&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Chairs&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Note|Quality|A}} For the effects of qualities, see [[quality]] or the individual pages.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Since comfort increases at the same rate so long as the furniture comfort is below the pawn's comfort need, there is no benefit to chair comfort above 100%. Consider different chair types at expected qualities and see if you can reduce flammability, opportunity cost, and/or wealth and/or increase beauty while still retaining optimum comfort.&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sleep_furniture&amp;diff=178288</id>
		<title>Sleep furniture</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sleep_furniture&amp;diff=178288"/>
		<updated>2026-03-29T16:23:24Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Examples */ automated lists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Its half complete?}}&lt;br /&gt;
'''Sleep furniture''' refers to all the [[buildings]], [[spot]]s, and [[furniture]] that allow pawns to [[sleep]] on them to provide additional [[Rest Effectiveness]], [[Comfort]], and [[Surgery Success Chance Factor]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This term is never used in-game. It is used here only to discuss the general class of similar objects without being confused for specific examples, such as [[bed]], or implicitly excluding other classes of furniture for sleeping, such as [[sleeping spot]]s or [[bedroll]]s.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
The following are the current examples present in game:&lt;br /&gt;
&amp;lt;ul class=ul-column-width-200&amp;gt;&amp;lt;li&amp;gt;{{#ask: [[Name::!~Animal*]] [[Rest Effectiveness::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals equivalents are:&lt;br /&gt;
&amp;lt;ul class=ul-column-width-200&amp;gt;&amp;lt;li&amp;gt;{{#ask: [[Name::~Animal*]] [[Rest Effectiveness::+]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sleep furniture facilities are:&lt;br /&gt;
* [[Dresser]] (for {{#ask: [[Facility::Dresser]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[End table]] (for {{#ask: [[Facility::End table]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[Vitals monitor]] (for {{#ask: [[Facility::Vitals monitor]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
* [[Sleep accelerator]]{{IdeologyIcon}} (for {{#ask: [[Facility::Sleep accelerator]] | format = template | template = DLC Icons | link = none | sep = ,&amp;amp;nbsp; | sort = From DLC, Name}})&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Colonists will sleep on a piece of sleep furniture that they are assigned to, according to their [[schedule]]. If unassigned, colonists will automatically assign themselves to an empty example. This can be overridden with the ''&amp;quot;Set owner&amp;quot;'' button. Rooms will turn into a bedroom if there is 1 item of sleep furniture, or a barracks if there are multiple. Colonists prefer separate bedrooms, and receive [[mood]]lets depending on how [[room stats|Impressive]] their room is. Impressiveness is based on [[Wealth]], [[Space]], [[Beauty]], and [[Cleanliness]].&lt;br /&gt;
&lt;br /&gt;
Sleep furniture can also be assigned to a special purpose:&lt;br /&gt;
*'''For Colonists:''' Reserve for [[colonists]]. Colonists will only automatically assign themselves to sleep furniture designated like this. This is the default option but swapping back from the other options below will require selecting this mode. They are colored green.&lt;br /&gt;
*'''For Prisoner:''' Reserve for [[prisoner]]s, creating a [[prison]]. Prison beds must be in an enclosed [[room]] (walls, doors, and other impassible objects count). Colonists and prisoners can't share the same room; when one is set to prisoner, all sleep furniture in the room is set to prisoner. There must be an empty prison piece of sleep furniture in order to capture prisoners or arrest pawns. They are colored orange.&lt;br /&gt;
*'''For Slave:'''{{IdeologyIcon}} Reserve for [[slave]]s. Unlike prisoners, colonists and slaves can sleep in the same room, though colonists get a {{--|3}} moodlet for doing so. They are colored yellow.&lt;br /&gt;
*'''Medical:''' Removes ownership. Pawns will rest in medical sleep furniture whenever they are [[sick]] or [[injury|injured]], and rescuers will prioritize bringing a pawn to them. Selecting colonists and slaves that are sick, injured, or have an operation scheduled allows them to be ordered to ''&amp;quot;rest until healed&amp;quot;'' via the right click menu of a medical bed. The pawn will then go to that bed and sleep there instead of at their designated beds, and instead of doing their regular tasks. At any time, the colonist can be given another task and, if they can move, they will leave the bed and perform that task. Does not overwrite bed designation - a medical bed can be for colonists, prisoners, or slaves. They are colored blue.&lt;br /&gt;
&lt;br /&gt;
=== Sharing beds ===&lt;br /&gt;
Some sleep furniture can have two pawns sleep on them at the same time and can be assigned to up to two pawns at a time. These are all 2-tiles wide and 2-tiles long and, with some exceptions, are typically denoted with the word &amp;quot;double&amp;quot; in the name. These include:&lt;br /&gt;
* [[Double bed]]&lt;br /&gt;
* [[Royal bed]]&lt;br /&gt;
* [[Double bedroll]]&lt;br /&gt;
* [[Double sleeping spot]]&lt;br /&gt;
* [[Slab double bed]]{{IdeologyIcon}}&lt;br /&gt;
* [[Rusted double bed]] {{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
Pawns dislike sharing a bed with others that they are not in a [[Romance|relationship]] with, and experience a mood penalty{{Check Tag|Details|Use thought template}} dependent on their [[opinion]] of the pawn they are sharing the bed with ranging from {{--|10}} at {{--|100}} opinion, increasing by {{+|1}} for every {{+|20}} opinion to a maximum of '''-0''' mood at {{+|100}} opinion. &lt;br /&gt;
&lt;br /&gt;
Pawns do not require sleeping in the same bed as the pawn they are in a relationship with to avoid a mood penalty,{{Check Tag|Details|Use thought template}} simply having a bed in the same room as the their partner's bed is sufficient, however sharing a bed is required for [[lovin']].&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
&lt;br /&gt;
=== Deathrest ===&lt;br /&gt;
{{Biotech|section =1}}&lt;br /&gt;
{{stub|section=1|reason =general}}&lt;br /&gt;
{{Main|Deathrest}}&lt;br /&gt;
Pawns can [[deathrest]] on all sleeping furniture that is under a [[roof]].&lt;br /&gt;
&lt;br /&gt;
