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	<updated>2026-04-28T14:16:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wd85y12bgntq9f2l&amp;topic_postId=wl4ssefk2zkscl8t&amp;topic_revId=wl4ssefk2zkscl8t&amp;action=single-view</id>
		<title>Topic:Wd85y12bgntq9f2l</title>
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		<updated>2021-11-27T17:04:50Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wd85y12bgntq9f2l&amp;amp;topic_showPostId=wl4ssefk2zkscl8t#flow-post-wl4ssefk2zkscl8t&quot;&gt;commented&lt;/a&gt; on &quot;I have a question.&quot; (&lt;em&gt;Hi&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wl4sosimiyp8ofwt&amp;topic_postId=wl4sosimj2nawjv1&amp;topic_revId=wl4sosimj2nawjv1&amp;action=single-view</id>
		<title>Topic:Wl4sosimiyp8ofwt</title>
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		<updated>2021-11-27T17:03:02Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wl4sosimiyp8ofwt&amp;amp;topic_showPostId=wl4sosimj2nawjv1#flow-post-wl4sosimj2nawjv1&quot;&gt;commented&lt;/a&gt; on &quot;Pls do not block me for my activities&quot; (&lt;em&gt;Hi. To notify you about on my talk page, I was being constructive. So please do not block me please. Thanks.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wkyhvxx3liqwi559&amp;topic_postId=wkyhvxx3lmoyq93h&amp;topic_revId=wl4slvv3htzttzm5&amp;action=single-view</id>
		<title>Topic:Wkyhvxx3liqwi559</title>
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		<updated>2021-11-27T17:01:35Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; restored a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wkyhvxx3liqwi559&amp;amp;topic_showPostId=wkyhvxx3lmoyq93h#flow-post-wkyhvxx3lmoyq93h&quot;&gt;post&lt;/a&gt; on &quot;Thanks Harakoni,&quot; (&lt;em&gt;undo hide&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wkyhvxx3liqwi559&amp;topic_postId=wkyhvxx3lmoyq93h&amp;topic_revId=wl4slunsinbjbfkd&amp;action=single-view</id>
		<title>Topic:Wkyhvxx3liqwi559</title>
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		<updated>2021-11-27T17:01:34Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; hid a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wkyhvxx3liqwi559&amp;amp;topic_showPostId=wkyhvxx3lmoyq93h#flow-post-wkyhvxx3lmoyq93h&quot;&gt;post&lt;/a&gt; on &quot;Thanks Harakoni,&quot; (&lt;em&gt;Inappropriate&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wl4rhgc4vhie43v1&amp;topic_showPostId=wl4rhgc4vhie43v1#flow-post-wl4rhgc4vhie43v1</id>
		<title>Topic:Wl4rhgc4vhie43v1</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wl4rhgc4vhie43v1&amp;topic_showPostId=wl4rhgc4vhie43v1#flow-post-wl4rhgc4vhie43v1"/>
		<updated>2021-11-27T16:41:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; hid the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:Wl4rhgc4vhie43v1&quot;&gt;topic&lt;/a&gt; &quot;Jeheheuehdudshdh&quot; (&lt;em&gt;Inappropriate&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wl4rhgc4vhie43v1&amp;topic_postId=wl4rhgc4vlggc7t9&amp;topic_revId=wl4rhgc4vlggc7t9&amp;action=single-view</id>
		<title>Topic:Wl4rhgc4vhie43v1</title>
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		<updated>2021-11-27T16:41:25Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wl4rhgc4vhie43v1&amp;amp;topic_showPostId=wl4rhgc4vlggc7t9#flow-post-wl4rhgc4vlggc7t9&quot;&gt;commented&lt;/a&gt; on &quot;Jeheheuehdudshdh&quot; (&lt;em&gt;a&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vrho7tr5cqzmfpu5&amp;topic_postId=wl4rgr2qclc9aetp&amp;topic_revId=wl4rgr2qclc9aetp&amp;action=single-view</id>
		<title>Topic:Vrho7tr5cqzmfpu5</title>
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		<updated>2021-11-27T16:41:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vrho7tr5cqzmfpu5&amp;amp;topic_showPostId=wl4rgr2qclc9aetp#flow-post-wl4rgr2qclc9aetp&quot;&gt;commented&lt;/a&gt; on &quot;Warning&quot; (&lt;em&gt;Lol&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wkz8ew0lxf9r8mfh&amp;topic_postId=wl4rdm02h5wsu26l&amp;topic_revId=wl4rdm02h5wsu26l&amp;action=single-view</id>
		<title>Topic:Wkz8ew0lxf9r8mfh</title>
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		<updated>2021-11-27T16:39:30Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wkz8ew0lxf9r8mfh&amp;amp;topic_showPostId=wl4rdm02h5wsu26l#flow-post-wl4rdm02h5wsu26l&quot;&gt;commented&lt;/a&gt; on &quot;Please do not block me&quot; (&lt;em&gt;I am doing constructive edits, not spamming.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wkz8ew0lxf9r8mfh&amp;topic_postId=wkz8ew0lxj7tgqdp&amp;topic_revId=wkz8ew0lxj7tgqdp&amp;action=single-view</id>
		<title>Topic:Wkz8ew0lxf9r8mfh</title>
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		<updated>2021-11-25T05:06:49Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wkz8ew0lxf9r8mfh&amp;amp;topic_showPostId=wkz8ew0lxj7tgqdp#flow-post-wkz8ew0lxj7tgqdp&quot;&gt;commented&lt;/a&gt; on &quot;Please do not block me&quot; (&lt;em&gt;I created Jakek1356, so please do not block me.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beer&amp;diff=96928</id>
		<title>Beer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beer&amp;diff=96928"/>
		<updated>2021-11-24T04:51:45Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Beer&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.&lt;br /&gt;
| deterioration rate base = 0&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| equipment type = Primary&lt;br /&gt;
| equipped angle offset = -150&lt;br /&gt;
| flammability base = 0.5&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Drug/Beer&lt;br /&gt;
| label = beer&lt;br /&gt;
| market value base = 12&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0.08&lt;br /&gt;
| melee cooldown base = 120&lt;br /&gt;
| melee damage base = 9&lt;br /&gt;
| melee damage def = blunt&lt;br /&gt;
| parent name = DrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = Ingest_Beer&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base =	&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.006&lt;br /&gt;
| drug category = social&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.17&lt;br /&gt;
}}&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
| name = Beer&lt;br /&gt;
| image = Beer.png|Beer&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Bottle&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Neck&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| resource 1 = Wort&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| mass base =  0.3&lt;br /&gt;
