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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jetroid</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jetroid"/>
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	<updated>2026-04-06T20:04:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Work_site&amp;diff=169636</id>
		<title>Work site</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Work_site&amp;diff=169636"/>
		<updated>2025-09-14T20:18:52Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
'''Work sites''' are locations on the [[world map]] akin to small [[faction base]]. They contain pawns and various resources determined from the type of site they are and can be attacked to acquire them. They appear as a quest on the world map and are owned by a faction that is either independent and won't affect any faction relations, or is owned by one of the main factions already present and will affect goodwill if attacked.&lt;br /&gt;
Work sites:&lt;br /&gt;
* Mining&lt;br /&gt;
**[[Steel]]&lt;br /&gt;
**[[Component]]s&lt;br /&gt;
**[[Silver]]&lt;br /&gt;
**[[Gold]]&lt;br /&gt;
* Farming&lt;br /&gt;
**Vegetarian [[Raw food]]s {{Check Tag|Detail Needed|Can Haygrass or Agave Fruit be found?}}&lt;br /&gt;
**[[Chocolate]]&lt;br /&gt;
* Hunting&lt;br /&gt;
**[[Pemmican]] always present.&lt;br /&gt;
**[[Leathers]] {{Check Tag|Detail Needed|Can rare leathers such as Thrumbofur also appear? And is human leather also a possibility?}}&lt;br /&gt;
**[[Corpse|Corpses]] that can provide the leather listed.&lt;br /&gt;
* Lumber&lt;br /&gt;
**[[Wood]]&lt;br /&gt;
Sites will usually have [[Gibbet cage]]s with human corpses already present in them.&lt;br /&gt;
Any sites will also provide food from the pawns killed, usually dropping Pemmican for tribal factions or [[Simple meal]]s, [[Fine meal]]s, and [[Packaged survival meal]]s for higher tech factions.&lt;br /&gt;
&lt;br /&gt;
== Pawn kinds ==&lt;br /&gt;
Specific xenotypes can be found dependent on what faction owns the Work Site, if it is an independent faction, this will be noted under the quest and it will be based on any pre-existing faction on the map for Xenotypes. &lt;br /&gt;
&lt;br /&gt;
Farming sites can have pawns spawned in with a [[Field hand]] installed, and Mining sites can have pawns with a [[Drill arm]] installed.&lt;br /&gt;
&lt;br /&gt;
{{:Work site/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Spawning mechanics ==&lt;br /&gt;
A work site may spawn between 3 and 9 tiles away from your colony. A passable world map tile within that distance is picked at random. Which work site type can be spawned on the tile varies by [[Biome]] and, in the case of farming sites, seasonal temperature:&lt;br /&gt;
&lt;br /&gt;
* '''Farming sites''' can only spawn in a Temperate Forest, Temperate Swamp, Tropical Rainforest or Tropical Swamp. An additional requirement for the farming camp to spawn is that the seasonal temperature in the tile is between 6°C and 42°C.&lt;br /&gt;
&lt;br /&gt;
* '''Mining sites''' can only spawn in hilly and mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
* '''Hunting sites''' can spawn in biomes with an animal density that is ''greater than'' Desert's. This means that temperate and tropical biomes as well as Arid Shrubland, Boreal Forest, Tundra and Cold Bog can have a hunting site.&lt;br /&gt;
&lt;br /&gt;
* '''Logging sites''' can spawn in biomes with a tree density ''equal or greater than'' that of Tundra's. This means that Desert, Extreme Desert, Ice Sheet and Sea Ice are not suitable candidates.&lt;br /&gt;
&lt;br /&gt;
If the randomly chosen world map tile does not fulfil any of these requirements, no work site will be spawned. This primarily affects Desert, Extreme desert, Ice sheet and Sea ice tiles with flat terrain. '''If your colony has a large amount of these [[Biomes]] nearby on the world map then a work site might never spawn''', so the player is advised to keep this in mind when choosing a suitable tile to found a colony in, especially if their ideology contains the [[Ideoligion#Raiding]] precept.&lt;br /&gt;
&lt;br /&gt;
If the colony has only one colonist, work sites will not spawn. Work sites will spawn at reduced frequency for colonies with two colonists. Three colonists and above have the regular spawn rate.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
The work site will be owned by a random major or minor [[Faction]]. It is:&lt;br /&gt;
* 60% likely to be owned by a minor faction&lt;br /&gt;
* 25% likely to be owned by a major enemy faction&lt;br /&gt;
* 15% likely to be owned by a major neutral or ally faction&lt;br /&gt;
&lt;br /&gt;
If the player chooses to raid a major neutral or ally faction's work site, this will result in a diplomatic relations hit.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Work site icon hunting.png|World icon&lt;br /&gt;
Work site hunting waster pirates.png|Waster pirates hunting work site&lt;br /&gt;
Work site hunting fierce neanderthal tribe.png|Fierce neanderthal tribe hunting work site&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Work site icon mining.png|World icon&lt;br /&gt;
Work site gold mining civil outlanders.png|Civil outlanders gold mining work site. Note the use of a [[Ground-penetrating scanner]] and a [[Deep drill]]&lt;br /&gt;
Work site silver mining rough outlanders.png|Rough outlanders gold mining work site&lt;br /&gt;
Work site silver mining gentle tribe.png|Gentle tribe gold mining work site. Notably, tribes don't use any [https://rimworldwiki.com/wiki/Research#Industrial_Research_Projects Industrial technology] &lt;br /&gt;
Work site component mining nudist tribe.png|Nudist tribe gold mining work site&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Work site icon farming.png|World icon&lt;br /&gt;
Work site farming civil outlanders.png|Civil outlanders cocoa farm work site&lt;br /&gt;
Work site farming fierce tribe.png|Fierce tribe corn farm work site&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Work site icon logging.png|World icon&lt;br /&gt;
Work site logging rough pig union.png|Rough pig union logging work site&lt;br /&gt;
Work site logging fierce tribe.png|Fierce tribe logging work site&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Ideology DLC]] release - Added.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Hidden and temporary factions can own work sites.&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=168959</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=168959"/>
		<updated>2025-09-09T18:11:44Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Softscanner is not minifiable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore softscanner&lt;br /&gt;
| image = SubcoreSoftscanner north.png&lt;br /&gt;
| description = A pod with thousands of tiny tissue probes and a high-energy brain scanner. Once a person is inserted, the system uses the probes and scanner to sense a neuro-psychic pattern that it can analog-transfer to a new standard-tier mechanoid subcore. The person will be left temporarily sick, but unharmed.&amp;lt;br&amp;gt;Subcores are mechanoid brains and producing any mechanoid requires one. Standard-tier subcores produced by this softscanner can only power standard-tier mechanoids.&amp;lt;br&amp;gt;Higher tier subcores can be created by building a subcore ripscanner.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| mass base = 25&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2x3&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = 150&lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 5&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 200&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
The '''subcore softscanner''' is a building added by the [[Biotech DLC]] that allows for the creation of [[standard subcore]]s by scanning [[human]] pawns.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The subcore softscanner takes 150 W of [[power]]. Its only purpose is to form a [[standard subcore]], an ingredient used for the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Standard subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
A standard subcore requires {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component|Components]] to create. Then, a [[human]] must sit in the scanner for {{Ticks|7500}}.{{Check Tag|Detail needed|How are pawns selcted? How do pawns enter? what about prisoners? Slaves?}} The person then receives scanning sickness. The subcore softscanner does not take pawns that already have scanning sickness.&lt;br /&gt;
&lt;br /&gt;
=== Scanning sickness ===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{quote|&amp;quot;This person was scanned by a softscanner to produce a mechanoid subcore. The high-energy scanning device has caused disturbances in their brain chemistry which will take time to resolve themselves. There won't be any long-term damage.&amp;quot;|In-game description}}&lt;br /&gt;
A person scanned in a [[subcore softscanner]] to produce a [[standard subcore]] is afflicted with scanning sickness starting with a severity of 4 and decreasing in severity by 1 per in-game day.{{Check Tag|Mechanitor Factor?|Mechanitor factor of 2 is detailed in the severity per day section of the code. What is this? Does it mean Mechanitors reduce in severity 2x as fast? Etc.}} This has the following effects:&lt;br /&gt;
* [[Consciousness]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Manipulation]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Moving]]: {{Bad|x75%}} (Post factors)&lt;br /&gt;
* [[Vomiting]] {{MTB}}: {{Bad|1.5 days}}&lt;br /&gt;
* [[Mood]]: {{--|8}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[Prisoner]]s don't do work, so using them for the subcore scanner carries few penalties. Barring that, almost any colonist is suitable, but bear in mind that scanning sickness comes with a debuff of x75% for counciousness, manipulation and moving and since a lower counciousness will further lower manipulation and moving, you will be looking at a colonist with almost 50% debuff for all work and moving for 4 in game days.&lt;br /&gt;
&lt;br /&gt;
Standard subcores can create a variety of useful mechs, such as the [[tunneler]] for mining ore deposits or [[scyther]] for general melee combat. Some players may not prefer or need any of the standard subcore mechs, and can safely skip building the softscanner. However, the softscanner is not terribly expensive; you shouldn't hesitate to build one if you desire any of its component mechs.&lt;br /&gt;
&lt;br /&gt;
Note that every mech that requires a standard subcore is created at a [[large mech gestator]] and uses the [[large mech recharger]]. These two buildings cost {{Icon Small|steel||{{#expr: {{Q|Large mech gestator|Resource 1 Amount}} + {{Q|Large mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Large mech gestator|Resource 2 Amount}} + {{Q|Large mech recharger|Resource 2 Amount}} }} }} [[component]]s. This is in addition to costs of the softscanner itself and the actual mechs.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore encoder]] - Creates [[basic subcore]]s.&lt;br /&gt;
* [[Subcore ripscanner]] - Creates [[high subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Added more feedback to subcore scanners.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Softcore{{Sic}} scanner tooltip formating.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - In the 'Completed scan' message sent when subcore scan is cancelled, changed 'cancel load' to 'cancel scan'.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_encoder&amp;diff=168958</id>
		<title>Subcore encoder</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_encoder&amp;diff=168958"/>