{{Deathrest Time Table}}&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Furniture&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none solid none none;&amp;quot; | Resources to make&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rest effectiveness&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none none none solid;&amp;quot; | Surgery Success Chance Factor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none solid none none;&amp;quot; | Immunity Gain Speed Factor&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Comfort&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border:#428659 1px; border-style: none none none solid;&amp;quot; | Facilities&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Has quality{{Ref label|Quality|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Normal&amp;lt;br/&amp;gt;(made from {{Icon Small|Stone blocks}})&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | With {{Icon Small|Sleep accelerator}}&amp;lt;br/&amp;gt;(made from {{Icon Small|Stone blocks}})&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | Normal&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | With {{Icon Small|Dresser}} OR {{Icon Small|End table}}&lt;br /&gt;
! style=&amp;quot;background-color:#52a76f; border:#428659 1px; border-style: solid none none none;&amp;quot; | With {{Icon Small|Dresser}} AND {{Icon Small|End table}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Rest Effectiveness::+]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Resource 1 = ?R1&lt;br /&gt;
 | ?Rest Effectiveness = ?Rest&lt;br /&gt;
 | ?Stuff Tags = ?Stuff&lt;br /&gt;
 | ?Surgery Success Chance Factor = ?Surgery&lt;br /&gt;
 | ?Immunity Gain Speed Factor = ?Immunity&lt;br /&gt;
 | ?Comfort Base = ?Comfort&lt;br /&gt;
 | ?Facility = ?Facility&lt;br /&gt;
 | ?Has Quality = ?Quality&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Sleep Furniture Table Row&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Note|Quality|A}} For the effects of qualities, see [[quality]] or the individual pages.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture|#Sleep furniture]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dining_chair&amp;diff=178286</id>
		<title>Dining chair</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dining_chair&amp;diff=178286"/>
		<updated>2026-03-29T16:03:16Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: redirect target changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|altphrase=For other types of seats, see|Chairs}}&lt;br /&gt;
{{Infobox main|furniture&lt;br /&gt;
| name = Dining chair&lt;br /&gt;
| image = Dining chair south.png&lt;br /&gt;
| description = A comfortable and attractive chair. Can be used at tables, work stations, and elsewhere.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = 8&lt;br /&gt;
| comfort = 0.7&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| has quality = true&lt;br /&gt;
}}&lt;br /&gt;
A '''dining chair''' is a type of [[furniture]] which your colonists can sit on. Dining chairs can be placed in front of [[table]]s and other buildings to be sat on. When of equivalent quality, it is more comfortable than a [[stool]] but less comfortable than an [[armchair]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Unlike [[stool]]s, chairs cannot be made of [[stone]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A dining chair is a form of seating. You need a seat in order to eat at a [[table]], play at a [[chess table]] or [[poker table]], or watch [[television]]. While sitting on a chair, comfort increases. They can also be placed in front of most [[production]] benches for comfort purposes. The orientation of the chair does not matter for any reason.&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how high a pawn can refill their comfort meter while using the piece of furniture. A pawn sitting in a chair with a higher comfort value can achieve a higher level. It does not affect the rate at which comfort increases only the maximum level. Comfort levels over 100% have no additional effect.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Dining chairs of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Dining chairs are middle-tier seating, between [[stool]]s and [[armchair]]s in quality. Stools are less comfortable, take less time and resources to make, and can also be made from [[stone]]. Armchairs are more comfortable, but can only be made from [[textile]]s.&lt;br /&gt;
&lt;br /&gt;
Some form of seating is essential for dining, and will help prevent the {{--|3}} ''Uncomfortable'' [[mood]]let. High quality chairs will even give a mood buff when sat on. A normal [[quality]] dining chair will maintain the {{+|4}} ''Comfortable'' buff, while a masterwork chair can reach {{+|10}} all day. This is equal to permanently drinking 2 [[beer]]s a day, without the increased social fights, addiction chance, or cost of producing 2 beers every day.&lt;br /&gt;
&lt;br /&gt;
Every dining table, recreation item, and production bench that allows sitting should have at least some chair installed on them. However, comfort is gained for the duration a colonist sits on the chair. Therefore, prioritize your higher-quality chairs for sedentary jobs, like [[stove]]s or [[research bench]]es. Objects that see less continuous use, like [[telescope]]s or tables, should be given lesser priority.&lt;br /&gt;
&lt;br /&gt;
Eventually, you should upgrade to [[armchair]]s, with the same priority to the aforementioned production and research benches. A masterwork dining chair provides max (100%) comfort. However, an excellent armchair gives 99% comfort - giving the same {{+|10}} moodlet when sat on - and is significantly easier to create. It is suggested to build armchairs for comfort whenever possible, but masterwork/legendary dining chairs should be kept.&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{Ideology|NoCategory}}&lt;br /&gt;
[[Ideoligion]]s allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style. Dining chairs are affected by the [[Ideoligion#Styles|totemic style]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dining chair east.png|Base variant facing east&lt;br /&gt;
Dining chair north.png|Base variant facing north&lt;br /&gt;
Dining chair south.png|Base variant facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Totemic dining chair east.png|Totemic variant facing east {{IdeologyIcon}}&lt;br /&gt;
Totemic dining chair north.png|Totemic variant facing north {{IdeologyIcon}}&lt;br /&gt;
Totemic dining chair south.png|Totemic variant facing south {{IdeologyIcon}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[File:Dining chair variants.png|left|thumb|'''Rows (top to bottom):''' Base variant, Totemic variant {{IdeologyIcon}}&amp;lt;br/&amp;gt;'''Columns (left to right):''' Wood, Steel, Silver, Uranium, Plasteel, Gold]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added&lt;br /&gt;
* [[Ideology DLC]] Release - Received styles via new [[Ideoligion]] [[style]] system. &lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Fix: Shelves, chairs and stools don't have style dominance.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dining chair old.png|First dining chair sprite&lt;br /&gt;
Dining chair old 2.png|Second dining chair sprite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|furniture|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178285</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178285"/>
		<updated>2026-03-29T15:58:33Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Bonding */ thought template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a more general overview|Animals}}&lt;br /&gt;