| tradeTags = Drugs&lt;br /&gt;
}}&lt;br /&gt;
'''Beer''' is a beverage product that provides a small amount [[nutrition]] and [[recreation]], as well as inebriating the user providing a mix of bonuses and maluses based on how intoxicated the pawn becomes. While not so nutritionally effective, its main use is to improve a colonist's [[mood]] to prevent mental breaks. But, overuse may lead to alcohol addiction. The default drug policy setting is both for addicted and for joy.&lt;br /&gt;
&lt;br /&gt;
It provides 0.08 [[nutrition]] and 17% [[recreation]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Beer is produced in three steps:&lt;br /&gt;
# Plant [[hops]], which is an easy task.&lt;br /&gt;
# Construction of a [[brewery]] (research required), to process 25 hops for 5 units of [[wort]], a task that requires a [[Menus#Cook|cook]] to perform the action, another relatively easy task assuming the colony has enough meals to divert the cook to other purposes.&lt;br /&gt;
# Place up to 25 units of wort into a [[fermenting barrel]] for 6 days. Partial loads of wort are possible but less efficient. The difficulty of this depends greatly on your biome's weather conditions and following temperature requirement:&lt;br /&gt;
'''IDEAL TEMPERATURE REQUIREMENT'''&lt;br /&gt;
&lt;br /&gt;
The room hosting the barrels must be kept between 7 °C (44.6 °F) and 32 °C (89.6 °F). If the room temperature falls between 1°C (33.8 °F) to 7°C (44.6 °F) it will halt the fermentation process, while temperatures above 32°C or below 1°C it will spoil the entire batch instantly, wasting the whole product and all the previous work. The work is part of the Haul job. Each wort added is converted to 1 beer.  &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Taking beer out of fermenting barrel.png|400px|thumb|left|Colonist taking beer out of fermenting barrel, ready for consumption.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inebriation ==&lt;br /&gt;
Consuming beer raises a colonist's alcohol level by 15% per beer. Alcohol level, not displayed precisely in-game, determines inebriation level and falls automatically over time at a rate of 75% per day. Once a colonist becomes drunk the game records it so it may be used later in an art description.&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_25 text-center}}&lt;br /&gt;
! Label !! Alcohol Level (%) !! [[Mood]] (+) !! [[Pain]] Reduction (%) !! [[Consciousness]] (%)!! Social fight chance !! Other effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Warm || &amp;gt;0 || 10 || 10 || - || x1.5 || style=&amp;quot;text-align:left;&amp;quot; | [[Manipulation]] -2%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Tipsy || 25 || 14 || 20 || -10 || x2.5 || style=&amp;quot;text-align:left;&amp;quot; | [[Moving]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Drunk || 40 || 20 || 50 || -30 || x4 || style=&amp;quot;text-align:left;&amp;quot; | [[Moving]] -10% &amp;lt;br&amp;gt; Vomiting mtb 0.75 days&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hammered || 70 || 26 || 70 || -50 || x5 || style=&amp;quot;text-align:left;&amp;quot; | [[Moving]] -10% &amp;lt;br&amp;gt; Vomiting mtb 0.2 days  &amp;lt;br&amp;gt; +5% pain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Blackout || 90 || 26 || 90 || 10% max || - || Chemical Brain Damage mtb 10 days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&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_25 text-center}}&lt;br /&gt;
! Beers Consumed !! Time Warm (Hr) !! Time Tipsy (Hr)!! Time Drunk (Hr)!! Time Hammered (Hr)!! Time Blackout (Hr)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4.8 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 8 || 1.6 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 4.8 || 1.6 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 8 || 4.8 || 6.4 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 4.8 || 9.6 || 1.6|| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 8 || 4.8 || 9.6 || 6.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 8 || 4.8 || 9.6 || 6.4 || 4.8&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
== Addiction ==&lt;br /&gt;
Once a colonist develops Alcohol [[Drugs#Addiction_and_Tolerance|addiction]], a new bar called &amp;quot;Alcohol&amp;quot; will appear in their &amp;quot;Needs&amp;quot; tab. The colonist will consume beer when the bar is low enough. Abstinence will cause the colonist to enter a withdrawal period that adds a negative thought with a -35 mood penalty which is necessary if intending to cure the addiction. Recovery can be monitored by checking the &amp;quot;Health&amp;quot; tab. Once withdrawal reaches 100%, the character will lose the addiction. It will take about 40 days to recover from an alchohol addiction, during which the colonist will have violent and frequent mental breaks.&lt;br /&gt;
&lt;br /&gt;
Animals can also become addicted, and suffer the same negative health effects as humans.&lt;br /&gt;
&lt;br /&gt;
== Hangover ==&lt;br /&gt;
Once a colonist reaches a drunk state, they will go through the hangover stages after their inebriation wears off. If a colonist drinks beer while hungover they will be both hungover and inebriated.&lt;br /&gt;
Severity starts at 100% and decreases consistently to 0% over the course of a full day, however it isn't visible until after the alcohol effect is gone. &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_25 text-left}}&lt;br /&gt;
! Label !! Severity % !! Mood !! Side Effects&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (pounding) || &amp;gt;40% || style=&amp;quot;text-align:center;&amp;quot; | -12 || Consciousness -18% &amp;lt;br&amp;gt; Vomiting mtb 0.4 days&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (strong)   || &amp;gt;15% || style=&amp;quot;text-align:center;&amp;quot; | -6  || Consciousness -8%&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (slight)   || &amp;gt;0% || style=&amp;quot;text-align:center;&amp;quot; | -3  || Consciousness -3%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
== Long-term Effects ==&lt;br /&gt;
&lt;br /&gt;
When a pawn has a visible tolerance to Alcohol, they may develop Cirrhosis of the liver in a mean time of 60 in-game days (or 1 year), which permanently hinders their consciousness, blood filtration, and blood pumping - and the only way to cure Cirrhosis is to perform a liver transplant. Additionally, a Major or worse Carcinoma (with a minimum severity of 0.5) may develop in the liver in a mean time of 180 in-game days (3 years), again being fixable either via transplant, or removed by a skilled doctor. Animals cannot have transplants.&lt;br /&gt;
