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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-06-06T01:58:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180665</id>
		<title>Powerfocus chip</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Powerfocus_chip&amp;diff=180665"/>
		<updated>2026-06-01T18:12:50Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub|reason=1) General stub - missing details in every section, including infobox (e.g. type?) 2) Study time/xp/other details 3) Confirm that feral queens (player created ones gone uncontrolled) don't drop chips.}}&lt;br /&gt;
{{infobox main|resource|&lt;br /&gt;
| name = Powerfocus chip&lt;br /&gt;
| image = PowerfocusChip.png&lt;br /&gt;
| description = An energy-focusing mechanoid micro-organ. It is necessary to produce certain advanced types of mechanoids and equipment. A mechanitor can study this chip to help unlock higher tiers of mechtech research.&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| flammability = 0.25&lt;br /&gt;
| marketvalue = 1000&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 2.0&lt;br /&gt;
| defName = PowerfocusChip&lt;br /&gt;
| thingCategories = Manufactured&lt;br /&gt;
| tradeTags = &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
}}&lt;br /&gt;
'''Powerfocus chips''' are a resource added by the [[Biotech DLC]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A single powerfocus chip will be dropped by a hostile [[war queen]] upon death, regardless of whether the war queen is summoned by a [[mechband antenna]] or spawned naturally as part of a [[raid]]. It is not relevant who kills the war queen - a war queen killed by other factions, wild animals, or berserk mechanoids still drop the signal chip. Player controlled war queens will not drop a powerfocus chip.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Powerfocus chips are used to create various mechanitor items, and studying one at a [[research bench]] is required to research [[High mechtech]]. The chip is not consumed in the process of studying it.&lt;br /&gt;
&lt;br /&gt;
They are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The chip is has a considerable low HP given the intensity of warfare often required to take down the queen mech. It is thus recommended to immediately haul the chip back as soon as the drop takes place.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Updated textures for all super-mechanoid chips to look more appropriately ultratech than archotech.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
PowerfocusChip  Old.png|Texture between Biotech Release until 1.4.3555&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Signal chip]] - A similar resource dropped by [[Diabolus|Diaboli]].&lt;br /&gt;
* [[Nano structuring chip]] - A similar resource dropped by [[Apocriton]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category: Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180666</id>
		<title>Subcore softscanner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Subcore_softscanner&amp;diff=180666"/>
		<updated>2026-06-01T18:18:18Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Analysis */&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;
| room role = Laboratory&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]] minds.&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 produce a [[standard subcore]], which is an ingredient used in the gestation of the following mechanoids:&lt;br /&gt;
{{Ingredient List|Standard subcore|noCollapse=1}}&lt;br /&gt;
&lt;br /&gt;
The scanner must be loaded with {{Icon Small|Steel}} 50 [[Steel]] and {{Icon Small|Component}} 4 [[Component]]s before each scan. Then any [[human]] (who is not a temporary faction member or [[baby]]) without scanning sickness can be selected for scanning by using the &amp;quot;Insert Person&amp;quot; button when selecting the subcore softscanner building. Upon selection, colonists and slaves will walk to the scanner if able, however prisoners or downed persons must be carried to the building by someone else. The scanning process takes {{Ticks|7500}} and inflicts scanning sickness upon completion.&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 for non-mechanitor pawns and severity decreasing by 2 per day for [[mechanitor]] pawns. 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;
Scanning sickness reduces a colonist's [[consciousness]], [[moving]], and [[manipulation]] by 25% for four in-game days, which results in a severe reduction in productivity. As such, [[prisoner]]s are ideal candidates for scanning as they cannot do work anyways. The second best choice would be a slave/low productive refugee. Another alterative would be a [[Mechanitor]], due to their accelerated recovery rate.&lt;br /&gt;
&lt;br /&gt;
Standard subcores are used in the gestation of a variety of useful mech types, such as [[tunneler]]s for mining ore deposits or [[scyther]]s for general melee combat. The softscanner is not expensive to build, but if you do not need or want any of the mechs that are gestated using standard subcores, then it is safe to skip.&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 gestation of the 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>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Expectations&amp;diff=180663</id>