		<updated>2025-09-09T18:12:03Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: encoder is minifiable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Subcore encoder&lt;br /&gt;
| image = SubcoreEncoder north.png&lt;br /&gt;
| description = A work station where a mechanitor can produce basic-tier subcores. Subcores are the brains of mechanoids, and one is required to produce any mechanoid. Basic subcores can only be used in simple basic-tier mechs.&amp;lt;br&amp;gt;Higher tier subcores can be created by building a subcore softscanner or a subcore ripscanner.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = &lt;br /&gt;
| path cost = &lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 * 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| mass base = 25&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = &lt;br /&gt;
| power = -50&lt;br /&gt;
| terrain affordance = &lt;br /&gt;
| research = Basic mechtech&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 8000&lt;br /&gt;
| resource 1 = Steel &lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| page verified for version = 1.4.3613&lt;br /&gt;
}}&lt;br /&gt;
The '''subcore encoder''' is a building added by the [[Biotech DLC]] that allows for the creation of [[basic subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The subcore encoder takes 150 W of [[power]]. Its only purpose is to form a [[basic subcore]], an ingredient used for the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Basic subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
A basic subcore requires {{Required Resources|Basic subcore}} to create. Unlike the other subcore production buildings, this is done via regular bill.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Basic subcores are responsible for 4 worker mechs: all of which can be useful for the entire game. Building the encoder and subsequent mechs can be highly worth it, even if you didn't begin the game with a mechanitor. Each basic mech costs {{Icon Small|steel||{{#expr: {{Q|Basic subcore|Resource 1 Amount}} + {{Q|Militor|Resource 1 Amount}} }} }} [[steel]] and {{icon small|component||{{#expr: {{Q|Basic subcore|Resource 2 Amount}} + {{Q|Militor|Resource 2 Amount}} }} }} [[component]]s, plus  {{Icon Small|steel||{{#expr: {{Q|Subcore encoder|Resource 1 Amount}} + {{Q|Mech gestator|Resource 1 Amount}} + {{Q|Mech recharger|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|Subcore encoder|Resource 2 Amount}} + {{Q|Mech gestator|Resource 2 Amount}} + {{Q|Mech recharger|Resource 2 Amount}} }} }} [[component]]s for the combination of encoder, [[mech gestator]], and [[mech recharger]]. If you feel like you've gestated enough labor mechs, you can deconstruct the encoder and get some of its resources back.&lt;br /&gt;
&lt;br /&gt;
In return, [[agrihand]]s can grow at least 10 colonists worth of food entirely on its own, [[cleansweeper]]s can keep a large base cleaned, [[lifter]]s save the trouble of having to haul everything, and [[constructoid]]s can build large sections of a large base. Militors are also potent combat bots that are cheap to create.  These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only {{icon small|steel}} 25 [[steel]]. The [[pollution]] cost can be managed - especially when you are sticking with just a few labor mechs.&lt;br /&gt;
&lt;br /&gt;
[[Scenario system#The Mechanitor|The Mechanitor]] starting [[scenario]] begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need to create more than 5 additional basic mechs, you can delay building the subcore encoder.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Subcore softscanner]] - Creates [[standard subcore]]s.&lt;br /&gt;
* [[Subcore ripscanner]] - Creates [[high subcore]]s.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lost_Tribe_Guide&amp;diff=146530</id>
		<title>Lost Tribe Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lost_Tribe_Guide&amp;diff=146530"/>
		<updated>2024-06-17T23:31:56Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Fueled Stoves do not require complex furniture.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the [[Scenario system#Lost Tribe|Lost Tribe]] scenario, you start off with 5 people, but less material resources, and research slower.&lt;br /&gt;
&lt;br /&gt;
== Choosing tribals (Optional) ==&lt;br /&gt;
&lt;br /&gt;
Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios. You can spread skills across the whole party. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing. &lt;br /&gt;
&lt;br /&gt;
All the following are suggestions to keep in mind. In practice, you may find yourself making exceptions for a really excellent character whose positive synergies balance out their negatives. But if you keep these goals in mind, it will be easier to only deviate from the plan for a character who really '''is''' worth making an exception.&lt;br /&gt;
&lt;br /&gt;
===Skills you need===&lt;br /&gt;
Trait-limited general abilities; you want to avoid any trait that limits these:&lt;br /&gt;
*'''Violence''': For food and (unplanned) self-defense, a &amp;quot;must have&amp;quot; for your entire starting tribe.&lt;br /&gt;
*'''Dumb labor''': Hauling and cleaning, no room for slackers.&lt;br /&gt;
&lt;br /&gt;
There are only 12 skills in Rimworld, and you'll find that you want every one. You'll have some decisions to make...&lt;br /&gt;
&lt;br /&gt;
* '''Combat''' - Shooting and Melee. You need a couple heavy hitters in the ranged department, and as many who can help as possible.&lt;br /&gt;
* '''[[Skills#Medical|Medical]]''': Treating the sick and injured, which happens a lot in neolithic cultures.&lt;br /&gt;
** Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.&lt;br /&gt;
* '''[[Research]]''': Researching new projects. Since your tribe is slow to research many projects, you may want to start soon.&lt;br /&gt;
* '''[[Skills#Plants|Plants]]''': Growing food crops and cutting plants. Starting a stable food supply is a high priority because you start off with very little food. &lt;br /&gt;
** Aim to have at least 2 growers.&lt;br /&gt;
** Also useful for [[caravan]]s. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Forage amounts are determined by a colonist's Plants skill.&lt;br /&gt;
** Consider your [[Biome]]. Healroot does not grow in Tropical Swamps; you'll need a grower with skill 8 to sow it. Desert and Tundra have very little wood; you'll need a grower with skill 6.&lt;br /&gt;
*'''[[Construction]]''': Building a shelter for your tribe, beyond any caves you mine out&lt;br /&gt;
* '''[[Mining]]''': Obtaining metallic resources such as [[steel]] for building better equipment, and quickly digging a safe hole to hide in.&lt;br /&gt;
* '''[[Cooking]]''': Cooking food without giving your colonists food poisoning.&lt;br /&gt;
* '''[[Crafting]]''': Crafting weapons and clothing. &lt;br /&gt;
* '''[[Social]]''': Convincing captured prisoners to join forces with you, as well as bartering for resources.&lt;br /&gt;
* '''[[Skills#Animals|Animals]]''': Some of the best trading items, a source of extra lift for caravans, and early &amp;quot;combat support&amp;quot;. But if you have to cut a corner for the early game, this (and [[Artistic]]) may be the one.&lt;br /&gt;
&lt;br /&gt;
=== Things to avoid ===&lt;br /&gt;
*'''Can't do dumb labor''': Everyone needs to clean. Everyone needs to haul. Everyone needs to be able to refuel passive coolers in the summer and campfires in the winter.&lt;br /&gt;
*'''Can't be violent''': There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon.&lt;br /&gt;
*'''Incapable of caring''': See above. In an emergency, everyone needs to be able to attempt doctoring. A crude herbal bandage is better than nothing.&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
&lt;br /&gt;
Tribal starting characters have a higher chance to be malnourished, have chemical addictions, or have scars from old wounds. Even a character with amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them manage their conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Addiction''': [[Drugs#Addiction and Tolerance|Addiction]] is very difficult to manage in the first in-game year. An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet.&lt;br /&gt;
*'''High pain levels''': Be sure to hover over each wounded character's wounds and see how high their total pain level will be. The [[Thoughts#Pain|pain]] from old scars will remain constant until you can reliably replace [[Medical Items#Body Parts|body parts]] via surgery. But if a character's pain is 15% or higher, they will have a constant -10 to Mood (unless they're a Masochist).&lt;br /&gt;
*'''Movement / manipulation penalties''': Old injuries also reduce the effectiveness of the injured part. This is a bit more situational than the others, depending on the colonist's skills. An artist or researcher can live with a small movement penalty, a cook can get by with damage to their hearing, a trader is still effective with reduced manipulation, etc. Make sure your colonists' health issues don't directly prevent them from doing their primary jobs.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
&lt;br /&gt;
You appear with supplies scattered around, hungry and malnourished, the pemmican (400 units) will only last for the first day and the second morning and before everything starts off a lot of it would've been eaten.&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
Your tribe starts off with a low-tech selection of weapons.&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=62px height=40px | [[File:ShortBow.png|32px|link=Short bow]]&lt;br /&gt;
| width=62px height=40px | [[File:Pila.png|32px|link=Pila]]&lt;br /&gt;
| width=62px height=40px | [[File:Club.png|32px|link=Club]]&lt;br /&gt;
| width=62px height=40px | [[File:Ikwa.png|32px|link=Ikwa]]&lt;br /&gt;
| width=62px height=40px | [[File:Knife.png|32px|link=Knife]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Short bow]] (x2)&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Pila]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Club|Wooden club]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Ikwa|Steel Ikwa]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Knife|Jade knife]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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The pila can be given to moderately skilled shooters, as they can deal heavy damage if they hit but don't have much range, and the long time between shots means that you'll regret missing with it.&lt;br /&gt;
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One short bow should be equipped by the most skilled shooter, and the other by a less skilled shooter.&lt;br /&gt;
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The steel ikwa should be given to your best melee pawn, followed by the wooden club. The jade knife is best left alone as it's the lowest damaging melee weapon; even wooden clubs, easily made, beat it in damage output.&lt;br /&gt;
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You can place a [[crafting spot]] to make extra wooden clubs or [[Recurve bow]]s, which does not require research for Tribal starts. Your ranged characters can then upgrade to recurve bows. These are fairly effective and will often serve you well through the first year.&lt;br /&gt;
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== Shelter ==&lt;br /&gt;