&lt;br /&gt;
[[Chemical damage]] can occur in the brain while unconscious in a mean time of 10 days' spent blacked out, which reduces consciousness to 50%, significantly reducing performance. There is no way to perform brain surgery.&lt;br /&gt;
&lt;br /&gt;
== Using as a Weapon ==&lt;br /&gt;
&lt;br /&gt;
Beer can be wielded as a weapon with the following stats.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attack !! Damage Amount !! Cooldown!!DPS&lt;br /&gt;
|-&lt;br /&gt;
![[Injury|{{Q|{{BASEPAGENAME}}| Damage Type }}]]&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Melee Damage Base}}&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}}&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Maximum DPS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, beer is brewed from malted barley/wheat, not hops.  Hops are used in the brewing of beer to provide flavor and as a preservative. &lt;br /&gt;
&lt;br /&gt;
Also unlike its RimWorld counterpart, real beer is typically not flammable as it does not have sufficient alcohol content. In fact, a bottle of beer being placed in a fire would be more likely to extinguish it when the bottle broke. This is another item that is not an actual weapon (e.g Steel Knife) that can be used as melee, along with [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added.&lt;br /&gt;
* Beta 19/1.0 - Beer fermenting time 10 days -&amp;gt; 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=96925</id>
		<title>Crashed ship parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crashed_ship_parts&amp;diff=96925"/>
		<updated>2021-11-24T04:46:06Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup}}&lt;br /&gt;
NOTE: As of the 1.1 update, Mechanoids now immediately spawn in a dormant state around the ship rather than as a result of the ship taking fire. Other than causing fear in your colonists if they get too close, everything else (including previous strategies for combating them) appears to remain the same since the Mechanoids stay in that dormant state until provoked. &lt;br /&gt;
&lt;br /&gt;
'''Crashed ship parts''' drop as part of a map event. A crashed ship part, accompanied by fire, appears at a random unroofed location when the event triggers. &lt;br /&gt;
These ship parts carry negative effects. These parts resemble crash scrap from an high-tech Ship.&lt;br /&gt;
&lt;br /&gt;
Upon attacking the part a group of mechanoids will emerge to defend it. They will also emerge if a player built structure is placed too close to the ship part. The size of the group is dependent on colony wealth and storyteller difficulty. The mechanoids will surround the ship part to protect it: unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part. Once the ship part's health drops too low, however, the mechanoids will simply charge your colonists like a normal raid.&lt;br /&gt;
&lt;br /&gt;
[[File:Ship_part_safe_build_radius.jpg|300px|thumb|left|Planned defenses close to a crashed ship part.]]&lt;br /&gt;
&lt;br /&gt;
A 14×9-tile rectangle, with an extra 1×6-tile row along the top and bottom of the ship part and an extra 1×3 column along each side, should be left clear. Placing any item or structure within this radius — such as a wall, sandbag or spike trap — will open the ship as if it had been fired upon. Objects placed or built outside of this radius will not affect it, allowing the player to build defenses prior to opening the ship. Since the threat is not immediate, players can build defenses surrounding the ship part. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the ship to instantly damage any mechanoids that emerge.&lt;br /&gt;
&lt;br /&gt;
Because of defending mechanoids' tendency to stay near the ship part, pawns equipped with sniper rifles can &amp;quot;kite&amp;quot; the  defenders from a safe distance. This is done by advancing to fire at mechs around the ship part, retreating before they come close enough to shoot back, and advancing again once they return to the ship part. This is particularly effective against the slow-moving [[centipede]]s, whose firing range of 27 tiles pales in comparison to the 44.9 tile range of [[sniper rifle]]s.&lt;br /&gt;
&lt;br /&gt;
When destroyed both leave 100 [[steel]], 35 [[plasteel]], 9 [[Debris#Slag debris|steel slag chunks]], 4 [[component]]s and 1 [[advanced component]].&lt;br /&gt;
&lt;br /&gt;
== Psychic ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PsychicShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This kind of technology can be dangerous&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This ship part contains a hostile [[AI persona core]] that emits a psychic drone that negatively affects the mood of all humans on the map. This drone begins low, but grows progressively stronger the longer the ship part remains, therefore it is advisable to destroy the part as quickly as possible. A colonist's psychic sensitivity traits may worsen or lessen the effect of the drone.&lt;br /&gt;
&lt;br /&gt;
The AI is also capable of emitting concentrated bursts of psychic energy, driving one colonist to an immediate mental break, or a localized blast that drives all animals in the immediate vicinity insane.&lt;br /&gt;
&lt;br /&gt;
===  Psychic drone stages ===&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Psychic drone (level)&lt;br /&gt;
! Onset&lt;br /&gt;
! Mood effect&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| Low&lt;br /&gt;
| Initial&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -12&lt;br /&gt;
| It's like a scratching at the back of my mind. A voice, whispering. I can only make out a few words, and I don't like them.&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 2.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -22&lt;br /&gt;
| I feel like someone is always just out of sight, speaking to me. The voice changes but the message doesn't. I'm supposed to hurt people. Make it go away!&lt;br /&gt;
|-&lt;br /&gt;
| High&lt;br /&gt;
| 5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -30&lt;br /&gt;
| The voice is unbearably loud. It's hard to concentrate. I find myself talking back to it, yelling at it. But it just keeps shouting!&lt;br /&gt;
|-&lt;br /&gt;
| Extreme&lt;br /&gt;