All [[animals]] in Rimworld can be tamed, providing certain benefits to the colony. Some animals can be trained, others require enclosed spaces ([[pen]]) to remain in the colony, and yet others can lose its tame state if left alone for too long.&lt;br /&gt;
&lt;br /&gt;
Any animal that requires a [[pen]] to remain on the colony is considered a farm animal and can't be trained&amp;lt;ref&amp;gt;This is not an intrinsic property, just so happens that every currently implemented pen animal lacks the ability to be trained.&amp;lt;/ref&amp;gt;. Farm animals don't lose tameness due to wildness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are five options to obtain tamed animals. Having them as starting pet's, taming wild animals, buying them from traders and getting them from events.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
[[File:TameButton.png|64px|left|link=]]&lt;br /&gt;
Wild animals may be marked for taming using the Tame order.&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using non-meal, non-drug food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food.&lt;br /&gt;
&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
{{for|the calculation details|Tame Animal Chance}}&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
The net effect of the curve above is the expression &amp;lt;code&amp;gt;2*(1-wildness)&amp;lt;/code&amp;gt;. The minimum value it can take is '''0''' at 100% wildness while the max is '''2'''(duplicates chance) at 0% wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[alpha thrumbo]].{{OdysseyIcon}} Assuming 20 [[Skill#Animal skill|Animal skill]], the base taming chance is 1.28%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. If wildness is above 0% (shown on the wildlife tab), the animals requires maintenance to not revert into its wild state. Farm animals will remain tamed regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
{{for|the calculation details|Minimum Handling Skill}}&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
Any animal with 0% wildness can be handled even with 0 skill. This list includes but is not limited to: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
The highest minimum skill required by any animal in Core is 10, which is required by both the [[Megasloth]] (97% wildness) and [[Thrumbo]] (98.5% wildness). This increases to 14 with the [[DLC]] enabled, such as the [[alpha thrumbo]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and are always bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, for example a Husky has a {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% chance of being selected with the highest handling skill at 0, while at level 10+ the chance is only {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% (assuming all DLCs are active). Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum0|{{#expr:{{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum2|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;2]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum3|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;3]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum4|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;4]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum5|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;5]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum6|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;6]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum8|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;8]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum9|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;9]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSumMax|{{#expr:{{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
{{!}} {{{?Minimum Handling Skill}}}&lt;br /&gt;
{{!}} {{{?Petness}}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} = 0 | {{#expr: {{{?Petness}}} / {{#var:petnessSum0}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 3 | {{#expr: {{{?Petness}}} / {{#var:petnessSum2}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 4 | {{#expr: {{{?Petness}}} / {{#var:petnessSum3}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 5 | {{#expr: {{{?Petness}}} / {{#var:petnessSum4}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 6 | {{#expr: {{{?Petness}}} / {{#var:petnessSum5}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 7 | {{#expr: {{{?Petness}}} / {{#var:petnessSum6}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 9 | {{#expr: {{{?Petness}}} / {{#var:petnessSum8}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 10 | {{#expr: {{{?Petness}}} / {{#var:petnessSum9}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#expr: {{{?Petness}}} / {{#var:petnessSumMax}} * 100 round 2 }} %&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Handling skill&amp;lt;br/&amp;gt;required&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Petness&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Chance with max handling skill:&lt;br /&gt;
|- {{#vardefine:style|style=&amp;quot;background-color:#52a76f; border-color:#428659&amp;quot;}}&lt;br /&gt;
! {{#var:style}} | 0 !! {{#var:style}} | 2 !! {{#var:style}} | 3 !! {{#var:style}} | 4 !! {{#var:style}} | 5 !! {{#var:style}} | 6 !! {{#var:style}} | 8 !! {{#var:style}} | 9 !! {{#var:style}} | Max&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Petness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Minimum Handling Skill = ?Minimum Handling Skill&lt;br /&gt;
 | ?Petness = ?Petness&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Animal husbandry&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buying ===&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
Animals bought from [[trader]]s are always tamed. Different types of traders have different kinds of animals in stock.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The events [[Events#Animal self-tamed|animals join]] and [[animal self-tamed]] give your colony tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Nuzzling ===&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist {{Thought|desc=A cute animal nuzzled me|label=Nuzzled|value=+4|multi=0.5|stack=3|duration=1}} or {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|multi=0.5|stack=3|duration=1}} {{Check Tag|test|How do these two stages interact?}}. Animals can nuzzle anyone regardless of handling skill unless they are a [[psychopath]] or [[inhumanized]] {{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Nuzzle {{MTB}} in hours&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Nuzzle Mtb Hours::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Nuzzle Mtb Hours&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and [[#Starting pets|starting pets]] have a chance to start the game bonded with a random starting colonist. A bond gives the following [[mood]] effects to non-[[psychopath]]ic or [[inhumanized]]{{AnomalyIcon}} pawns. All moodlets stack with each other.&lt;br /&gt;
* {{Thought|desc=Being together with my bonded animal makes me feel better.|label=Bonded animal's [[#Training|master]]|value=+5|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be together with my bonded animals.|label=Not bonded animal's master|value=-3|stack=1}}&lt;br /&gt;