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You will need to find shelter for your tribespeople. The easiest solution is to look for ancient structures in the proximities which are already standing and require a wall patch or two. If there isn't any nearby, then a simple wood hut will do. Preferably, choose an area where there's rough stone ground. Any fire that may spread around will be prevented from burning your home as long as there are 4 tiles with no flammable material between the fire and your flammable items or wooden walls. Note that tribespeople need to research stonecutting. If you can't obtain a massive amount of steel due to lacking skillful miners, you will need to stick to wood or deconstructed ruins for some time. However it's still very likely that stonecutting tech will be finished before you need to build very much. In the beginning of the game you can get by with an all-built in barrack.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
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File:Lost Tribe Guide starter wooden hut.png|'''Wooden hut surrounded by rough stone'''&lt;br /&gt;
File:All built in barrack.png|thumb|'''All built in barrack, early start.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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Another good option, if your map has ruins, is to [[deconstruct]] some of the walls that are close to where you want to put your base. This will yield [[stone blocks]]. You can use stone blocks to build your own stone walls even before you have Stonecutting researched. If you end up with a patchwork of different stone types, that's fine -- ''any'' stone is better than steel and much better than wood. Deconstruction has the added bonus of slightly leveling up a pawn's construction skill with minimal loss. If they waste resources deconstructing a ruin, you only lose something you didn't have to begin with, and your pawn still got the experience. &lt;br /&gt;
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With this method, on day one you could pick one of the larger ruins for your tribe to camp out in. Put a roof on it, and as soon as your plant cutters get some trees chopped, add doors. Wooden doors are fine—stone doors open much more slowly, and if your walls are stone, rebuilding a burned-down door is no big deal. Toss down some sleeping spots, butcher spot, crafting spot, campfire and a few basic stockpile zones. You may want to put in a table and stool on the first or second day. If the weather is hot, putting the campfire right outside the door and putting a torch lamp and passive cooler indoors may be better. This will be a huge help in keeping your colonists' mental state stable, as it can help you avoid negative [[thoughts]] like &amp;quot;Slept outdoors,&amp;quot; &amp;quot;Slept in the cold&amp;quot; / &amp;quot;Slept in the heat&amp;quot; and potentially even &amp;quot;Ate without table.&amp;quot; &lt;br /&gt;
[[File:Steam_geyser_heat.jpg|300px|thumb|right|Roof on in the winter; roof off in the summer.]]&lt;br /&gt;
As your colony gets established, you will be able to design your base to employ other low-tech survival strategies. For example, a tribal colony in a cold biome might benefit from roofing over a steam geyser.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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== Food ==&lt;br /&gt;
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Obtaining food should be one of your priority tasks so your tribe won't starve.&lt;br /&gt;
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=== Growing crops ===&lt;br /&gt;
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[[Plants#Domesticated Plants|Crops]] differ one from another, and your decisions will differ based on the &amp;quot;Growing period&amp;quot; of your map, be it 10/60, 20/60, 30/60 or year-round. Besides the crop of choice it is very important to analyze ground fertility, as this will influence how fast the crops grow. &lt;br /&gt;
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Plants with a higher skill requirement take more time to sow. Your growers' skill points will affect their sowing speed. &lt;br /&gt;
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* Rice grows fast and can be harvested soon. In a biome with a 20/60 growing period, a skilled grower should be able to get 2 rice harvests, provided they are able to replant promptly once the first harvest is in. With rich soil it may be possible to get 3.&lt;br /&gt;
* Strawberries are the second fastest, and can be eaten raw without any mood debuffs.&lt;br /&gt;
* Potatoes take a while to grow but provide more food. They are useful if there is a lack of fertile land, as potatoes have low fertility sensitivity.&lt;br /&gt;
* Corn has the longest growing period but it provides large quantities once it matures. This crop choice is best once you have secured a large food storage. It can also be good to plant early if your biome has a long winter, to get the largest possible amount of food in your limited available time.&lt;br /&gt;
* Haygrass has a very high yield and can be eaten raw by herbivorous animals. It can also be combined with meat to make kibble, which can be fed to any animal except wargs. Making sure your animals have haygrass or kibble means you can save more edible plants to cook meals and pemmican for your colonists.&lt;br /&gt;
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While food should be your main concern, there are other plants you would do well to work on as well:&lt;br /&gt;
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* [[Cotton plant|Cotton]] can be harvested for cloth. In a biome with extreme cold, it will also help to have wool-bearing tame animals, as wool has a higher cold resistance factor than cloth. It will also help to keep some cloth stored to make Flak armor sets once you have researched the technology. This is important to prepare yourself against mechanoid attacks. Mechanoids start triggering once you have spent at least one year on your map. These enemies can easily blow off limbs, and you will regret not preparing yourself well if you can't make protective gear for your colonists. &lt;br /&gt;
* Healroot can be harvested for [[herbal medicine]] but requires a minimum skill level of eight to sow. If your growers are not ready yet, keep planting the other crops until they reach this level. If your biome has healroot growing, check often for wild healroot to harvest. Zooming the map out and double-clicking on a wild plant will highlight every plant of its species on the screen so you can quickly mark them for harvest by your plant cutters.&lt;br /&gt;
* If wood is scarce in your biome, you may need to plant [[trees]] or [[Saguaro cactus]]. Tribal starts begin with Tree sowing already researched. Trees have a skill requirement of 6 to sow, and stop growing but do not die if the temperature gets too cold or too hot. (The exception to this is [[cocoa tree]]s, which require separate research. In a 20/60 biome or colder, cocoa trees are a complete waste of time: they have an 8 skill requirement to plant, a long growing time, cannot grow in a greenhouse and die in cold temperatures.) In a desert biome, Saguaro cacti are excellent, as they can be sown in sand, and make up for their low yield with a short growing time.&lt;br /&gt;
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=== Food preservation ===&lt;br /&gt;
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Unlike the other starts, lack of cooler technology means it's impossible to build a sub-zero freezer to prevent food spoilage. Until you have researched air conditioning and built a proper freezer, your colony will be walking a tightrope of &amp;quot;don't hunt more than you can cook / stockpile as much food as you can.&amp;quot;&lt;br /&gt;
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Whenever possible, make more pemmican. Since you start with [[pemmican]] researched already, as long as you have both meat and edible plants, you can make it. It can last over a year (70 in-game days) without spoiling, and potentially longer if it spends time being refrigerated or frozen. It also does not have a cooking skill requirement to make.&lt;br /&gt;
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One way to do this is to have two fueled stoves, or a campfire and a fueled stove. At your primary cooking station, set a bill for meals which includes only your most skilled cook. Set a second &amp;quot;do forever&amp;quot; bill for pemmican with either no minimum skill requirement, or one which includes your second-tier cooks. ([[Food poisoning]] chances in previous versions were only affected only by kitchen cleanliness and cook skill level. This will make it easier to convert meat into pemmican as fast as possible whenever you have both, so you don't lose as much meat to spoilage. &lt;br /&gt;
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A [[passive cooler]] can't achieve true refrigeration in the summer; these are mainly useful to keep colonist living areas cool enough to avoid mood penalties. You won't be able to slow food spoilage in warm weather until you have researched Electricity and Air Conditioning.&lt;br /&gt;
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If you are in a biome that has winter, during the winter season you can build a door between your food storage area and the outside and set that door to &amp;quot;hold open&amp;quot; to let the climate act as a freezer. Once you have researched Complex Furniture, a [[vent]] is better than a held-open door if you want to avoid wild animals wandering into your fridge. (Unless you do want wild animals wandering into your fridge—where you can shoot them.) &lt;br /&gt;
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[[File:Campfire work bills.jpg|300px|thumb|left|Work bills set at a campfire to provide meals for one colonist.]]&lt;br /&gt;
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[[Simple meal]]s can be made with only one ingredient, and can be eaten by all animals except wargs. Setting a bill for simple meals and forbidding vegetarian ingredients may be useful for times when vegetables have run out and you're no longer able to make pemmican. Especially in warm weather, don't cook too many simple meals; they may spoil, wasting the food. Then again, '''not''' cooking raw food will also allow it to spoil. With 5 colonists and a few animals, setting a bill at your primary campfire to make simple meals &amp;quot;until you have 20&amp;quot; may be a good balance to start. Even after your cooks are skilled enough to make fine or lavish meals, you may find yourself still needing to make simple meals occasionally when only meat is available.&lt;br /&gt;
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To prolong the time meat lasts until it spoils, you can forbid dead animals from butchering until they are closer to spoiling. After butchering, the time until spoilage is reset, so while the animals may have spoiled in e.g. 4 hours, the meat from it will last roughly 2 days. The same tactic can then apply between meat and meals.&lt;br /&gt;
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== Mining ==&lt;br /&gt;
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Mining is not one of the top priorities for a tribal start, so you may not have any colonists with high mining skill or passion. However, if there are steel ores within proximity, some of your colonists could still be assigned to mining them. &lt;br /&gt;