| 7.5 days&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -40&lt;br /&gt;
| My heart pounds and I'm sweating. All I can think of is hurting and suffering and all these enemies around me. They're my nightmare, my nightmare, my nightmare...&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Defoliator ship ==&lt;br /&gt;
{{Infobox main|building|exotic&lt;br /&gt;
| type = Buildings&lt;br /&gt;
| type2 = Exotic&lt;br /&gt;
| image = PoisonShip.png|Crashed ship part&lt;br /&gt;
| description = A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be poisoning the ground around it.&lt;br /&gt;
| size = 6||3&lt;br /&gt;
| hp = 1000&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = -100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Relatively harmless compared to the psychic ship, this ship part slowly poisons an expanding radius of ground around it, destroying any native flora and cultivated crops. This ship will also kill the [[anima tree]] {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
As of version 1.1, the ship is called a &amp;quot;defoliator ship&amp;quot; and has a maximum radius of 100 tiles. It no longer generates snow in the poisoned area. If colonists and animals are zoned away from the mechanoids' range, the defoliator ship can be safely ignored indefinitely. Waiting for passerby traders or raiders to engage the ship may be a viable strategy for colonies without access to stronger technologies such as [[mortar]]s. However, the mechanoids must be woken up first by damaging the ship or building in the ship's vicinity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths= &amp;quot;500px&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:Poison ship 1.jpg|'''Manually putting out nearby fires does not crack open the ship part.'''&lt;br /&gt;
File:Poison ship 2.jpg|'''When the poison ship is defeated, growing zones harmed by poison can be replanted.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trees&amp;diff=96922</id>
		<title>Trees</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trees&amp;diff=96922"/>
		<updated>2021-11-24T04:43:33Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Plants_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|a humorous rendition of this page|Trees/Humor}}&lt;br /&gt;
Trees are a type of plant. They can either be native to the [[Biome]] or planted by the player in a growing zone. They are vulnerable to fire and leave behind burnt trees when burnt. Cutting them down yields [[wood]], a resource to craft weapons, make [[furniture]], feed the [[wood-fired generator]], and more.  While in real life Cacti and Bamboo technically aren't trees, in RimWorld they are included in this category. Trees are vulnerable to [[Alphabeaver]] infestations and [[Fire]]. Technically, trees may burn down all the way to 0 HP, destroying the tree affected by fire.&lt;br /&gt;
&lt;br /&gt;
* Teak, Cecropia, Palm and Bamboo are native to Tropical biomes.&lt;br /&gt;
* Oak and Poplar are native to temperate biomes.&lt;br /&gt;
* Cacti and Poplar are native to Arid biomes (only Cacti in Extreme Desert). Cacti are unique in that they have a fertility sensitivity of 0% and minimum fertility of 5%.&lt;br /&gt;
* Birch and Pine are native to colder biomes (barring Ice Sheet and Sea Ice).&lt;br /&gt;
* Cocoa is not native to any biome.&lt;br /&gt;
&lt;br /&gt;
== Ecosystem ==&lt;br /&gt;
&lt;br /&gt;
Trees are natural food sources for [[Dendrovore]]s like [[Alphabeaver]]s and [[Thrumbo]]s.&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
[[File:Correct_tree_farming.png|thumb|right|This image shows how forbidding floor placement stops incorrect placing of trees. Form a similar pattern in a growing zone and marvel at the sudden lack of stupidity in your colonists.]]&lt;br /&gt;
&lt;br /&gt;
Trees that are native to your colony's biome may be planted once [[Research#Tree sowing|tree sowing]] has been researched by growers with a Plants skill of 6+. However, growing Cocoa trees requires further research and may be planted by growers with a Plants skill of 8+.  Trees are different from other crops in that they require at least a one tile distance from other crops as well as each other, including wild trees.  Farmers will automatically cut wild trees for this. Native trees are immune to blight, but cocoa trees are not.&lt;br /&gt;
&lt;br /&gt;
Trees may not be grown under roofs. This means that trees may not be grown in completely closed greenhouses.  They may only be grown in greenhouses with roofs open in a grid pattern, that leak a lot of temperature-controlled air.&lt;br /&gt;
&lt;br /&gt;
Colonist have a very annoying habit of planting trees in very inefficient patterns, drastically reducing yield unnecessarily. However, there is a way to stop this without constant micromanagement (see image). Other methods include:&lt;br /&gt;
* Forbidding building (see image)&lt;br /&gt;
* Make a pattern of 1 tile grow zones, which all can be selected with doubleclick and easily managed&lt;br /&gt;
* Build a roof with 1 tile holes on top of several columns&lt;br /&gt;
* Pave walkways, which makes designating 1 tile grow zones easier and helps with filth/walk speed&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
If the ambient temperature drops below freezing, trees will cease to grow until they return to their comfortable range again (including Pine trees that are native to cold biomes). Some trees will instantaneously shed ''all'' of their leaves at -2°C, while sturdier specimens will hold out until -10°C. This range differs from tree to individual tree. If the temperature remains at a comfortable level for at least a day, their leaves will magically reappear.&lt;br /&gt;
&lt;br /&gt;
== Harvest ==&lt;br /&gt;
&lt;br /&gt;
At 40% growth, it is possible to obtain 50% of their yield. Cacti can be cut at 20%. Note that the Growth Time in the below table assumes 24hr growth. Trees don't grow between 19h and 6h. Note that environmental factors such as temperature and light levels further negatively influence growth speed.&lt;br /&gt;
&lt;br /&gt;
== Cover ==&lt;br /&gt;
Trees can be used for cover in combat.  Most trees provide 25% cover, except:&lt;br /&gt;
* [[Burned tree]]s only provide 20% cover&lt;br /&gt;
* [[Saguaro cactus|Saguaro cacti]] provide 35% cover&lt;br /&gt;
&amp;lt;!--Properties--&amp;gt; {{#set:Cover Effectiveness=0.25}}&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
{| {{STDT| sortable c_14 text-center}}&lt;br /&gt;