* {{Thought|desc=My special bonded animal was given away!|label=Bonded animal given away|value=-10|stack=10|duration=60}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 10 times for a maximum of -100 or 2 times for a maximum of -20 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal died|value=-8|stack=5|duration=20}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 300 times for a maximum of -3000 or 10 times for a maximum of -100 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal lost|value=-8|stack=5|duration=20}}&lt;br /&gt;
* {{Thought|desc=My bonded animal was banished!|label=Bonded animal banished|value=-6|stack=5|duration=6}}&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. Why did it have to go?|label=Bonded animal released|value=-5|stack=5|duration=15}}&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.&lt;br /&gt;
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 [[Bond Chance Factor|multiplier on bonding chance]]. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation. Pawns converted into a non-bonding ideoligion will renounce all their bonds at the moment of conversion.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier for their master to train (5x multiplier on chance). Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[manhunter]], in which it will attack all nearby entities, or [[confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey training options and effects}}&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Orders Table'''&lt;br /&gt;
!colspan=2 | Orders !! Training &amp;lt;br/&amp;gt;intelligence&amp;lt;br/&amp;gt; required || Steps || Description&lt;br /&gt;
|- id=&amp;quot;Guard&amp;quot;&lt;br /&gt;
! Guard !! [[File:Obedience.png|link=]]&lt;br /&gt;
| Simple || 3 || style=&amp;quot;text-align: left;&amp;quot;| An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. &amp;lt;br/&amp;gt;Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent {{+|5}} moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent {{--|3}} moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals&lt;br /&gt;
|- id=&amp;quot;Attack&amp;quot;&lt;br /&gt;
! Attack !! [[File:Release.png|link=]] &lt;br /&gt;
| Intermediate || 5 || style=&amp;quot;text-align: left;&amp;quot;| Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
|- id=&amp;quot;Rescue&amp;quot;&lt;br /&gt;
! Rescue !! [[File:Rescue.png|link=]]&lt;br /&gt;
| Advanced || 2 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&amp;lt;!-- On vanilla, a Labrador's 0.75 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
! Haul !! [[File:Haul_animal.png|link=]]&lt;br /&gt;
| Advanced || 7 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in hauling will [[haul]] just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but this requirement is lesser than for rescuing. &amp;lt;br/&amp;gt;Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&amp;lt;!-- On vanilla, a carrier's 0.667 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
&lt;br /&gt;
[[File:SlaughterButton.png|64px|left|link=]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the &amp;quot;euthanize by cut&amp;quot; [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Auto-Slaughter ====&lt;br /&gt;
[[File:Autoslaughter.png|thumb|left|200px|Auto-slaughter menu]]&lt;br /&gt;
Via the Animals button on the bottom bar is a &amp;quot;Manage auto-slaughter..&amp;quot; option. Auto-slaughter allows the player to automatically cull animals above a defined threshold. &lt;br /&gt;
&lt;br /&gt;
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.&lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&lt;br /&gt;
==== Caravans ====&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
==== Release to Wild ====&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
==== Trade goods ====&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
Certain tame animals produce {{Icon Small|eggs}} [[eggs]], {{Icon Small|milk}} [[milk]], {{Icon Small|wool}} [[wool]], or {{Icon Small|chemfuel}} [[chemfuel]]. Milking (including chemfuel) and shearing sometimes fails, which is indicated with a brief &amp;quot;product wasted&amp;quot; message. This and the amount of wool, milk or chemfuel respectively is dependent on the [[Animal Gather Yield]] stat of the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
{{Main|Eggs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
{{Main|Milk}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking&amp;lt;br/&amp;gt;Interval !! Milk/Day&amp;lt;br/&amp;gt;(Average) !! Milk / food consumed&amp;lt;br/&amp;gt;per day !! Nutrition / food consumed&amp;lt;br/&amp;gt;per day&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}&lt;br /&gt;
&lt;br /&gt;
=== Wool ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Name !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Name&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chemfuel ===&lt;br /&gt;
{{Main|Chemfuel}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
=== Grazing wild plants ===&lt;br /&gt;
Letting your animals graze is one of the easiest way to feed your [[herbivorous]], omnivorous grazer and dendrovorous animals. While the later can only &amp;quot;graze&amp;quot; live [[tree]]s, the former two can eat all other living [[plant]]s. Depending on the animals in the colony it might therefore be beneficial to cut all trees or other plants respectively in the grazing area.&lt;br /&gt;
&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature|Plants]] for more info.&lt;br /&gt;
&lt;br /&gt;
While grazing might need the least amount of work, it can also be highly inefficient for smaller animals. Most wild plants have 0.5 nutrition (except the rather uncommon {{#ask: [[Category:Plants]] [[Type2::Wild]] [[Nutrition::&amp;lt;&amp;lt;0.5]] | format = template | template = DLC Icons | sort = From DLC, Name | sep = ,&amp;amp;nbsp; | link = none}}). The amount of nutrition an animal can hold is dependent on its [[body size]] and its life stage. They will start eating as soon as they hold less than 25 % of the maximum nutrition they can hold (see [[saturation]] for more info). This means all adult animals with a body size below {{#expr: 2/3 round 2}} will start eating before they can fit the full 0.5 nutrition of most plants, with the excess getting wasted. This is even more pronounced for baby and juvenile animals since they are smaller. Only species that have an adult body size of at least {{#expr: 2/3/0.75 round 2}} will not be overeating when juvenile and with an adult body size of at least {{#expr: 2/3/0.6 round 2}} as babies as well.&lt;br /&gt;
&lt;br /&gt;
=== Growing haygrass ===&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
In effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
=== Corpse freezer ===&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
== Raising ==&lt;br /&gt;
=== Pens ===&lt;br /&gt;