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Steel walls can be built without research and have higher resistance to fire than wood. It's also not as slow to mine as stone even for miners with modest skill, although low level miners will not get the full 40x ore out of each tile. Keep in mind that the amount of mine-able steel in each map is finite, and it'll be awhile before you have a [[Electric smelter|smelter]] to make steel from [[steel slag chunk|slag]]. You will need a lot of steel to build [[spike trap]]s, as that will be your go-to defensive structure. And you'll need even more once you get more industrial technologies researched. Any steel walls you build can be deconstructed and replaced with stone walls once you've researched Stonecutting. Once you've done so and want to replace wood walls with stone, cutting [[Stone blocks|stone block]]s from the random stone chunks laying around on the ground is more efficient than mining for stone in most maps.&lt;br /&gt;
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If you choose to build a starting shelter among existing rock formations, you'll likely want to mine into them get steel or make more room. But be aware when tiles start to be roofed with &amp;quot;Overhead mountain.&amp;quot; This [[Structure#Roof|roof]] type can collapse if not properly supported. Also, while your [[AI Storytellers|AI storyteller]] is unlikely to send you an [[infestation]] in the first few quadrums, any overhead mountain terrain within 30 tiles of a colony structure will be at risk later on. Consider planning to move out into a free-standing base once you have the means to do so.&lt;br /&gt;
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[[Silver]] is free money you can use to buy food and weapons. [[Jade]] makes very effective [[club]]s or valuable [[sculptures]]. However, stone blocks are more plentiful and all of them can be used to make art. So jade sculptures should be reserved for your top crafter unless someone has an [[mental inspiration|inspired creativity]].&lt;br /&gt;
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Other minerals are more situational. You may wish to stock up on [[component]]s if you're currently working on Electricity research. Low-volume rare minerals such as [[gold]] or [[uranium]] could possibly wait until you have a plan to use them for a particular project. Minerals which are still in the ground, i.e., have not yet been mined, do not count towards your colony's item wealth. [[Raider]]s tend to target your valuables, and wealth is one of several factors your storyteller uses to calculate the size of threats to send you. So stockpiling valuable minerals for which you have no immediate use is counterproductive.&lt;br /&gt;
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== Gathering and Hunting ==&lt;br /&gt;
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Raspberries can be found across the map, which can be harvested for decent early-game food supply. They grow fast, can be harvested multiple times and can be eaten raw without giving mood debuffs. Most [[Biomes]] will also have enough wild [[healroot]] for you to get by early on if you keep an eye out and harvest it regularly.&lt;br /&gt;
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Hunting is the classic feeding way of pre-agricultural tribes, since there is a gap between running out of your starter food and a successful harvest (min: 60% plant growth). You can look on the Wildlife tab to see a list of all the animals on the map and mark some animals for hunting. The Wildlife tab will also show injured animals who will be easy to hunt, or predators which might have recently killed prey nearby. Checking around the map periodically, you can sometimes find the corpses of animals which have died after being injured by predators or vengeful prey. Although there is no notification, you will hear a sound of animal distress, often a loud &amp;quot;squeak!&amp;quot; when a wild predator kills a prey animal. Unless the prey is very small, there will usually be a corpse left over with meat and leather you can use. These animal corpses are forbidden by default. If they're still fresh, you can unforbid them. Your haulers will go and collect the free food.&lt;br /&gt;
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Once an animal is marked for hunting, your hunters equipped with ranged weapons will automatically shoot the animals from a distance. The [[list of animals]] is a great resource to find out which ones to hunt—or later on, attempt to tame. On the one hand, it's useful to go after large animals. They yield generous amounts of leather which your colonists can use to build [[bedroll]]s or [[tribalwear]]. It also conserves your hunters' effort by maximizing the amount of meat they get for their time.&lt;br /&gt;
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However, you will want to balance these rewards against the risks of hunting a particular animal. The Wildlife tab also shows whether an animal is a predator, and what are the odds it will turn manhunter in [[Events#.28Animal.29 Revenge|revenge]] for being harmed. Just being an herbivore is no guarantee of safety. For example, a vengeful, herbivorous Megasloth can easily kill all five of your colonists on day 1 -- their movement speed is surprisingly fast for something named &amp;quot;sloth&amp;quot;! A single healthy Thrumbo is a challenge even for a well-equipped group of midgame colonists. Animals which are in a herd are also dangerous. If a herd animal goes manhunter, their entire herd might join in their revenge and overwhelm your colonists.&lt;br /&gt;
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Thus it's best, especially in the early game, to prioritize hunting animals which:&lt;br /&gt;
* have a 0% revenge chance, such as [[deer]] and [[alpaca]]&lt;br /&gt;
* are more likely to be found alone and have a decent amount of meat, such as [[turkey]] or [[raccoon]]&lt;br /&gt;
* are injured in a way that restricts their movement (check the animal's Health tab)&lt;br /&gt;
** you can keep tabs on kills of predators from the ''Wildlife'' tab, and pick up the remains of their kills&lt;br /&gt;
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It's best to avoid the very biggest animals if they're healthy, or numerous herds of anything. One maddened muffalo is a problem; ten maddened muffalo can be a colony wipe in the early game. Execute boomalope and boomrats from a distance to avoid having a colonist caught in its death explosion.&lt;br /&gt;
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Having a hunter on the night shift can give them a little extra advantage, since the animals will be asleep until a shot hits them or lands near them.&lt;br /&gt;
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== Apparel ==&lt;br /&gt;
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Your tribe members start wearing [[tribalwear]] and some may also have a [[parka]]. After you settle down and have spare time, chop trees for wood to make [[war mask]]s. [[Veil]]s are another option that can be crafted later, once wool or cloth has been obtained. These give slight protection and increase pain threshold, allowing your tribespeople to hold out in battle longer before falling.&lt;br /&gt;
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Once you've researched Complex clothing, you may wish to prioritize temperature-resistant apparel. If your biome has extreme temperatures this is even more urgent. If you're low on crafting materials or haven't completed the research when the extreme temperature season rolls around, you may have to resort to wearing parkas or dusters scrounged from dead enemies. Avoiding heatstroke and frostbite is important, and the negative [[thoughts|thought]] from wearing one item of tainted apparel (-3) is smaller than any of the negative thoughts from being too hot or too cold.&lt;br /&gt;
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== Animals ==&lt;br /&gt;
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Tribal starts begin with three random animals. If you're lucky, you may get one capable of hauling or even a pack animal. Some or all of them may start already bonded. The [[list of animals]] has all the details on what animals can be trained to do, and which produce resources. If you have a resource-producing animal or one which can be trained to haul, it can be very valuable. Make sure you enable any training you want your animals to have, and consider carefully how to set their allowed zones. Wild predators can hunt your tame animals for food, particularly the small ones. Keep those bonded Yorkies, cats and monkeys close to home! &lt;br /&gt;
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You may need to slaughter some animals for food if your biome has harsh winters, so it's best to keep even nonessential, unbonded animals alive as long as you can. Slaughtering uses the medical skill; if possible, have one of your doctors do it. The experience is small, but it actually benefits them and isn't as much use to your animal handlers.&lt;br /&gt;
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All animals except wargs can eat pemmican and cooked meals as well as kibble, even if the meal's ingredients conflict with the animal's diet. [[Warg]]s must eat raw meat or corpses. If there's an animal you want to keep, be sure to set its zone restriction so it has access to food. For example, wargs should always have access to the dumping zone where you bring corpses, while herbivores should always be in an area with plenty of vegetation to eat. &lt;br /&gt;
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If an animal has been successfully trained to haul, it may be a good idea so set its zone to unrestricted. The benefit of having it occasionally haul things which your human haulers don't have time for far outweighs the fact that it can go in and out of your fridge or track dirt on the floors. Plus, if an animal hauler takes away raider corpses after a fight, your human haulers may be able to avoid some of the mood penalties from handling the bodies. Hauling animals which are larger predators themselves, such as huskies, cougars and wargs, are less likely to be hunted by wild predators.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
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File:Animal_haul_example.jpg|'''Betty the cougar, helping my colonists avoid &amp;quot;Observed corpse&amp;quot; bad thoughts.'''&lt;br /&gt;
File:Animal_haul_2.jpg|'''Way to go, Betty! Keep up the good work.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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On the other hand, a bonded animal always has a mental break when its bonded human dies. This may only be a Daze, or it may go Berserk. This can be very disruptive if the bonded animal is a large predator such as a bear or warg.&lt;br /&gt;
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== The next steps ==&lt;br /&gt;
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Once you have built an all-in barrack shelter and harvested your first crops, you should look making small step over all improvements.&lt;br /&gt;
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=== Research ===&lt;br /&gt;
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[[File:Rimworld_tribal_start_tech_1.jpg|400px|thumb|right|Tribal starting technologies and research costs]]&lt;br /&gt;
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[[Research]] is a high priority and should begin as soon as you can spare a colonist to the task. Building a [[simple research bench]] within the first few days is not a bad idea.&lt;br /&gt;
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Lost tribes start with the technologies Psychoid brewing, Tree sowing, Passive cooler, Pemmican and Recurve bow already [[research]]ed. This means you can get basic cooling (to 17C) with a passive cooler, and you can make long-lasting [[pemmican]] food. After placing a crafting spot you can build [[recurve bow]]s - which are better than the starting [[short bow]]s - and [[war mask]]s for improved protection and courage.&lt;br /&gt;