		<title>Thoughts/Expectations</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Expectations&amp;diff=180663"/>
		<updated>2026-06-01T05:12:12Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.3005}}&amp;lt;!-- Source: \Data\Core\Defs\Misc\ExpectationDefs\Expectations.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier !! Wealth Threshold&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Sky-high expectations]]&lt;br /&gt;
| I should be made very comfortable here.|| 0 || - || - || - || 308,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|High expectations]]&lt;br /&gt;
| There's no reason I shouldn't have the things I want. || +6 || - || - || - || 182,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Moderate expectations]]&lt;br /&gt;
| I can't expect to be totally pampered. || +12 || - || - || - || 81,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Low expectations]]&lt;br /&gt;
| I can't expect great comforts. || +18 || - || - || - || 31,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Very low expectations]]&lt;br /&gt;
| I need to keep myself strong to survive. || +24 || - || - || - || 15,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Extremely low expectations]]&lt;br /&gt;
| I'd better steel myself to survive. || +30 || - || - || - || 0 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Noble expectations]]{{RoyaltyIcon}}&lt;br /&gt;
| I am above the little people and should be made happy every moment. || -6 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Royal expectations]]{{RoyaltyIcon}}&lt;br /&gt;
| My majesty... I can hardly believe it myself. A moment's discomfort is below me. || -12 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Elite expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I shouldn't have to endure any inconveniences that distract me from my important role. || -6 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Supreme expectations]]{{IdeologyIcon}}&lt;br /&gt;
| My importance here is uncontested, so my comfort must be a critical priority for my people.|| -12 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave. I don't expect much. || +28 || - || - || - || 81,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Meager slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave of a group with meager holdings. I expect little. || +34 || - || - || - || 31,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Poor slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave of a poor group. I expect very little. || +40 || - || - || - || 15,000 &lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Expectation moodlets|Destitute slave expectations]]{{IdeologyIcon}}&lt;br /&gt;
| I'm a slave of a destitute group. I expect nothing. || +46 || - || - || - || 0 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cold_bog&amp;diff=180602</id>
		<title>Cold bog</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cold_bog&amp;diff=180602"/>
		<updated>2026-05-24T10:05:51Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox biome&lt;br /&gt;
| name = Cold bog&lt;br /&gt;
| image = Cold Bog.png&lt;br /&gt;
| type = Biome&lt;br /&gt;
| texture = ColdBogTexture.png&lt;br /&gt;
| canbuildbase = Yes&lt;br /&gt;
| allowFarmingCamps = false&lt;br /&gt;
| animal density = 3.3&lt;br /&gt;
| plant density = 0.6&lt;br /&gt;
| movement difficulty = 4&lt;br /&gt;
| min temperature = -10&lt;br /&gt;
| min swampiness = 0.5&lt;br /&gt;
| forageability = 0.5&lt;br /&gt;
| wild plant regrow days = 20&lt;br /&gt;
| disease mtb days = 45&lt;br /&gt;
| max fish population = 600&lt;br /&gt;
| description = A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&amp;lt;!-- weather --&amp;gt;&lt;br /&gt;
| clear = 18&lt;br /&gt;
| fog = 1&lt;br /&gt;
| rain = 2&lt;br /&gt;
| dry thunderstorm = 1&lt;br /&gt;
| rainy thunderstorm = 1&lt;br /&gt;
| foggy rain = 1&lt;br /&gt;
| hard snow = 4&lt;br /&gt;
| soft snow = 4&lt;br /&gt;
| gray pall = 1&lt;br /&gt;
| blind fog = 2&lt;br /&gt;
| overcast = 2&lt;br /&gt;
| torrential rain = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Cold Bog''' is a cold [[biome]] in RimWorld.&lt;br /&gt;
&amp;lt;!-- return 0f - tile.temperature + 13f + tile.swampiness * 8f --&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
A more wet version of the [[Boreal forest]]. Like in all swamps, diseases are more common. The marshy soil will probably require bridges before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
In the lists below the number in brackets represents the relative commonality.&lt;br /&gt;
&lt;br /&gt;
=== Flora ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Flora Commonality Sum | {{#expr: {{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]] | ?Lives In Cold Bog = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