{{main|Pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Pet care ===&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk Nutrition + Meat Nutrition)/Consumption&amp;quot;&amp;gt;Overall Nutrition Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk Nutrition + Meat Nutrition)/Consumption&amp;quot;&amp;gt;Overall Nutrition Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178279</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178279"/>
		<updated>2026-03-29T11:32:55Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: no longer a stub regarding nuzzling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a more general overview|Animals}}&lt;br /&gt;
All [[animals]] in Rimworld can be tamed, providing certain benefits to the colony. Some animals can be trained, others require enclosed spaces ([[pen]]) to remain in the colony, and yet others can lose its tame state if left alone for too long.&lt;br /&gt;
&lt;br /&gt;
Any animal that requires a [[pen]] to remain on the colony is considered a farm animal and can't be trained&amp;lt;ref&amp;gt;This is not an intrinsic property, just so happens that every currently implemented pen animal lacks the ability to be trained.&amp;lt;/ref&amp;gt;. Farm animals don't lose tameness due to wildness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are five options to obtain tamed animals. Having them as starting pet's, taming wild animals, buying them from traders and getting them from events.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
[[File:TameButton.png|64px|left|link=]]&lt;br /&gt;
Wild animals may be marked for taming using the Tame order.&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using non-meal, non-drug food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food.&lt;br /&gt;
&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
{{for|the calculation details|Tame Animal Chance}}&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
The net effect of the curve above is the expression &amp;lt;code&amp;gt;2*(1-wildness)&amp;lt;/code&amp;gt;. The minimum value it can take is '''0''' at 100% wildness while the max is '''2'''(duplicates chance) at 0% wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[alpha thrumbo]].{{OdysseyIcon}} Assuming 20 [[Skill#Animal skill|Animal skill]], the base taming chance is 1.28%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. If wildness is above 0% (shown on the wildlife tab), the animals requires maintenance to not revert into its wild state. Farm animals will remain tamed regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
{{for|the calculation details|Minimum Handling Skill}}&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
Any animal with 0% wildness can be handled even with 0 skill. This list includes but is not limited to: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
The highest minimum skill required by any animal in Core is 10, which is required by both the [[Megasloth]] (97% wildness) and [[Thrumbo]] (98.5% wildness). This increases to 14 with the [[DLC]] enabled, such as the [[alpha thrumbo]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and are always bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, for example a Husky has a {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% chance of being selected with the highest handling skill at 0, while at level 10+ the chance is only {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% (assuming all DLCs are active). Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum0|{{#expr:{{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum2|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;2]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum3|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;3]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum4|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;4]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum5|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;5]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum6|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;6]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum8|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;8]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum9|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;9]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSumMax|{{#expr:{{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
{{!}} {{{?Minimum Handling Skill}}}&lt;br /&gt;
{{!}} {{{?Petness}}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} = 0 | {{#expr: {{{?Petness}}} / {{#var:petnessSum0}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 3 | {{#expr: {{{?Petness}}} / {{#var:petnessSum2}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 4 | {{#expr: {{{?Petness}}} / {{#var:petnessSum3}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 5 | {{#expr: {{{?Petness}}} / {{#var:petnessSum4}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 6 | {{#expr: {{{?Petness}}} / {{#var:petnessSum5}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 7 | {{#expr: {{{?Petness}}} / {{#var:petnessSum6}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 9 | {{#expr: {{{?Petness}}} / {{#var:petnessSum8}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 10 | {{#expr: {{{?Petness}}} / {{#var:petnessSum9}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#expr: {{{?Petness}}} / {{#var:petnessSumMax}} * 100 round 2 }} %&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Handling skill&amp;lt;br/&amp;gt;required&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Petness&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Chance with max handling skill:&lt;br /&gt;
|- {{#vardefine:style|style=&amp;quot;background-color:#52a76f; border-color:#428659&amp;quot;}}&lt;br /&gt;
! {{#var:style}} | 0 !! {{#var:style}} | 2 !! {{#var:style}} | 3 !! {{#var:style}} | 4 !! {{#var:style}} | 5 !! {{#var:style}} | 6 !! {{#var:style}} | 8 !! {{#var:style}} | 9 !! {{#var:style}} | Max&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Petness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Minimum Handling Skill = ?Minimum Handling Skill&lt;br /&gt;
 | ?Petness = ?Petness&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Animal husbandry&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buying ===&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
Animals bought from [[trader]]s are always tamed. Different types of traders have different kinds of animals in stock.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The events [[Events#Animal self-tamed|animals join]] and [[animal self-tamed]] give your colony tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Nuzzling ===&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist {{Thought|desc=A cute animal nuzzled me|label=Nuzzled|value=+4|multi=0.5|stack=3|duration=1}} or {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|multi=0.5|stack=3|duration=1}} {{Check Tag|test|How do these two stages interact?}}. Animals can nuzzle anyone regardless of handling skill unless they are a [[psychopath]] or [[inhumanized]] {{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Nuzzle {{MTB}} in hours&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Nuzzle Mtb Hours::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Nuzzle Mtb Hours&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and [[#Starting pets|starting pets]] have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.&lt;br /&gt;