! Tree !! Grow Days !! Real Grow Days !! Harvest Yield !! Wood per Day{{ref label|Wood/Day|A}} !! Fertility Sensitivity !! Wood per Work !! {{hover title|Temperate Forest|TF}} !! {{hover title|Temperate Swamp|TS}} !! {{hover title|Tropical Rainforest|TrR}} !! {{hover title|Tropical Swamp|TrS}} !! {{hover title|Arid Shrubland|AS}} !! {{hover title|Desert|D}} !! {{hover title|Extreme Desert|ED}} !! {{hover title|Boreal Forest|BF}} !! {{hover title|Cold Bog|CB}} !! {{hover title|Tundra|T}} !! {{hover title|Ice Sheet|IC}} !! {{hover title|Sea Ice|SI}}&lt;br /&gt;
{{Tree Comparison Row|Bamboo tree}}&lt;br /&gt;
{{Tree Comparison Row|Birch tree}}&lt;br /&gt;
{{Tree Comparison Row|Cecropia tree}}&lt;br /&gt;
{{Tree Comparison Row|Cypress tree}}&lt;br /&gt;
{{Tree Comparison Row|Drago tree}}&lt;br /&gt;
{{Tree Comparison Row|Maple tree}}&lt;br /&gt;
{{Tree Comparison Row|Oak tree}}&lt;br /&gt;
{{Tree Comparison Row|Palm tree}}&lt;br /&gt;
{{Tree Comparison Row|Pine tree}}&lt;br /&gt;
{{Tree Comparison Row|Poplar tree}}&lt;br /&gt;
{{Tree Comparison Row|Saguaro cactus}}&lt;br /&gt;
{{Tree Comparison Row|Teak tree}}&lt;br /&gt;
{{Tree Comparison Row|Willow tree}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Anima tree]] || {{Q|Anima tree|Grow Days}} || {{Q|Anima tree|Real Grow Days}} || {{Q|Anima tree|Harvest Yield}} || {{#expr: {{Q|Anima tree|Harvest Yield}}/{{Q|Anima tree|Real Grow Days}} round 2}} || {{Q|Anima tree|Fertility Sensitivity}} || - || ? || ? || ? || ? || ? || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|-&lt;br /&gt;
| [[Bonsai tree]]{{IdeologyIcon}} || {{Q|Bonsai tree|Grow Days}} || {{Q|Bonsai tree|Real Grow Days}} || {{Q|Bonsai tree|Harvest Yield}} || {{#expr: {{Q|Bonsai tree|Harvest Yield}}/{{Q|Bonsai tree|Real Grow Days}} round 2}} || {{Q|Bonsai tree|Fertility Sensitivity}} ||{{#expr: {{Q|Bonsai tree|Harvest Yield}}/({{Q|Bonsai tree|Harvest Work #}} + {{Q|Bonsai tree|Sow Work}}) round 4}} || - || - || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
| [[Fibercorn]]{{IdeologyIcon}} || {{Q|Fibercorn|Grow Days}} || {{Q|Fibercorn|Real Grow Days}} || {{Q|Fibercorn|Harvest Yield}} || {{#expr: {{Q|Fibercorn|Harvest Yield}}/{{Q|Fibercorn|Real Grow Days}} round 2}} {{ref label|Hydroponics|B}} || {{Q|Fibercorn|Fertility Sensitivity}} ||{{#expr: {{Q|Fibercorn|Harvest Yield}}/({{Q|Fibercorn|Harvest Work #}} + {{Q|Fibercorn|Sow Work}}) round 4}} || - || - || - || - || - || - || - || - || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
| [[Timbershroom]]{{IdeologyIcon}} || {{Q|Timbershroom|Grow Days}} || {{Q|Timbershroom|Real Grow Days}} || {{Q|Timbershroom|Harvest Yield}} || {{#expr: {{Q|Timbershroom|Harvest Yield}}/{{Q|Timbershroom|Real Grow Days}} round 2}} || {{Q|Timbershroom|Fertility Sensitivity}} ||{{#expr: {{Q|Timbershroom|Harvest Yield}}/({{Q|Timbershroom|Harvest Work #}} + {{Q|Timbershroom|Sow Work #}}) round 4}} || ? || ? || ? || ? || ? || ? || ? || ? || ? || ? || ? || ? &lt;br /&gt;
|}&lt;br /&gt;
:{{note|Wood/Day|A}} Wood per Day is calculated as Harvest Yield divided by Real Grow Days, and assumes 100% soil fertility&lt;br /&gt;
:{{note|Hydroponics|B}} Unlike most tree and tree equivalents, this plant can be grown in hydroponics. This means Wood/Day may not be directly comparable depending on where the item is planted.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - No longer sowable. Change reverted in A10B of same update. A10C increase sowing time.&lt;br /&gt;
* Beta 19/ 1.0 - Trees’ color now depends on the current season. Sowing trees now takes 8x longer. Can now only sow trees which grow naturally in the local biome, including saguaro cactus. Reduced all tree-type plant’s max hit points by to 66% of old values.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=War_mask&amp;diff=96919</id>
		<title>War mask</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=War_mask&amp;diff=96919"/>
		<updated>2021-11-24T04:40:42Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = War mask&lt;br /&gt;
| image = War mask.png&lt;br /&gt;
| description = &amp;quot;An artistically terrifying war mask. Hides the wearer's face and makes them more confident.&amp;quot;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Armor&lt;br /&gt;
| hp = 65&lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Hand tailor bench&lt;br /&gt;
| production facility 3 = Electric tailor bench&lt;br /&gt;
| work to make = 3000&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| stuff tags = Woody&lt;br /&gt;
| marketvalue  = {{Market Value Calculator|{{PAGENAME}}|Wood}}&lt;br /&gt;
| armorsharp  =  {{ #expr: {{Q|Wood|Armor - Sharp Factor}}*0.3*100}}&lt;br /&gt;
| armorblunt  =  {{ #expr: {{Q|Wood|Armor - Blunt Factor}}*0.3*100}}&lt;br /&gt;
| armorheat = {{ #expr: {{Q|Wood|Armor - Heat Factor}}*0.3*100}}&lt;br /&gt;
| insulationcold =  {{ #expr: {{Q|Wood|Insulation - Cold Factor}}*0.05}}&lt;br /&gt;
| insulationheat = {{ #expr: {{Q|Wood|Insulation - Heat Factor}}*0.05}}&lt;br /&gt;
| painshockthreshold = +10&lt;br /&gt;
| mass base = 1.4&lt;br /&gt;
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| defaultOutfitTags = Soldier&lt;br /&gt;
}}&lt;br /&gt;
The '''war mask''' is a tribal clothing item. It provides minor protection, as well as increasing [[Pain Shock Threshold|pain threshold]], allowing the wearer to take more damage before crumpling. War masks can be purchased from traders, crafted (by tribal factions), or stripped from tribal raiders.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
War masks can only be made by tribal factions.&lt;br /&gt;
They can be made at a [[crafting spot]], [[hand tailor bench]], or [[electric tailor bench]].&lt;br /&gt;
They require 25 [[wood]] and 100 units of work.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
War masks are a cheap source of armor for tribespeople in the early game, if you have a good craftsman. While they doesn't give much protection, the increase in pain shock threshold helps your tribespeople stay longer in the fight before giving in to pain.&lt;br /&gt;
&lt;br /&gt;
Wood is reasonably easy to obtain in most biomes, so obtaining materials shouldn't be too much of an issue. Rather, the greater issue is having to divert labor to obtaining the wood and crafting it.&lt;br /&gt;
&lt;br /&gt;
War masks can be equipped on [[Traits#Wimp|Wimp]] colonists to allow them to function under certain illnesses which would normally surpass their pain threshold.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Quality Table}}&lt;br /&gt;