=== Fauna ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;{{#set:Fauna Commonality Sum | {{#expr: {{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;&amp;gt;0]] [[Coastal Animal::false]] | ?Lives In Cold Bog = | mainlabel=- | sep=+ }} }} }}&lt;br /&gt;
&lt;br /&gt;
Additionally, these animals can spawn in coastal maps:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0]] [[Coastal Animal::true]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the map is [[polluted]],{{BiotechIcon}} then the game may choose to spawn in wild animals from this list instead:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog (Polluted)::&amp;gt;0]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Icon List&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
 | ?Lives In Cold Bog (Polluted)&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Diseases ===&lt;br /&gt;
Cold Bog has a disease {{MTB}} of 45 days. The following diseases can occur in a Cold Bog:&lt;br /&gt;
{| {{STDT|c_07 sortable}}&lt;br /&gt;
! Disease&lt;br /&gt;
! Commonality{{#set:Disease commonality sum|{{#expr:100+80+30+40+40+30+100+80+10}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu]] || 100{{#set:Flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague]] || 80{{#set:Plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gut worms]] || 30{{#set:Gut worms commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fibrous mechanites]] || 40{{#set:Fibrous mechanites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sensory mechanites]] || 40{{#set:Sensory mechanites commonality|40}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Muscle parasites]] || 30{{#set:Muscle parasites commonality|30}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Flu#Animals|Animal flu]] || 100{{#set:Animal flu commonality|100}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Plague#Animals|Animal plague]] || 80{{#set:Animal plague commonality|80}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ decay]] || 10{{#set:Organ decay commonality|10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fish ===&lt;br /&gt;
{{Odyssey|section=1|No category}}&lt;br /&gt;
The table below contains the list of all of the fish that can be caught - as well as where they can be caught.&lt;br /&gt;
{| {{STDT|c_23 sortable}}&lt;br /&gt;
! Fish&lt;br /&gt;
! Water body&lt;br /&gt;
! Rarity&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Freshwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfish]] || Freshwater || Uncommon&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]] || Saltwater || Common&lt;br /&gt;
|-&lt;br /&gt;
| [[Dogfish]] || Saltwater || Uncommon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Cold bogs are one of the most visually pretty biomes in RimWorld. At first glance they appear survivable due to abundant vegetation and moderate temperatures compared to ice sheets, but underneath the surface they are one of the most punishing long-term biomes because of poor terrain, disease pressure, and limited building space.&lt;br /&gt;
&lt;br /&gt;
'''Food and Growing: Moderate&lt;br /&gt;
Cold bogs contain large amounts of marshy terrain, with decent plant life and many trees. Unlike deserts or tundra, food is usually manageable during the growing season due to wild berries, animals, and sufficient soil for farming. However, much of the soil is muddy or waterlogged, making construction difficult and reducing efficient farmland placement. Growing seasons are shorter than temperate forests but generally longer than tundra.&lt;br /&gt;
&lt;br /&gt;
The biggest issue is not lack of fertility, but rather usable land. Colonies can struggle to create organized farms and defensive layouts because fertile areas are often broken apart by marshes and shallow water. Winter food shortages can still occur if enough crops are not stockpiled beforehand.&lt;br /&gt;
&lt;br /&gt;
'''Disease: Difficult&lt;br /&gt;
Cold bogs are among the worst biomes in the game for disease frequency i.e. 1.3 times per year. Colonists with poor immunity or weak medical care could be at risk.&lt;br /&gt;
&lt;br /&gt;
Unlike jungles, temperatures are cold enough to somewhat reduce disease severity during parts of the year, but disease is still far more common than in boreal forests or tundra. Wild healroot may exist in limited quantities depending on temperature, but relying on natural medicine alone is unreliable. A competent doctor and medicine supply are extremely important.&lt;br /&gt;
&lt;br /&gt;
'''Temperature: Moderate to Difficult&lt;br /&gt;
Cold bogs have cool temperatures with harsh winters but usually avoid the lethal extremes of ice sheets or sea ice. Summers are comfortable enough for outdoor work, while winters can require proper heating infrastructure and winter clothing.&lt;br /&gt;
&lt;br /&gt;
The biome becomes significantly harder during cold snaps, since colonists may already be operating near freezing temperatures for much of the year. Heating costs can rise quickly because wooden structures are common early on due to the large number of trees available.&lt;br /&gt;
&lt;br /&gt;