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 [[Bond Chance Factor|multiplier on bonding chance]]. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation. Pawns converted into a non-bonding ideoligion will renounce all their bonds at the moment of conversion.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier for their master to train (5x multiplier on chance). Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[manhunter]], in which it will attack all nearby entities, or [[confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey training options and effects}}&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Orders Table'''&lt;br /&gt;
!colspan=2 | Orders !! Training &amp;lt;br/&amp;gt;intelligence&amp;lt;br/&amp;gt; required || Steps || Description&lt;br /&gt;
|- id=&amp;quot;Guard&amp;quot;&lt;br /&gt;
! Guard !! [[File:Obedience.png|link=]]&lt;br /&gt;
| Simple || 3 || style=&amp;quot;text-align: left;&amp;quot;| An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. &amp;lt;br/&amp;gt;Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent {{+|5}} moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent {{--|3}} moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals&lt;br /&gt;
|- id=&amp;quot;Attack&amp;quot;&lt;br /&gt;
! Attack !! [[File:Release.png|link=]] &lt;br /&gt;
| Intermediate || 5 || style=&amp;quot;text-align: left;&amp;quot;| Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
|- id=&amp;quot;Rescue&amp;quot;&lt;br /&gt;
! Rescue !! [[File:Rescue.png|link=]]&lt;br /&gt;
| Advanced || 2 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&amp;lt;!-- On vanilla, a Labrador's 0.75 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
! Haul !! [[File:Haul_animal.png|link=]]&lt;br /&gt;
| Advanced || 7 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in hauling will [[haul]] just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but this requirement is lesser than for rescuing. &amp;lt;br/&amp;gt;Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&amp;lt;!-- On vanilla, a carrier's 0.667 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
&lt;br /&gt;
[[File:SlaughterButton.png|64px|left|link=]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the &amp;quot;euthanize by cut&amp;quot; [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Auto-Slaughter ====&lt;br /&gt;
[[File:Autoslaughter.png|thumb|left|200px|Auto-slaughter menu]]&lt;br /&gt;
Via the Animals button on the bottom bar is a &amp;quot;Manage auto-slaughter..&amp;quot; option. Auto-slaughter allows the player to automatically cull animals above a defined threshold. &lt;br /&gt;
&lt;br /&gt;
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.&lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&lt;br /&gt;
==== Caravans ====&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
==== Release to Wild ====&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
==== Trade goods ====&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
Certain tame animals produce {{Icon Small|eggs}} [[eggs]], {{Icon Small|milk}} [[milk]], {{Icon Small|wool}} [[wool]], or {{Icon Small|chemfuel}} [[chemfuel]]. Milking (including chemfuel) and shearing sometimes fails, which is indicated with a brief &amp;quot;product wasted&amp;quot; message. This and the amount of wool, milk or chemfuel respectively is dependent on the [[Animal Gather Yield]] stat of the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
{{Main|Eggs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
{{Main|Milk}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking&amp;lt;br/&amp;gt;Interval !! Milk/Day&amp;lt;br/&amp;gt;(Average) !! Milk / food consumed&amp;lt;br/&amp;gt;per day !! Nutrition / food consumed&amp;lt;br/&amp;gt;per day&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}&lt;br /&gt;
&lt;br /&gt;
=== Wool ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Name !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Name&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chemfuel ===&lt;br /&gt;
{{Main|Chemfuel}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
=== Grazing wild plants ===&lt;br /&gt;
Letting your animals graze is one of the easiest way to feed your [[herbivorous]], omnivorous grazer and dendrovorous animals. While the later can only &amp;quot;graze&amp;quot; live [[tree]]s, the former two can eat all other living [[plant]]s. Depending on the animals in the colony it might therefore be beneficial to cut all trees or other plants respectively in the grazing area.&lt;br /&gt;
&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature|Plants]] for more info.&lt;br /&gt;
&lt;br /&gt;
While grazing might need the least amount of work, it can also be highly inefficient for smaller animals. Most wild plants have 0.5 nutrition (except the rather uncommon {{#ask: [[Category:Plants]] [[Type2::Wild]] [[Nutrition::&amp;lt;&amp;lt;0.5]] | format = template | template = DLC Icons | sort = From DLC, Name | sep = ,&amp;amp;nbsp; | link = none}}). The amount of nutrition an animal can hold is dependent on its [[body size]] and its life stage. They will start eating as soon as they hold less than 25 % of the maximum nutrition they can hold (see [[saturation]] for more info). This means all adult animals with a body size below {{#expr: 2/3 round 2}} will start eating before they can fit the full 0.5 nutrition of most plants, with the excess getting wasted. This is even more pronounced for baby and juvenile animals since they are smaller. Only species that have an adult body size of at least {{#expr: 2/3/0.75 round 2}} will not be overeating when juvenile and with an adult body size of at least {{#expr: 2/3/0.6 round 2}} as babies as well.&lt;br /&gt;
&lt;br /&gt;
=== Growing haygrass ===&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
In effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
=== Corpse freezer ===&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
== Raising ==&lt;br /&gt;
=== Pens ===&lt;br /&gt;
{{main|Pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Pet care ===&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk Nutrition + Meat Nutrition)/Consumption&amp;quot;&amp;gt;Overall Nutrition Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk Nutrition + Meat Nutrition)/Consumption&amp;quot;&amp;gt;Overall Nutrition Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178278</id>
		<title>Animal husbandry</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=178278"/>
		<updated>2026-03-29T11:32:06Z</updated>

		<summary type="html">&lt;p&gt;Ickputzdirwech: /* Interactions */ added a section about nuzzling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Nuzzle mechanics inadequateand redirect wrong}}&lt;br /&gt;
{{for|a more general overview|Animals}}&lt;br /&gt;