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If you can't spare someone to full-time research at first, having a colonist who can multitask between research and a periodic duty such as animal training or hunting will let you start making progress even before your food supply is stable. Once you get more colonists, two researchers is well worth the time investment. If at least one of them has passion for research, it is possible to get Stonecutting, Complex clothing and Electricity finished well before the end of the second game year.&lt;br /&gt;
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Due to their low starting tech level, research costs for tribes are doubled on Industrial and Spacer projects. Medieval techs have a 150% research costs multiplier (x1.5), while Neolithic techs have no research penalty. This means you can access the basic technologies quickly to get your colony on its feet. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Project tech level&lt;br /&gt;
! Research cost multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic&lt;br /&gt;
| style=&amp;quot;text-align: center | 100%&lt;br /&gt;
|-&lt;br /&gt;
| Medieval&lt;br /&gt;
| style=&amp;quot;text-align: center | 150%&lt;br /&gt;
|-&lt;br /&gt;
| Industrial&lt;br /&gt;
| style=&amp;quot;text-align: center | 200%&lt;br /&gt;
|-&lt;br /&gt;
| Spacer&lt;br /&gt;
| style=&amp;quot;text-align: center | 200%&lt;br /&gt;
|}&lt;br /&gt;
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If you have more than one researcher (or one of them is a Night Owl), setting one on the day shift and another on the night shift can speed up your progress.&lt;br /&gt;
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* Stonecutting will let you build a [[stonecutter's table]]. Stone blocks are a must for constructing strong, non-flammable walls without using up steel. They are also great for making [[small sculpture]]s, which have decent trade value even for crafters with modest skills.&lt;br /&gt;
* Complex clothing will let you make temperature-resistant clothing such as [[parka]]s for cold weather and [[duster]]s for hot weather. In a biome with extreme temperatures, this is a priority. Lack of protection from intense heat or cold can ruin your colonists' health, productivity and mental state and potentially kill them.&lt;br /&gt;
* After Stonecutting and Complex clothing, you may wish to prioritize upgrading your weaponry. It will be a long time before you're able to craft your own guns. Research Smithing to make better melee weapons and [[great bow]]s. The Fueled smithy also allows making [[Simple helmet]] for only 40 steel, an upgrade from [[war mask]]s.&lt;br /&gt;
* Then [[Plate armor]] for better protection against enemies who do have guns.&lt;br /&gt;
* Complex furniture is very valuable before you have electricity. Building [[vent]]s, [[tool cabinet]]s and [[bed]]s will help you keep your colonists healthier and more productive in the early game.&lt;br /&gt;
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After taking care of the basics, Electricity is your main goal, then Air conditioning. (Unless your base is in an extreme cold biome, in which case vents in your fridge will take care of everything but a heat wave.) With air conditioning technology, you can build a freezer to keep your food from spoiling. This radically changes the game. &lt;br /&gt;
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Once you have a freezer, which industrial and higher technologies to research first will vary a lot depending on your biome and play style. Remember to hang on to the components you get from mining, crashed ship chunks and mechanoid ship parts. By the time you have electricity researched, you will have a tidy stockpile you can use to build a power network.&lt;br /&gt;
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For a traditional power grid with conduits, keep modest battery banks protected behind a switch, and only turn each one on to charge or provide backup power. These precautions won't be needed if you're going for a zero-conduit build, or if you've disabled Zzztt in the scenario options. If you prefer to minimize the impact of Zzzt by building a zero battery network, you may wish to prioritize research on different power options.&lt;br /&gt;
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=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Once you've build a basic hut to keep your tribals safe, and you've got some basic infrastructure up, you'll want to start planning individual rooms for your colonists. As you can't build beds until you've researched them, you'll want to use bedrolls or sleeping spots at first. When you do research Complex furniture, save those bedrolls for use by your caravans.&lt;br /&gt;
&lt;br /&gt;
In the first few days, you may need to keep your stockpile outdoors. Keeping this within six tiles of your shelter's walls will let you put a roof over it. Roofs are free and reduce the rate of items' deterioration (though they don't help [[food]] from spoiling). &lt;br /&gt;
&lt;br /&gt;
A food storage area is an absolute must. Planning early how to make your fridge both well defended from the outside and easily accessible from the inside will pay off in the long run. Passive coolers lower temperature to a minimum of 17C, which will give you an extra day or two of storage for raw meats before they spoil, and an extra few days for meals. A single entrance with an airlock system (door, empty space, second door, with walls on both sides) can help maintain the coolest temperature you can create. &lt;br /&gt;
&lt;br /&gt;
The exception to this is an extra door or vent to the outside in the winter, if your biome has winter, to let you take advantage of the natural cold to temporarily freeze your food. Double walls also help retain temperature. Stone or metal for the outer layer and wood for the inner layer can work just fine before you've researched Electricity, since you don't have to worry about [[Events#Zzztt...|Zzztt events]] setting the walls on fire from the inside.&lt;br /&gt;
&lt;br /&gt;
Room arrangements in general should minimize the distance colonists need to travel between tasks. The bedroom areas should provide easy access to the dining room, the kitchen should be near the fridge, the workshop should be close to the materials stockpile, etc. If you don't want to spend the space and resources to make individual bedrooms, a large barrack with a couple pieces of art of normal quality or better can be impressive enough to avoid penalties if it's kept clean. (However, your pawns will still suffer from disturbed sleep, which stacks up to -3.) In the early and midgame, a combined dining room / kitchen / workshop can be very effective. The space required to hold all these functions will make it easier to keep this room impressively spacious even before you have art. It's also helpful to centralize temperature control devices such as passive coolers and campfires as much as possible. Because neolithic temperature control uses so much wood, having a high priority dedicated stockpile just for wood very close to the entrance to your living and working space can save time for your haulers. &lt;br /&gt;
&lt;br /&gt;
Walls around your growing zones will help protect them from raiders, fires spread from lightning strikes, and herbivorous wild animals. You may be able to get away with building fewer walls if the terrain allows you to have one or more sides of your growing zone bordered by a natural firebreak. (However, this will still leave your fields accessible to hungry animals who will eat your crops, or raiders who will try to set them on fire.) Some examples include ancient asphalt road, rough stone or a river. For obvious reasons, walls around your crop fields should be stone, or steel at minimum.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
====General====&lt;br /&gt;
[[File:Early base defense.jpg|400px|thumb|right|Example of an early base defense, taking advantage of natural barriers.]]&lt;br /&gt;
&lt;br /&gt;
It's never too early to think about security. As you won't have gun turrets for a long time, you may need to use [[spike trap]]s to your advantage. Building a wall or taking advantage of natural choke points around your base could be useful to guide raiders into an entrance protected by sandbags or covered in spike traps, and building mazes filled with traps could be useful too. Just remember that colonists have a low chance of activating the traps and severely wounding themselves, so either put them in a checkerboard pattern or include shortcuts with doors for colonist access. You'll also want to edit the allowed zone for your animals to make sure they're not allowed in the areas where you've set up spike traps. &lt;br /&gt;
&lt;br /&gt;
Even in the first few days, even if you're short on steel, a few wooden [[spike trap]]s in any narrow passageway can be used for defense by having your colonists flee across the area where they're set up. Although your first raid will always be a single human, animals turning manhunter in revenge or hunting your colonists for food can happen anytime. Wood spike traps do half the damage of steel spike traps. But wood is cheap and plentiful in most biomes, so it may be more efficient in the beginning. Wooden traps will be ineffective against mechanoids, however. &lt;br /&gt;
&lt;br /&gt;
A natural choke point such as a rock formation near your base is an ideal place to set up traps. But a stockpile zone set to hold stone chunks and/or stone blocks can work to create an artificial choke point before you're able to build extensive stone walls. Stone chunks slow down movement and give 50% cover; they also work as a fire break if the stockpile is at least 4 tiles wide. &lt;br /&gt;
&lt;br /&gt;
If you have a pawn who spends a lot of their time in your campsite, such as a cook, crafter or researcher, it's best that they have a good [[weapons|weapon]]. An injured colonist fleeing from a raider or maddened animal may need to run back towards the spike traps set up near your base. It makes a big difference to have someone taking potshots at whoever is pursuing them, or running out to give the pursuer a good whack. Some options to consider are a [[recurve bow]], a [[club]], or a bundle of [[pila]] (the neolithic shotgun!).&lt;br /&gt;
&lt;br /&gt;
====Raiders====&lt;br /&gt;
Raiders target your valuables as well as your colonists. If there are no people or tame animals close enough to attack, they'll burn crops and destroy structures wherever they can easily access them. A cheap method to distract them is to build a table and stool in a couple of different spots around the map, some distance from your base. Raiders will often detour to smash this furniture and set it on fire, buying you time to get your fighters back home to defend your crops and loot. This can serve a second function of giving your colonists an extra table where they can eat food or &amp;quot;relax socially&amp;quot; while they're out hunting, gathering or hauling. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Distraction_tables.jpg|'''Bait tables, chokepoints and walled trap lines: an effective combination.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Distractions may slow down attackers. Spike traps deployed in natural choke points or arranged in trap corridors can help funnel them into an open killbox area inside your walls.&lt;br /&gt;
&lt;br /&gt;
====Mechanoids====&lt;br /&gt;