'''Terrain and Building: Extreme&lt;br /&gt;
This is the defining challenge of cold bogs. Huge portions of the map are covered in marsh, mud, and shallow water. These terrains greatly slow movement and cannot support heavy structures without moisture pumps or bridges.&lt;br /&gt;
&lt;br /&gt;
Building secure bases becomes complicated because:&lt;br /&gt;
&lt;br /&gt;
* Defensive choke points are awkward to design&lt;br /&gt;
* Heavy buildings and walls require careful terrain planning in the early game&lt;br /&gt;
* Power conduits and infrastructure become messy&lt;br /&gt;
* Travel speed across the map is reduced significantly&lt;br /&gt;
&lt;br /&gt;
Marsh terrain can also work against raiders, but experienced enemies may still exploit open paths while your own colonists struggle with movement penalties.&lt;br /&gt;
&lt;br /&gt;
However, with Odyssey{{OdysseyIcon}} expansion, heavy bridges can support the construction of every object in-game on marsh/shallow water terrains, although at a steel premium.&lt;br /&gt;
&lt;br /&gt;
'''Fires: Easy'''&lt;br /&gt;
Despite abundant vegetation, cold bogs are naturally wet biomes, so massive wildfires are less threatening than in forests or shrublands. Rain is relatively common, helping extinguish fires naturally. Flashstorms are annoying rather than catastrophic in most cases.&lt;br /&gt;
&lt;br /&gt;
'''Predators: Moderate&lt;br /&gt;
Wildlife is generally less dangerous than tropical jungles, but predators can still pose problems, especially during winter when food becomes scarce. Animals may target colonists or livestock more aggressively during colder months.&lt;br /&gt;
&lt;br /&gt;
'''Overall'''&lt;br /&gt;
Cold bogs are a moderate-difficulty biome focused less on survival extremes and more on constant attrition. Food is manageable, wood is abundant, and temperatures are survivable, but the terrain and disease pressure create nonstop logistical problems.&lt;br /&gt;
&lt;br /&gt;
Cold bogs can be a great starting point for a gravship{{OdysseyIcon}} focused start, as it provides abundant food and wood and gravship substructure allows building all items on it.&lt;br /&gt;
&lt;br /&gt;
Early permanent base colonies may initially feel ''easier than tundra or desert starts'', but long-term development becomes frustrating due to construction limitations and recurring illnesses. Once moisture pumps, medicine production, proper heating, and advanced infrastructure are established, the biome becomes much more stable — though it never fully stops being inconvenient.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cold Bog.png|A Cold Bog&lt;br /&gt;
&amp;lt;!-- ColdBogPolluted.png|A [[polluted]] Cold Bog{{BiotechIcon}} --&amp;gt;&lt;br /&gt;
ColdBogTexture.png|Cold Bog's texture on the world map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added&lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Cold Biomes]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180585</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=180585"/>
		<updated>2026-05-23T10:54:15Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
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{{Rewrite|reason=Verification needed. At least a couple of the growing periods for the biomes are wrong, though their exact ranges are unknown.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Image wanted|reason=Requesting updated versions of biomes intensity, possibly with correct temperature ranges instead of cold/warm/hot}}&lt;br /&gt;
{{Recode|reason=Odyssey flora and fauna need to be rewritten to use appropriate templates}}&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome. There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold. Oceans and lakes appear as world tiles but are not playable biomes. The [[Odyssey DLC]] introduces five new playable biomes, each with a unique gimmick or challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Rimworld_biomes_difficulty_graph.png|1250px|Biome Intensity Diagram]]&lt;br /&gt;
&lt;br /&gt;
== Warm biomes ==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
=== Temperate forest ===&lt;br /&gt;
{{Main|Temperate forest}}&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|thumb|right|Temperate Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: {{Q|Temperate forest|Roads and Rivers}}.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: {{%|{{Q|Temperate forest|Forageability}} }}. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease {{MTB}}: {{Q|Temperate forest|Disease MTB Days}} days.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Temperate swamp ===&lt;br /&gt;
{{Main|Temperate swamp}}&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|thumb|right|Temperate Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Temperate Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical rainforest ===&lt;br /&gt;
{{Main|Tropical rainforest}}&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|thumb|right|Tropical Rainforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Rainforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tropical swamp ===&lt;br /&gt;