All [[animals]] in Rimworld can be tamed, providing certain benefits to the colony. Some animals can be trained, others require enclosed spaces ([[pen]]) to remain in the colony, and yet others can lose its tame state if left alone for too long.&lt;br /&gt;
&lt;br /&gt;
Any animal that requires a [[pen]] to remain on the colony is considered a farm animal and can't be trained&amp;lt;ref&amp;gt;This is not an intrinsic property, just so happens that every currently implemented pen animal lacks the ability to be trained.&amp;lt;/ref&amp;gt;. Farm animals don't lose tameness due to wildness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are five options to obtain tamed animals. Having them as starting pet's, taming wild animals, buying them from traders and getting them from events.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
[[File:TameButton.png|64px|left|link=]]&lt;br /&gt;
Wild animals may be marked for taming using the Tame order.&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using non-meal, non-drug food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food.&lt;br /&gt;
&lt;br /&gt;
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
{{for|the calculation details|Tame Animal Chance}}&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
The net effect of the curve above is the expression &amp;lt;code&amp;gt;2*(1-wildness)&amp;lt;/code&amp;gt;. The minimum value it can take is '''0''' at 100% wildness while the max is '''2'''(duplicates chance) at 0% wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[alpha thrumbo]].{{OdysseyIcon}} Assuming 20 [[Skill#Animal skill|Animal skill]], the base taming chance is 1.28%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. If wildness is above 0% (shown on the wildlife tab), the animals requires maintenance to not revert into its wild state. Farm animals will remain tamed regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
{{for|the calculation details|Minimum Handling Skill}}&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
Any animal with 0% wildness can be handled even with 0 skill. This list includes but is not limited to: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
The highest minimum skill required by any animal in Core is 10, which is required by both the [[Megasloth]] (97% wildness) and [[Thrumbo]] (98.5% wildness). This increases to 14 with the [[DLC]] enabled, such as the [[alpha thrumbo]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and are always bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, for example a Husky has a {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% chance of being selected with the highest handling skill at 0, while at level 10+ the chance is only {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% (assuming all DLCs are active). Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum0|{{#expr:{{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum2|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;2]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum3|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;3]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum4|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;4]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum5|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;5]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum6|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;6]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum8|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;8]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum9|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;9]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSumMax|{{#expr:{{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
{{!}} {{{?Minimum Handling Skill}}}&lt;br /&gt;
{{!}} {{{?Petness}}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} = 0 | {{#expr: {{{?Petness}}} / {{#var:petnessSum0}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 3 | {{#expr: {{{?Petness}}} / {{#var:petnessSum2}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 4 | {{#expr: {{{?Petness}}} / {{#var:petnessSum3}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 5 | {{#expr: {{{?Petness}}} / {{#var:petnessSum4}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 6 | {{#expr: {{{?Petness}}} / {{#var:petnessSum5}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 7 | {{#expr: {{{?Petness}}} / {{#var:petnessSum6}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 9 | {{#expr: {{{?Petness}}} / {{#var:petnessSum8}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 10 | {{#expr: {{{?Petness}}} / {{#var:petnessSum9}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#expr: {{{?Petness}}} / {{#var:petnessSumMax}} * 100 round 2 }} %&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Handling skill&amp;lt;br/&amp;gt;required&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Petness&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Chance with max handling skill:&lt;br /&gt;
|- {{#vardefine:style|style=&amp;quot;background-color:#52a76f; border-color:#428659&amp;quot;}}&lt;br /&gt;
! {{#var:style}} | 0 !! {{#var:style}} | 2 !! {{#var:style}} | 3 !! {{#var:style}} | 4 !! {{#var:style}} | 5 !! {{#var:style}} | 6 !! {{#var:style}} | 8 !! {{#var:style}} | 9 !! {{#var:style}} | Max&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Petness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Minimum Handling Skill = ?Minimum Handling Skill&lt;br /&gt;
 | ?Petness = ?Petness&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Animal husbandry&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buying ===&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
Animals bought from [[trader]]s are always tamed. Different types of traders have different kinds of animals in stock.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The events [[Events#Animal self-tamed|animals join]] and [[animal self-tamed]] give your colony tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Nuzzling ===&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist {{Thought|desc=A cute animal nuzzled me|label=Nuzzled|value=+4|multi=0.5|stack=3|duration=1}} or {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|multi=0.5|stack=3|duration=1}} {{Check Tag|test|How do these two stages interact?}}. Animals can nuzzle anyone regardless of handling skill unless they are a [[psychopath]] or [[inhumanized]] {{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Nuzzle {{MTB}} in hours&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Nuzzle Mtb Hours::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Nuzzle Mtb Hours&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
Animals may '''bond''' with their handlers or doctors, and [[#Starting pets|starting pets]] have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:&lt;br /&gt;
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.&lt;br /&gt;
* A {{--|10}} mood malus for 60 days for a bonded animal being sold, stacking up to 10 times. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being lost, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