If your wealth is still very low by the end of the first year, you may get mechanoids approaching over land like any other raiders. Once your wealth is up around &amp;quot;moderate expectations,&amp;quot; however, you will sometimes get the poison ship and psychic ship events.&lt;br /&gt;
&lt;br /&gt;
It's a good idea in general to have a collection of steel spike traps (or stone at minimum) built but uninstalled and kept in storage. These can save you time if your storyteller sends you multiple threats in a short timeframe. But they are invaluable when you begin to get mechanoid ship parts starting around year 2. The weapons and armor you have available may not be enough to defeat mechanoids without heavy casualties. Setting up a pathway of spike traps on your outer perimeter, and if possible another along the mechanoids' path towards your base, will be very helpful in dealing with a mechanoid [[Crashed ship parts|ship part]]. &lt;br /&gt;
&lt;br /&gt;
Build carefully - installing any player-built structure within 4 tiles of the ship itself will crack it open as though you had attacked it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
Tribal poison ship.jpg|'''Quick-build defenses against a poison ship using sandbags and stored spike traps.'''&lt;br /&gt;
Tribal poison ship 2.jpg|'''An alternative setup, using roofed sandbags and steel traps for basic protection.'''&lt;br /&gt;
Wall with trap line.jpg|'''A tribe uses scavenged guns against a psychic ship. Access doors in the outer wall's spike trap line provide covered firing positions.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=146054</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=146054"/>
		<updated>2024-05-26T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Injury types==&lt;br /&gt;
{{main|Health Difficulties}}&lt;br /&gt;
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and [[fire]] will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance of [[infection]]&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed. &lt;br /&gt;
&lt;br /&gt;
Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if a arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.&lt;br /&gt;
&lt;br /&gt;
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.&lt;br /&gt;
===Pain===&lt;br /&gt;
{{Main|Pain}}&lt;br /&gt;
The greater the damage, the greater the [[pain]]. Pain is equal to &amp;lt;code&amp;gt;pain = (damage) * [[Health Difficulties|damage_type_factor]]&amp;lt;/code&amp;gt;. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack. &lt;br /&gt;
&lt;br /&gt;
Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Pain|Pain: Idealized]] precept.&lt;br /&gt;
&lt;br /&gt;
Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat, which prevents them from fighting. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]]. &lt;br /&gt;
&lt;br /&gt;
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the Painblock [[psycast]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain [[Ailments#Blood_loss|blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]]. &lt;br /&gt;
&lt;br /&gt;
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. However, higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.&lt;br /&gt;
&lt;br /&gt;
The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Genes#Superclotting|Superclotting gene]] {{BiotechIcon}} rapidly stops bleeding. The ability added by the [[Genes#Coagulate|Coagulate]]{{BiotechIcon}} gene also immediately tends all wounds on the target pawn, instantly stopping bleeding.&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
===Infection===&lt;br /&gt;
{{Main|Infection#Mechanics}}&lt;br /&gt;
[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part won't cause infection. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:&lt;br /&gt;
*Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.&lt;br /&gt;
*Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.&lt;br /&gt;
*Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).&lt;br /&gt;
&lt;br /&gt;
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.&lt;br /&gt;
&lt;br /&gt;
===Scarring===&lt;br /&gt;
{{stub|section=1|reason=Scar information (how the % chance for scar is determined)}}&lt;br /&gt;
Scars are lasting markers of injuries. When an injury scars, it ''permanently'' lowers the health of the scarred body part, reducing its efficiency. They also cause a small amount of pain. The chance of scarring depends on damage type and the part being damaged. The eyes are particularly vulnerable to scars. Brain damage will always scar, and therefore always be permanent. In addition to injury, pawns may start with scars on them.&lt;br /&gt;
&lt;br /&gt;
Scars can be healed by a limited number of ways. [[Artificial body part]]s never scar, and replacing an organic part will cure any scars. [[Luciferium]] and the ''Scarless'' [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days. A [[biosculpter pod]]{{IdeologyIcon}} can do Bioregeneration, which costs {{icon small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete. A [[healer mech serum]] can heal scars, but is very rare. A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can also heal scars.&lt;br /&gt;
&lt;br /&gt;
===Trauma savant===&lt;br /&gt;
{{Main|Ailments#trauma savant}}&lt;br /&gt;
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]&lt;br /&gt;
If a pawn receives physical damage to the brain, they have a 12% of receiving trauma savant. This [[ailment]] causes the following effects:&lt;br /&gt;
&lt;br /&gt;
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.&lt;br /&gt;
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks&lt;br /&gt;
* Brain function is restored, as if it was not injured&lt;br /&gt;
&lt;br /&gt;
Trauma savant can be cured with a [[healer mech serum]]. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).&lt;br /&gt;
&lt;br /&gt;
It can also be cured with a [[resurrector mech serum]]. If a pawn dies, and their [[corpse]] doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the [[Ideology DLC]], you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
{{Stub|section=1|reason=Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.}}&lt;br /&gt;
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.&lt;br /&gt;
&lt;br /&gt;
=== Healing Rate ===&lt;br /&gt;
{{Stub|section=1|reason=Other beds - royal bed, slab bed, dbl slab bed, ancient bed, crib. Don't trust pages, verify in code/game. Verify order of operations of genes and then example to include on row with a gene}}&lt;br /&gt;
Every {{ticks|600}}, &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''''heal rate'' &amp;amp;times; 0.01'''&amp;lt;/font&amp;gt; points of damage are healed from a randomly selected (non-permanent) wound, or an average recovery of ''heal rate'' points of damage per in-game day ([[Time|60,000 ticks]]). This healing reduces the severity of the injury, until the body part is fully recovered.&lt;br /&gt;
&lt;br /&gt;
The exact heal rate is determined by adding up three factors:&lt;br /&gt;
&lt;br /&gt;
* '''Default healing rate''': All pawns have a base heal rate of {{Good|8}}.&lt;br /&gt;
* '''Is the pawn lying down or in a bed?''': &lt;br /&gt;
** {{+|4}} for resting on a [[sleeping spot]] or the ground&lt;br /&gt;
** {{+|8}} for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]&lt;br /&gt;
** {{+|14}} for resting on a [[hospital bed]].&lt;br /&gt;
* '''Is the wound tended?''': {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.&lt;br /&gt;
* '''Does the pawn have one of the following [[Genes#Healing|Genes]]:'''{{BiotechIcon}}{{Check Tag|Verify OoP|Verify order of operations with additive bonus from lying down/laying it bed.}}&lt;br /&gt;
** {{Bad|x50%}} with [[slow wound healing]] gene.{{BiotechIcon}}&lt;br /&gt;
** {{Good|x200%}} with [[fast wound healing]] gene.{{BiotechIcon}}&lt;br /&gt;
** {{Good|x400%}} with [[superfast wound healing]] gene.{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Immunity Gain Speed]] has no impact on injury recovery; it only impacts [[disease]]s.&lt;br /&gt;
&lt;br /&gt;
The wounds of pawns suffering from malnutrition will not heal.{{Check Tag|Verify|Verify in game or code, conflicts with existing&lt;br /&gt;
info}}.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:&lt;br /&gt;
* '''Do nothing''': With no tending or rest, they get the base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;, so it will take &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;(20 &amp;amp;times; 60,000) / 8 = 150,000&amp;lt;/font&amp;gt; ticks (2.5 in-game days) to fully heal.&lt;br /&gt;
* '''Basic tend and resting''': With a 40% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+7.2'''&amp;lt;/font&amp;gt;) and rest in a non-hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 7.2 + 8 = '''23.2'''&amp;lt;/font&amp;gt;, so it will take 51,724 ticks to heal (approximately 21 in-game hours)&lt;br /&gt;
* '''Best quality care''': With 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 12 + 14 = '''34'''&amp;lt;/font&amp;gt;, so it will take 35,294 ticks to heal (approximately 14 hours in game)&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. Whenever a wound is tended, the quality is multiplied by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Herbal medicine}} [[Herbal medicine]] || 0.60&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Medicine}} [[Medicine]] || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60&lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on their tend quality; herbal medicine can reach a quality up to 70% in a regular [[bed]], for instance.{{Check Tag|Verify|Mechanics unknown}}&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, medicine can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds, the difference can easily be life or death.&lt;br /&gt;
&lt;br /&gt;
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.&lt;br /&gt;
&lt;br /&gt;
== Disfigured == &lt;br /&gt;
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]&lt;br /&gt;
Disfigurement is caused by damage or destruction to the nose, eyes, ears, or jaw. It adds the &amp;quot;Disfigured {{--|15}}&amp;quot; opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part.&lt;br /&gt;
&lt;br /&gt;
While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.&lt;br /&gt;
&lt;br /&gt;
Similarly to beauty modifiers [[kind]] and blind pawns do not gain nor lose any opinion based on disfigurement. Pawns with the [[Blindsight]] ideoligion{{IdeologyIcon}} instead revere pawns with destroyed eyes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors.  Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y4kum3ksfy72f6mc&amp;topic_postId=y4kum3ksg254nakk&amp;topic_revId=y4kum3ksg254nakk&amp;action=single-view</id>
		<title>Topic:Y4kum3ksfy72f6mc</title>
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		<updated>2024-05-11T18:11:42Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jetroid&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jetroid (page does not exist)&quot;&gt;&lt;bdi&gt;Jetroid&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Jetroid&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Jetroid (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jetroid&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jetroid&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:Y4kum3ksfy72f6mc&amp;amp;topic_showPostId=y4kum3ksg254nakk#flow-post-y4kum3ksg254nakk&quot;&gt;commented&lt;/a&gt; on &quot;Resurrection&quot; (&lt;em&gt;I was hoping that this would make them human again. :(&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Uranium&amp;diff=98192</id>
		<title>Uranium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Uranium&amp;diff=98192"/>