&lt;br /&gt;
==Styles==&lt;br /&gt;
{{Ideology|No category}}&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;
War mask.png|Base variant&lt;br /&gt;
Animalist war mask.png|Animalist variant&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The War Mask is set up in the game's code to be [[stuff]]able, however the stuff categories only allow one possible Stuff choice, namely [[wood]]. &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|clothing}}&lt;br /&gt;
[[Category:Armor]]&lt;br /&gt;
[[Category:Helmet]]&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt9e3a4z7wl3p9cd&amp;topic_postId=wkwymdz4vsywdkst&amp;topic_revId=wkwymdz4vsywdkst&amp;action=single-view</id>
		<title>Topic:Vt9e3a4z7wl3p9cd</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt9e3a4z7wl3p9cd&amp;topic_postId=wkwymdz4vsywdkst&amp;topic_revId=wkwymdz4vsywdkst&amp;action=single-view"/>
		<updated>2021-11-24T04:38:08Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vt9e3a4z7wl3p9cd&amp;amp;topic_showPostId=wkwymdz4vsywdkst#flow-post-wkwymdz4vsywdkst&quot;&gt;commented&lt;/a&gt; on &quot;Warning on Talk Activity&quot; (&lt;em&gt;I am the new one&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vt9e3a4z7wl3p9cd&amp;topic_postId=wkwyjnc4qlmy3wr1&amp;topic_revId=wkwyjnc4qlmy3wr1&amp;action=single-view</id>
		<title>Topic:Vt9e3a4z7wl3p9cd</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vt9e3a4z7wl3p9cd&amp;topic_postId=wkwyjnc4qlmy3wr1&amp;topic_revId=wkwyjnc4qlmy3wr1&amp;action=single-view"/>
		<updated>2021-11-24T04:36:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vt9e3a4z7wl3p9cd&amp;amp;topic_showPostId=wkwyjnc4qlmy3wr1#flow-post-wkwyjnc4qlmy3wr1&quot;&gt;commented&lt;/a&gt; on &quot;Warning on Talk Activity&quot; (&lt;em&gt;Lol I made many edits&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=96917</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=96917"/>
		<updated>2021-11-24T04:33:07Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| mass = 0.1&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 600&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Yayo}}{{#set:Resource 1 Amount = 1}}{{#set:Resource 2 = Neutroamine}}{{#set:Resource 2 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Go-juice''' is a potent combat [[drug]] that provides +40% to [[recreation]] and significantly improves a pawn's capabilities at the strong risk of addiction and eventual chemical damage.&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]]. It requires [[Research#Go-juice production|Go-juice production]] to be researched.  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). Similar to the [[painstopper]], its reduction of pain in turn reduces the penalties to combat stats that come with it while also keeping the pawn up for longer. This means an affected pawn does more damage while injured and is doing that damage for longer. Coupled with the direct buffs from the other effects of the drug, this makes affected pawn signficantly deadlier, but also puts them at risk by not going into shock as quickly meaning they will fight until very close to death or made physically unable. &lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
=== Detailed Effects ===&lt;br /&gt;
* Improved [[moving]] (+50%)&lt;br /&gt;
* Improved [[sight]] (+35%)&lt;br /&gt;
* Heightened [[consciousness]] (+20%)&lt;br /&gt;
* Minimised [[pain]] (x10%)&lt;br /&gt;
* Satisfies rest need (+40%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Improved [[mood]] (+5)&lt;br /&gt;
* Restores [[Psycasts#Psyfocus|psyfocus]] (+15%) {{RoyaltyIcon}}&lt;br /&gt;
* Go-juice addiction chance 2.6%, no minimum tolerance required.&lt;br /&gt;
However, as consciousness also improves other stats, the following are also affected.&lt;br /&gt;
* Improved [[manipulation]] (+20%)&lt;br /&gt;
* Improved [[talking]] (+20%)&lt;br /&gt;
* Improved [[eating]] (+20%)&lt;br /&gt;
&lt;br /&gt;
Assuming Skill 10 where relevant, these bonuses translates to:&lt;br /&gt;
* A 50% increase to [[Move Speed]], equivalent to an increase of of 2.3 c/s on a healthy, unencumbered pawn, &lt;br /&gt;
* A 1% increase to [[Shooting Accuracy]]. At Shooting 20, this is a 0.4% increase, at Shooting 5, a 2.1% increase. '''N.b.''', although seemingly small, this value is applied per tile crossed. So the difference between a 97% shooting accuracy and a 98% shooting accuracy over a range of only 10 tiles is an almost 11% increase in DPS. Over 20 tiles, this is a 23% increase.&lt;br /&gt;
* An 8% increase in melee DPS. At Melee 20, this is a 2% increase, at Melee 5, a 25% increase&lt;br /&gt;
* A 21% increase in [[Melee Dodge Chance]]. At Melee 20, this is a 6% increase, at Melee 5, a 24% increase&lt;br /&gt;
* A 20% increase in [[General Labor Speed]]&lt;br /&gt;
* A 18% increase [[Medical Surgery Success Chance]]. At Medical 20, this is a 22% increase, at Medical 5, a 12% increase&lt;br /&gt;
* A 30% increase in [[Medical Tend Quality]]. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
&lt;br /&gt;
=== Side-Effects ===&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work. However, as of version [[Version/1.2.3005|1.2.3005]], Go-Juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. It is unclear whether this is a bug or intended behavior.&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal Symptoms ===&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[moving]] (-50%)&lt;br /&gt;
* Impaired [[consciousness]] (-20%)&lt;br /&gt;
* Impaired [[blood pumping]] (-20%)&lt;br /&gt;
* Impaired [[sight]] (-20%)&lt;br /&gt;
* Increased hunger rate (+50%)&lt;br /&gt;
* Increased tiredness (+30%)&lt;br /&gt;
* Increased [[pain]] (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful [[mood]] (-22)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
===Trivia===&lt;br /&gt;
Go-juice is the only drink along with [[beer]] other than water. The aforementioned drink is not a drug, therefore making this the only drug drink.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=96914</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=96914"/>
		<updated>2021-11-24T04:23:11Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: ''Added'' area&lt;/p&gt;
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{{TOCright}}&lt;br /&gt;
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The following '''menus''' are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]&lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].&lt;br /&gt;