* A {{--|8}} mood malus for 20 days for a bonded animal being killed, stacking up to 5 times for 5 unique animals. This will also inflict an [[opinion]] malus on the pawn that performed the action.&lt;br /&gt;
* A {{--|5}} mood malus for 15 days for a bonded animal being released into the wild, stacking up to 5 times for 5 unique animals.&lt;br /&gt;
All moodlets stack with each other.&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.&lt;br /&gt;
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.&lt;br /&gt;
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 [[Bond Chance Factor|multiplier on bonding chance]]. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation. Pawns converted into a non-bonding ideoligion will renounce all their bonds at the moment of conversion.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier for their master to train (5x multiplier on chance). Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[manhunter]], in which it will attack all nearby entities, or [[confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey training options and effects}}&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Orders Table'''&lt;br /&gt;
!colspan=2 | Orders !! Training &amp;lt;br/&amp;gt;intelligence&amp;lt;br/&amp;gt; required || Steps || Description&lt;br /&gt;
|- id=&amp;quot;Guard&amp;quot;&lt;br /&gt;
! Guard !! [[File:Obedience.png|link=]]&lt;br /&gt;
| Simple || 3 || style=&amp;quot;text-align: left;&amp;quot;| An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. &amp;lt;br/&amp;gt;Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent {{+|5}} moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent {{--|3}} moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals&lt;br /&gt;
|- id=&amp;quot;Attack&amp;quot;&lt;br /&gt;
! Attack !! [[File:Release.png|link=]] &lt;br /&gt;
| Intermediate || 5 || style=&amp;quot;text-align: left;&amp;quot;| Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
|- id=&amp;quot;Rescue&amp;quot;&lt;br /&gt;
! Rescue !! [[File:Rescue.png|link=]]&lt;br /&gt;
| Advanced || 2 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&amp;lt;!-- On vanilla, a Labrador's 0.75 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
! Haul !! [[File:Haul_animal.png|link=]]&lt;br /&gt;
| Advanced || 7 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in hauling will [[haul]] just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but this requirement is lesser than for rescuing. &amp;lt;br/&amp;gt;Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&amp;lt;!-- On vanilla, a carrier's 0.667 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
&lt;br /&gt;
[[File:SlaughterButton.png|64px|left|link=]] Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen.&lt;br /&gt;
&lt;br /&gt;
Animals killed through damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the &amp;quot;euthanize by cut&amp;quot; [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Auto-Slaughter ====&lt;br /&gt;
[[File:Autoslaughter.png|thumb|left|200px|Auto-slaughter menu]]&lt;br /&gt;
Via the Animals button on the bottom bar is a &amp;quot;Manage auto-slaughter..&amp;quot; option. Auto-slaughter allows the player to automatically cull animals above a defined threshold. &lt;br /&gt;
&lt;br /&gt;
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.&lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&lt;br /&gt;
==== Caravans ====&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
==== Release to Wild ====&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
==== Trade goods ====&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
Certain tame animals produce {{Icon Small|eggs}} [[eggs]], {{Icon Small|milk}} [[milk]], {{Icon Small|wool}} [[wool]], or {{Icon Small|chemfuel}} [[chemfuel]]. Milking (including chemfuel) and shearing sometimes fails, which is indicated with a brief &amp;quot;product wasted&amp;quot; message. This and the amount of wool, milk or chemfuel respectively is dependent on the [[Animal Gather Yield]] stat of the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
{{Main|Eggs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
{{Main|Milk}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking&amp;lt;br/&amp;gt;Interval !! Milk/Day&amp;lt;br/&amp;gt;(Average) !! Milk / food consumed&amp;lt;br/&amp;gt;per day !! Nutrition / food consumed&amp;lt;br/&amp;gt;per day&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}&lt;br /&gt;
&lt;br /&gt;
=== Wool ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Name !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Name&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chemfuel ===&lt;br /&gt;
{{Main|Chemfuel}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
=== Grazing wild plants ===&lt;br /&gt;
Letting your animals graze is one of the easiest way to feed your [[herbivorous]], omnivorous grazer and dendrovorous animals. While the later can only &amp;quot;graze&amp;quot; live [[tree]]s, the former two can eat all other living [[plant]]s. Depending on the animals in the colony it might therefore be beneficial to cut all trees or other plants respectively in the grazing area.&lt;br /&gt;
&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature|Plants]] for more info.&lt;br /&gt;
&lt;br /&gt;
While grazing might need the least amount of work, it can also be highly inefficient for smaller animals. Most wild plants have 0.5 nutrition (except the rather uncommon {{#ask: [[Category:Plants]] [[Type2::Wild]] [[Nutrition::&amp;lt;&amp;lt;0.5]] | format = template | template = DLC Icons | sort = From DLC, Name | sep = ,&amp;amp;nbsp; | link = none}}). The amount of nutrition an animal can hold is dependent on its [[body size]] and its life stage. They will start eating as soon as they hold less than 25 % of the maximum nutrition they can hold (see [[saturation]] for more info). This means all adult animals with a body size below {{#expr: 2/3 round 2}} will start eating before they can fit the full 0.5 nutrition of most plants, with the excess getting wasted. This is even more pronounced for baby and juvenile animals since they are smaller. Only species that have an adult body size of at least {{#expr: 2/3/0.75 round 2}} will not be overeating when juvenile and with an adult body size of at least {{#expr: 2/3/0.6 round 2}} as babies as well.&lt;br /&gt;
&lt;br /&gt;
=== Growing haygrass ===&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
In effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
=== Corpse freezer ===&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
== Raising ==&lt;br /&gt;
=== Pens ===&lt;br /&gt;
{{main|Pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Pet care ===&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.&lt;br /&gt;
&lt;br /&gt;
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk Nutrition + Meat Nutrition)/Consumption&amp;quot;&amp;gt;Overall Nutrition Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;(Milk Nutrition + Meat Nutrition)/Consumption&amp;quot;&amp;gt;Overall Nutrition Efficiency&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Ickputzdirwech</name></author>
	</entry>
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