		<updated>2022-01-03T20:34:48Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Updated description to what it currently says in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = &amp;quot;A dark, heavy metal. While it is best known as a fuel for nuclear devices, its extreme density and hardness also make it good for making certain weapons, armor, and ammunition.&amp;quot;&lt;br /&gt;
| color = (100,100,100)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Uranium&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Uranium&lt;br /&gt;
| label = uranium&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| market value base = 6&lt;br /&gt;
| max hit points factor = 2.5&lt;br /&gt;
| work to make factor = 1.9&lt;br /&gt;
| work to make offset = &lt;br /&gt;
| work to build factor = 1.9&lt;br /&gt;
| work to build offset = &lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 0.5&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| door opening speed factor = 0.75&lt;br /&gt;
| melee cooldown factor = 1.1&lt;br /&gt;
| melee blunt damage factor = 1.5&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| armor - sharp factor = 1.08&lt;br /&gt;
| armor - blunt factor = 0.54&lt;br /&gt;
| armor - heat factor = 0.65&lt;br /&gt;
| work to make = 1.9&lt;br /&gt;
| mass = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| volume = 1&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
}}&lt;br /&gt;
{{info|'''Uranium''' is one of the rarest [[materials]] in the game. It can be used to craft very powerful but slow [[Weapons#Melee weapons|blunt weapons]] (with the uranium [[mace]] being the most powerful blunt melee weapon in the base game), and it is also a required element in the construction of certain late-game high-tech constructions, most notably the end-game [[ship]].}}&lt;br /&gt;
While one of the strongest building materials available, it has a significantly lower [[beauty]] modifier which can negatively affect some room designs.&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Tiles of uranium ore can be found rarely throughout the map, but must be [[mine]]d before they can be used. Small amounts of it can be salvaged from deconstructing [[Ancient shrine#Ancient Cryptosleep Caskets|ancient cryptosleep caskets]], or may randomly arrive in cargo pods. The most reliable method for acquiring it is to [[trade|purchase]] it from [[Trader#Bulk Goods Trader|bulk goods traders]]. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in small deposits underground.&lt;br /&gt;
&lt;br /&gt;
Playing in Large or Ludeonicrous maps (of 300x300 or 400x400 tiles respectively) offer greater chance of finding it on the surface.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Uranium_ore.png|frameless|left|Uranium ore in game]]&lt;br /&gt;
&lt;br /&gt;
'''Uranium ore''' tiles have 4,000 health, making them one of the slower ores to mine. They can be found in midsize veins, ranging from 6 to 12 tiles in size. Each mined block has a base yield of 40 uranium, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Uranium's high hit point multiplier make it a useful material for [[walls]]. A wall created from Uranium has 750 hit points which makes it the second strongest constructed wall, stronger than any of the stone blocks and only beaten out by [[plasteel]]. This role was more important while plasteel was still flammable, as uranium was the strongest non-flammable wall, but even now it still has merit when an excess of uranium or dearth of plasteel is experienced. &lt;br /&gt;
&lt;br /&gt;
Uranium is also the best material for crafting [[stuff]]able blunt weapons such as [[club]]s and [[mace]]s, as it applies the highest [[Property:Melee Blunt Damage Factor|multiplier]] on melee blunt damage of any material, tied only with Jade (which can only be used with clubs), and only causes a [[Property:Melee Cooldown Factor|moderate increase]] in attack cooldown times. A high [[quality]] uranium mace is a respectable weapon at any stage of the game.&lt;br /&gt;
&lt;br /&gt;
Uranium is used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Ore verson added.&lt;br /&gt;
*In Beta 18 or earlier, uranium is a small volume material.&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wood&amp;diff=98191</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wood&amp;diff=98191"/>
		<updated>2022-01-03T20:33:59Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Updated description to what it currently says in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recode|reason=Weapon stats improperly defined}}{{Stub|reason=Acquisition analysis, see table on [[Trees]] for initial basis, but add [[Woodmaker]]}}&lt;br /&gt;
{{Define|Lumber&lt;br /&gt;
| category = Woody&lt;br /&gt;
| description = Wood from trees or other fibrous plants. Useful for building structures and weapons. It is a good fuel for campfires and generators, and can be refined into chemfuel. In a pinch, a piece of wood can be used as a weapon or a leg.&lt;br /&gt;
| color = (133,97,67)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| appearance = Planks&lt;br /&gt;
| construct effect = ConstructWood&lt;br /&gt;
| def name = WoodLog&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| e type = Equipment&lt;br /&gt;
| equipment type = Primary&lt;br /&gt;
| equipped angle offset = -20&lt;br /&gt;
| equipped texture path = Things/Item/Resource/WoodLog_Equipped&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/WoodLog&lt;br /&gt;
| is body part = true&lt;br /&gt;
| label = wood&lt;br /&gt;
| parent name = ResourceVerbBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Wood_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactWood&lt;br /&gt;
| sound interact = Wood_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| stuff adjective = wooden&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Wood&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Wood&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| deterioration rate base = 1&lt;br /&gt;
| door opening speed factor = 1.2&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| market value base = 1.2&lt;br /&gt;
| max hit points base = 150&lt;br /&gt;
| max hit points factor = 0.65&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee cooldown base = 120&lt;br /&gt;
| melee cooldown factor = 0.9&lt;br /&gt;
| melee damage base = 10&lt;br /&gt;
| melee sharp damage factor = 0.40&lt;br /&gt;
| work to make factor = 0.7&lt;br /&gt;
| work to build factor = 0.7&lt;br /&gt;
| mass = 0.4&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| armor - sharp factor = 0.54&lt;br /&gt;
| armor - blunt factor = 0.54&lt;br /&gt;
| armor - heat factor =  0.4&lt;br /&gt;
| insulation - cold factor = 8&lt;br /&gt;
| insulation - heat factor = 4&lt;br /&gt;
| volume = 1&lt;br /&gt;
| meleeattack1dmg = 10&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = log&lt;br /&gt;
| meleeattack1cool = 2&lt;br /&gt;
| meleeattack1ap = 15%&lt;br /&gt;
| MeleeWeaponAverageDPS = 5&lt;br /&gt;
| MeleeWeaponAverageAP = 15%&lt;br /&gt;
| mode = Melee&lt;br /&gt;
}}&lt;br /&gt;
{{#set:Name=Wood}}{{#set:Damage Type= Blunt}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}&lt;br /&gt;
{{Info|'''Wood''' is vital to early game construction and crafting. You are given a number of wood logs at the start of the game and can gather more from any [[trees]], [[fibercorn]]{{IdeologyIcon}} or [[timbershroom]]{{IdeologyIcon}} using the [[Orders|Chop Wood]] command. Bulk goods [[traders]] will also buy and sell wood.}}&lt;br /&gt;
&lt;br /&gt;
You can plant trees inside [[growing zone]]s to create a renewable source of wood, though it tends to take over a month of in-game time before trees can be harvested. &lt;br /&gt;
&lt;br /&gt;
Should your colony be visited by an [[Alphabeaver]] infestation, watch out! These ravenous genetically-engineered critters will eat every tree on the map if you don't stop them by force!&lt;br /&gt;
&lt;br /&gt;
==Using as a weapon==&lt;br /&gt;
A wood log can be wielded as a [[Weapons#Melee_Weapons|melee weapon]]. It deals more [[DPS|damage per second]] than a bare fist, which does 5 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{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;
&lt;br /&gt;
==Using as a prosthesis==&lt;br /&gt;
A wood log can also be used as a [[peg leg]] to replace an existing or missing leg. A peg leg is requested by adding a bill under the pawn's [[Health#Operations|Health tab]].&lt;br /&gt;
&lt;br /&gt;
==Using as fuel==&lt;br /&gt;
Wood is used to refuel [[torch lamp]]s, [[campfire]]s, and fueled workbenches. [[Menus#Haul|Haulers]] take care of refueling.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Wood is used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
*[[Version/0.4.460|0.4.460]] -  Wood logs and wood planks merged into wood.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Now carried by [[Traders]]&lt;br /&gt;
{{nav|materials|wide}}&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
[[Category:Material]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steel&amp;diff=98190</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steel&amp;diff=98190"/>
		<updated>2022-01-03T20:32:00Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Updated Steel description to what it currently says in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=needs detailed acquisition strategies with strategy comparisons}}{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.&lt;br /&gt;
| color = (102,102,105)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Steel&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Item/Resource/Metal&lt;br /&gt;
| label = steel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| slag def = ChunkSlagSteel&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| market value base = 1.9&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor  = 1&lt;br /&gt;
| armor - sharp factor = 0.9&lt;br /&gt;
| armor - blunt factor = 0.45&lt;br /&gt;
| armor - heat factor = 0.6&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
| volume = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Steel''' is a [[materials|raw resource]], crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.}}&lt;br /&gt;
&lt;br /&gt;
Steel can be mined out of compacted steel on the map, [[trade|purchased]] from bulk goods traders, extracted from [[Steel slag chunk]]s using an [[electric smelter]], or salvaged by disassembling [[mechanoid]]s. [[Research#Deep drilling|Research]] and construction of [[deep drill]]s in mid-late game allows extraction of large deposits underground. Although steel is common on most maps, it is still a limited resource, and should not be used carelessly.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
[[File:Compacted_steel.png|frameless|left|Compacted steel in game]]&lt;br /&gt;
&lt;br /&gt;
'''Compacted steel''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in midsize veins, ranging from 4 to 12 tiles in size. Each mined block has a base yield of 40 steel, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Steel is used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Silver&amp;diff=98189</id>
		<title>Silver</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Silver&amp;diff=98189"/>
		<updated>2022-01-03T20:30:46Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: The game no longer has the word attractive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = This metal is mostly used as a commodity currency. It can also be used for making decorations.&lt;br /&gt;
| color = (180,173,150)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Silver&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Silver&lt;br /&gt;
| label = silver&lt;br /&gt;