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.&lt;br /&gt;
&lt;br /&gt;
===Work types===&lt;br /&gt;
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Work type !! Description !! Relevant skill !! Category&lt;br /&gt;
|- id=&amp;quot;Firefight&amp;quot;&lt;br /&gt;
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none&lt;br /&gt;
|- id=&amp;quot;Patient&amp;quot;&lt;br /&gt;
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See the 'bed rest' task to set the priority for non-disease injuries. || none || none&lt;br /&gt;
|- id=&amp;quot;Doctor&amp;quot;&lt;br /&gt;
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.&amp;lt;br/&amp;gt;Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.&lt;br /&gt;
&lt;br /&gt;
* Tend to patients with urgent needs. '''Priority:''' 110&lt;br /&gt;
* Tend to patients. '''Priority:''' 100&lt;br /&gt;
* Tend to self. '''Priority:''' 90&lt;br /&gt;
* Feed patients. '''Priority:''' 80&lt;br /&gt;
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70&lt;br /&gt;
* Rescue downed allies to bed. '''Priority:''' 60&lt;br /&gt;
* Tend to animals. '''Priority:''' 50&lt;br /&gt;
* Feed animals (patient animals only). '''Priority:''' 40&lt;br /&gt;
* Operate on animals. '''Priority:''' 30&lt;br /&gt;
* Take patients to bed for operations. '''Priority:''' 20&lt;br /&gt;
* Visit sick people . '''Priority:''' 10&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Medical|Medical]] || Caring&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Social (Visiting only)&lt;br /&gt;
|- id=&amp;quot;Bed rest&amp;quot;&lt;br /&gt;
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none&lt;br /&gt;
|- id=&amp;quot;Basic&amp;quot;&lt;br /&gt;
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. &lt;br /&gt;
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500&lt;br /&gt;
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100&lt;br /&gt;
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50&lt;br /&gt;
&amp;amp;#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Warden&amp;quot;&lt;br /&gt;
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.&lt;br /&gt;
* Execute prisoners. '''Priority:''' 110&lt;br /&gt;
* Release prisoners. '''Priority:''' 100&lt;br /&gt;
* Take prisoners to bed. '''Priority:''' 90&lt;br /&gt;
* Feed prisoners. '''Priority:''' 80&lt;br /&gt;
* Deliver food to prisoners. '''Priority:''' 70&lt;br /&gt;
* Chat with prisoners. '''Priority:''' 60&lt;br /&gt;
|| [[Skills#Social|Social]] || none&lt;br /&gt;
|- id=&amp;quot;Handle&amp;quot;&lt;br /&gt;
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. &lt;br /&gt;
&lt;br /&gt;
* Feed animals. '''Priority:''' 150&lt;br /&gt;
* Slaughter animals. '''Priority:''' 100&lt;br /&gt;
* Milk animals. '''Priority:''' 90&lt;br /&gt;
* Shear animals. '''Priority:''' 85&lt;br /&gt;
* Tame animals. '''Priority:''' 80&lt;br /&gt;
* Train animals. '''Priority:''' 70&lt;br /&gt;
|| [[Skills#Animals|Animals]] || Animals&lt;br /&gt;
|- id=&amp;quot;Cook&amp;quot;&lt;br /&gt;
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. &lt;br /&gt;
&lt;br /&gt;
* Cook meals at stove. '''Priority:''' 100&lt;br /&gt;
* Cook meals at [[campfire]]. '''Priority:''' 97&lt;br /&gt;
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90&lt;br /&gt;
* Fill food [[hopper]]s. '''Priority:''' 50&lt;br /&gt;
* [[Brewery|Brew]] liquors. '''Priority:''' 30&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Cooking|Cooking]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Hunt&amp;quot;&lt;br /&gt;
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] and [[Skills#Animals|Animals]]|| Violent&lt;br /&gt;
|- id=&amp;quot;Construct&amp;quot;&lt;br /&gt;
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. &lt;br /&gt;
&lt;br /&gt;
* Fix broken-down buildings. '''Priority:''' 120&lt;br /&gt;
* Uninstall structures. '''Priority:''' 110&lt;br /&gt;
* [[Build roof area|Build roofs]]. '''Priority:''' 100&lt;br /&gt;
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90&lt;br /&gt;
* Construct placed frames. '''Priority:''' 80&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 70&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 60&lt;br /&gt;
* Deconstruct structures. '''Priority:''' 50&lt;br /&gt;
* Repair damaged things. '''Priority:''' 40&lt;br /&gt;
* Remove floors. '''Priority:''' 30&lt;br /&gt;
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20&lt;br /&gt;
* Smooth walls. '''Priority:''' 10&lt;br /&gt;
|| [[Skills#Construction|Construction]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Grow&amp;quot;&lt;br /&gt;
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. &lt;br /&gt;
&lt;br /&gt;
* Harvest crops. '''Priority:''' 100&lt;br /&gt;
* Sow crops. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Mine&amp;quot;&lt;br /&gt;
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. &lt;br /&gt;
&lt;br /&gt;
* Mine. '''Priority:''' 100&lt;br /&gt;
* Drill at [[deep drill]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Mining|Mining]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Plant cut&amp;quot;&lt;br /&gt;
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. || [[Skills#Plants|Plants]] || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Smith&amp;quot;&lt;br /&gt;
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] &lt;br /&gt;
&lt;br /&gt;
* Make weapons (at [[smithy]]). '''Priority:''' 115&lt;br /&gt;
* Make things at [[machining table]]. '''Priority:''' 75&lt;br /&gt;
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Tailor&amp;quot;&lt;br /&gt;
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Art&amp;quot;&lt;br /&gt;
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic&lt;br /&gt;
|- id=&amp;quot;Craft&amp;quot;&lt;br /&gt;
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
* Make things at [[crafting spot]]. '''Priority:''' 100&lt;br /&gt;
* Work at [[refinery]]. '''Priority:''' 97&lt;br /&gt;
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95&lt;br /&gt;
* Make [[stone blocks]]. '''Priority:''' 90&lt;br /&gt;
* [[Electric smelter|Smelt]] items. '''Priority:''' 80&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Synthesize only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || Haulers do a number of things, including:&lt;br /&gt;
* Rearm turrets. '''Priority:''' 150&lt;br /&gt;
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140&lt;br /&gt;