| mass = 0.008&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout always show = true&lt;br /&gt;
| resource readout priority = First&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Silver_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Silver_Drop&lt;br /&gt;
| stack limit = 500&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 6&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| market value base = 1&lt;br /&gt;
| max hit points factor = 0.7&lt;br /&gt;
| melee blunt damage factor = 1.1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor = 0.5&lt;br /&gt;
| armor - sharp factor = 0.72&lt;br /&gt;
| armor - blunt factor = 0.36&lt;br /&gt;
| armor - heat factor = 0.36&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| volume = 0.1&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
}}&lt;br /&gt;
{{info|'''Silver''' is a precious, uncommon [[materials|material]]. It is ill-suited for industrial or structural use, but is recognized as a [[trade]] currency which all traders will readily accept. [[Furniture]], [[recreation]] sources, and [[sculptures]] built with silver tend to have very impressive [[beauty]] values, and it can also be used to produce slightly better-than-average [[Weapons#Melee weapons|blunt weapons]] (though this is rarely a wise use of the metal). Although an equivalent value of [[Jade]] has higher beauty and blunt damage meaning that Jade is a preferable resource to use if it is available. It is a small volume material, similar to [[gold]], so weapons and art made of silver will require ten times the units of a normal resource.&lt;br /&gt;
&lt;br /&gt;
Silver is also a necessary ingredient in building [[sterile tile]]s, which improve the rate at which your colonists do research and reduce the chance of [[infection]] during recovery from wounds. Sterile tiles boost cleanliness up to 0.60 (Sterile).}}&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Tiles of silver ore can be found on any map, but must be [[mine]]d before they can be used. All traders carry a significant amount of silver on them, and will happily trade it for your goods. Non-tribal [[raiders]] may carry silver with them when they attack. [[Events#Crashed ship part|Ancient ship parts]] often drop silver when destroyed. Once you've completed the [[Research#Deep drilling|research]] necessary to construct a [[deep drill]], it can also be found in midsize deposits underground.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Silver_ore.png|frameless|left|Silver ore]]&lt;br /&gt;
&lt;br /&gt;
'''Silver ore''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in midsize veins, ranging from 4 to 12 tiles in size. Each mined block has a base yield of 40 silver, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn. &lt;br /&gt;
&lt;br /&gt;
Despite being literally made of RimWorld's currency, silver ore has the smallest monetary yield per tile of any ore. All other ores except [[Component#Ore|compacted machinery]] have the same yields but produce resources worth more than {{icon|silver|1}} silver each, while compacted machinery makes up for its much smaller yield with a significantly more valuable resource.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Silver is used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gold&amp;diff=98188</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gold&amp;diff=98188"/>
		<updated>2022-01-03T20:28:52Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Updated Gold description to what it currently says in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold.&lt;br /&gt;
| color = (255,235,122)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Gold&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Gold&lt;br /&gt;
| label = gold&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Silver_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Silver_Drop&lt;br /&gt;
| stack limit = 500&lt;br /&gt;
| stuff adjective = golden&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 4&lt;br /&gt;
| beauty offset = 20&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| market value base = 10&lt;br /&gt;
| max hit points factor = 0.6&lt;br /&gt;
| melee blunt damage factor = 1.15&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor = 0.75&lt;br /&gt;
| work to make factor = 0.9&lt;br /&gt;
| work to build factor = 0.9&lt;br /&gt;
| mass = 0.008&lt;br /&gt;
| armor - sharp factor = 0.72&lt;br /&gt;
| armor - blunt factor = 0.36&lt;br /&gt;
| armor - heat factor = 0.36&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| volume = 0.1&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| terrain affordance needed = Medium&lt;br /&gt;
}}{{Info|'''Gold''' is a very [[Beauty|beautiful]] and valuable resource.}}&lt;br /&gt;
&lt;br /&gt;
Gold is necessary to build items needed for tech progression, namely [[advanced component]]s, the [[multi-analyzer]], and various parts of the [[ship]].  It is also used in [[royal bed]]s, [[reliquary|reliquaries]] {{IdeologyIcon}}, [[grand meditation throne]]s {{RoyaltyIcon}}, and the various prestige armors {{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
Most traders will have some gold for sale, as will all settlements.  Gold is sometimes found on the bodies of [[raider]]s, as well as the Ancients found in random [[cryptosleep casket]]s.  Gold can rarely be found from mining [[Mine|gold veins]] or drilling with [[deep drill]]s.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Gold is best used on anything with a quality multiplier: golden [[sculptures]] are among the most valuable items in the game and will generate far more beauty/wealth per gold than [[gold tile]] or golden workstations.  Gold is very expensive, however, and high quality items made from gold are much more likely to run into the $3500 trade price limit.  For this reason it may be better to craft smaller gold statues, even when using an artistic [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
Gold can also be used to create extremely beautiful [[furniture]] and [[structure]]s.  Gold has both a high beauty offset and multiplier, meaning it's better used on furniture that has an intrinsic beauty stat already.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
[[File:Gold_ore.png|frameless|left|Gold ore in game]]&lt;br /&gt;
&lt;br /&gt;
'''Gold ore''' tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 40 gold, however this is modified by factors such as the [[Difficulty]] setting and the [[Mining_Yield|mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Gold is used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
{{nav|materials|wide}}&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Long-range_mineral_scanner&amp;diff=98152</id>
		<title>Long-range mineral scanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Long-range_mineral_scanner&amp;diff=98152"/>
		<updated>2022-01-02T06:08:05Z</updated>

		<summary type="html">&lt;p&gt;Jetroid: Added market value to resource lumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardisation}}{{infobox main|misc|&lt;br /&gt;
|name = Long-range mineral scanner&lt;br /&gt;
|image = LongRangeMineralScanner.png|Long-range mineral scanner&lt;br /&gt;
|description = A lateral sensor unit used by researchers to detect a specific type of mineral across the planet. The chance to find a resource depends on the operator's research ability. This sensor can be tuned to target a specific resource type. It consumes a lot of electricity. If you find a resource, you'll need to travel to collect it.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Misc&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 50&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 3 ˣ 3&lt;br /&gt;
|flammability = 0.5&lt;br /&gt;
|hp = 250&lt;br /&gt;
|beauty = -8&lt;br /&gt;
|power = -700&lt;br /&gt;
|terrain affordance = heavy&lt;br /&gt;
|research = long-range mineral scanner&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 10000&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 200&lt;br /&gt;
|resource 2 = Component&lt;br /&gt;
|resource 2 amount = 6&lt;br /&gt;
|resource 3 = Advanced component&lt;br /&gt;
|resource 3 amount = 2&lt;br /&gt;
|destroyyield = nothing&lt;br /&gt;
}}&lt;br /&gt;
The '''long-range mineral scanner''' can detect mineral deposits in the nearby areas outside your colony when manned by a researcher. It can be tuned to different minerals, such that it will only find deposits of a certain kind.&lt;br /&gt;
&lt;br /&gt;
The scanner spawns mineral lumps mini-maps in the world map and triggers its [[Events#Precious minerals found|respective world event]] which always has an expiry date of 30 days. They can either be unguarded (60% chance), guarded by pirates or surrounded by a manhunter pack. Once the area is clear of hostiles, you have 10 days to mine everything before the [[caravan]] leaves.&lt;br /&gt;
&lt;br /&gt;
* Pirate defenders will surround the lump with a rudimentary base and possibly turrets.&lt;br /&gt;
* Manhunter packs will charge at your colonists. Some are slow allowing evasion and kiting, while others are fast and require a defensive stance.&lt;br /&gt;
&lt;br /&gt;
The amount of time taken is random, though better researchers increase the chances that a mineral deposit may be found. At its baseline, it finds lumps with a mean time between of 9.2 days and will guarantee a lump after 8 days of work. The mean time between finding deposits is dependent on the [[Research Speed]] of the user.&lt;br /&gt;
&lt;br /&gt;
While scanning, a pawn will gain Intellectual skill, but only at about half the rate they would while working at a research bench.&lt;br /&gt;
&lt;br /&gt;
Although not explicitly mentioned in the item description, the long-range mineral scanner is not usable if there is a roof over it. (Similar to the [[ground-penetrating scanner]].)&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
All minerals, as well as [[component]]s, can be discovered with the scanner. The expected yield and mass from a lump can be found in the table below; this is useful for knowing how many [[Pack animal]]s to send to various discovered lumps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!--- IF you edit this table, please edit the one on the Quests --&amp;gt;&lt;br /&gt;
! Resource       !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value &lt;br /&gt;
|-&lt;br /&gt;
| [[Steel]]      || 55 - 60      || 2200 - 2400 || 1100 - 1200 || 4180 - 4560&lt;br /&gt;
|-&lt;br /&gt;
| [[Plasteel]]   || 10 - 15      || 400 - 600   || 100 - 150 || 3600 - 5400&lt;br /&gt;
|-&lt;br /&gt;
| [[Component]]s || 50 - 70      || 100 - 140   || 60 - 84 || 3200 - 4480&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]     || 60 - 80      || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800&lt;br /&gt;
|-&lt;br /&gt;
| [[Uranium]]    || 15 - 20      || 600 - 800   || 600 - 800 || 3600 - 4800 &lt;br /&gt;
|-&lt;br /&gt;
| [[Jade]]       || 20 - 25      || 700 - 875   || 350 - 438 || 3500 - 4375&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
It received a rework in Beta 19. Prior to that:&lt;br /&gt;
*It can only find gold or jade, and cannot be tuned.&lt;br /&gt;
*It did not require a colonist to operate.&lt;br /&gt;
*The lumps did not expire.&lt;br /&gt;
*Only one scanner is effective in the same map- building more did nothing.&lt;br /&gt;
&lt;br /&gt;
* 1.1 - power cost was increased. The time between finding ore veins is now displayed.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Work to make increased from 1000 to 10,000&lt;br /&gt;
&lt;br /&gt;
{{nav|misc}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Jetroid</name></author>
	</entry>
</feed>