* Unload [[Pack animal|carriers]]. '''Priority:''' 130&lt;br /&gt;
* Load [[caravan]]. '''Priority:''' 120&lt;br /&gt;
* Load [[transport pod|transporters]]. '''Priority:''' 110&lt;br /&gt;
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100&lt;br /&gt;
* Haul corpses. '''Priority:''' 90&lt;br /&gt;
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40&lt;br /&gt;
* Do bills at campfire (such as burning drugs). '''Priority:''' 30&lt;br /&gt;
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20&lt;br /&gt;
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19&lt;br /&gt;
* Haul general things. '''Priority:''' 15&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 10&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 9&lt;br /&gt;
* Merge things. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Clean&amp;quot;&lt;br /&gt;
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Clear [[snow]]. '''Priority:''' 10&lt;br /&gt;
* Clean [[filth]]. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| '''Research''' || &lt;br /&gt;
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options.. '''Priority:''' 100&lt;br /&gt;
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50&lt;br /&gt;
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Intellectual|Intellectual]] || Intellectual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Area==&lt;br /&gt;
The player has 3 starting areas, one of them being the regular area called &amp;quot;Area 1&amp;quot;. The player can add more and/or rename their respective areas(e.g. a Bedroom zone should be named &amp;quot;Bedroom&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. The &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
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&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. (Note: Pawns on a [[Drugs|drug binge]] or with a [[Traits|chemical fascination or chemical interest]] trait may ignore these restrictions and take drugs at will.)&lt;br /&gt;
&lt;br /&gt;
If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
* '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Using this tab, you can view your ideology and the ideologies of other factions. Here you can find options for saving and loading ideologies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wkwxfimwwx8511fx&amp;topic_postId=wkwxfimwx16795e5&amp;topic_revId=wkwxfimwx16795e5&amp;action=single-view</id>
		<title>Topic:Wkwxfimwwx8511fx</title>
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		<updated>2021-11-24T04:16:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jakek1356_Timer&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jakek1356 Timer (page does not exist)&quot;&gt;&lt;bdi&gt;Jakek1356 Timer&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Jakek1356 Timer&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jakek1356_Timer&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jakek1356 Timer&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Wkwxfimwwx8511fx&amp;amp;topic_showPostId=wkwxfimwx16795e5#flow-post-wkwxfimwx16795e5&quot;&gt;commented&lt;/a&gt; on &quot;Hi&quot; (&lt;em&gt;I am constructive. I do not vandalise.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Aesthetic_nose&amp;diff=96912</id>
		<title>Aesthetic nose</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Aesthetic_nose&amp;diff=96912"/>
		<updated>2021-11-24T04:14:14Z</updated>

		<summary type="html">&lt;p&gt;Jakek1356 Timer: Added to the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Aesthetic nose&lt;br /&gt;
| image = Health item bionic.png|Aesthetic nose&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Flesh shaping&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 585&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
}}&lt;br /&gt;
The '''Aesthetic Nose''' gives a pawn that's been implanted with it a bonus of +1 to [[Traits#Beauty|beauty]], corresponding to +20 opinion from other colonists.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Aesthetic noses can be made at the [[fabrication bench]], after the [[Research#Flesh shaping|flesh shaping]] research is completed. This research requires the flesh shaping [[techprint]] to unlock.&lt;br /&gt;
Crafting the part requires {{icon|plasteel|10}} [[plasteel]], {{icon|advcomponent|2}} [[advanced component]]s and {{Ticks|{{P|Work To Make #}}}} of work. They require a crafting skill of 8.&lt;br /&gt;
&lt;br /&gt;
The required techprint can be obtained either by trade or completing quests for the Empire. The part itself can be obtained by trade, quests or found on [[raiders]] and [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Summary stuff goes here&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Installing the part requires {{ticks|2500}} of work, ?x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires an undetermined of work, undetermined medicine of undetermined quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The aesthetic nose both improves the beauty of the pawn and replaces a missing nose. Thus, it is useful for social harmony by keeping opinions high, both by the +20 of having +1 beauty but also by avoiding the &amp;quot;disfigured&amp;quot; opinion penalty a missing nose creates. This bonus and removal of a malus can be also help couple up a particular pawn or keep an existing couple together and happy by increasing their opinion of each other.&lt;br /&gt;
&lt;br /&gt;
The [[gastro-analyzer]] and aesthetic nose cannot be installed on the same pawn. &lt;br /&gt;
&lt;br /&gt;
{{quote|Gastro-analyzer is an implant INTO the nose, while aesthetic nose REPLACES the nose. You can't install a gastro analyzer into a aesthetic nose; it's one or the other.|Tynan Sylvester|source=&amp;quot;[https://ludeon.com/forums/index.php?topic=51123.msg474313#msg474313 Cannot replace destroyed gastro-analyzer]&amp;quot; on ''Ludeon forums''.}}&lt;br /&gt;
&lt;br /&gt;
This is the only part incompatibility meaning, besides wealth, there is no reason not to install this part on non-cooking pawns. However its small effect also make doing so a low priority.&lt;br /&gt;
&lt;br /&gt;
There are conflicting reports that beauty improves [[trade]] prices, but these are currently unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Royalty]]&lt;br /&gt;
[[Category:Medical Item]]&lt;br /&gt;
[[Category:Body Part]]&lt;/div&gt;</summary>
		<author><name>Jakek1356 Timer</name></author>
	</entry>
</feed>