{{Main|Tropical swamp}}&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|thumb|right|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tropical Swamp::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hot biomes ==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
=== Arid shrubland ===&lt;br /&gt;
{{Main|Arid shrubland}}&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|thumb|right|Arid Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Arid Shrubland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Desert ===&lt;br /&gt;
{{Main|Desert}}&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|thumb|right|Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Extreme desert ===&lt;br /&gt;
{{Main|Extreme desert}}&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grow better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|thumb|right|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Extreme Desert::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cold biomes ==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
=== Boreal forest ===&lt;br /&gt;
{{Main|Boreal forest}}&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|thumb|right|Boreal Forest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Boreal Forest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Cold bog ===&lt;br /&gt;
{{Main|Cold bog}}&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|thumb|right|Cold Bog]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Cold Bog::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Tundra ===&lt;br /&gt;
{{Main|Tundra}}&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|thumb|right|Tundra]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Tundra::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Ice sheet ===&lt;br /&gt;
{{Main|Ice sheet}}&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to hunt, trade and cannibalize until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|thumb|right|Ice Sheet]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Ice Sheet::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sea ice ===&lt;br /&gt;
{{Main|Sea ice}}&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice maps do not have geothermal vents or [[ruins]] (except at [[Landmarks#Ice_dunes|ice dunes]]{{OdysseyIcon}} landmarks and in [[Quests#Ancient_Complex|ancient complex]]{{IdeologyIcon}} sites). [[Deep drill]]s cannot be used. [[Moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, [[fishing]],{{OdysseyIcon}} [[trading]] and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|thumb|right|Sea Ice]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Sea Ice::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Odyssey biomes ==&lt;br /&gt;
{{Odyssey|section=1}}&lt;br /&gt;
These are biomes added with the Odyssey DLC enabled. These biomes usually include gimmicks and challenges that are unique from conventional natural climates.&lt;br /&gt;
&lt;br /&gt;
=== Glowforest ===&lt;br /&gt;
{{Main|Glowforest}}&lt;br /&gt;
Geysers spew out massive sulfur clouds that cast the region into permanent darkness. Huge fungal colonies bloom in the dark, fed by the nutrients that the geysers bring to the surface. These areas are alluring and dangerous.&lt;br /&gt;
&lt;br /&gt;
[[File:Glowforest.jpg|400px|thumb|right|Glowforest]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: From all year to 20/60 days. (Darkened skies)&lt;br /&gt;
* Average Temperature: 25 °C (77 °F) to 0 °C (32 °F).&lt;br /&gt;
* Temperature Variation: From 35 °C (95 °F) in summer to -25 °C (-13 °F) in winter.&lt;br /&gt;
* Roads and Rivers: Yes&lt;br /&gt;
* Movement Difficulty: 2.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glowforest::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scarlands ===&lt;br /&gt;
{{Main|Scarlands}}&lt;br /&gt;
Ruins of an ancient city which was destroyed by weapons of mass destruction. Water here is toxic and scaria runs rampant among the animals. Mechanoids lurk among the shattered buildings, waiting to awaken and kill again.&lt;br /&gt;
&lt;br /&gt;
[[File:Scarlands.jpg|400px|thumb|right|Scarlands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 25%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Scarlands::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Grassland ===&lt;br /&gt;
{{Main|Grassland}}&lt;br /&gt;
An open expanse dominated by tall grasses. These areas are good for farming and ranching, except when there's a drought. The lack of trees and other vegetation means there's always a steady breeze. Steam geysers never appear here due to low geothermal activity.&lt;br /&gt;
&lt;br /&gt;
[[File:Grassland.jpg|400px|thumb|right|Grasslands]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.&lt;br /&gt;
* Forageability: 100%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Grassland::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Glacial plain ===&lt;br /&gt;
{{Main|Glacial plain}}&lt;br /&gt;
An open area scraped clean by the movement of glaciers. While vegetation and soil are sparse, a few hardy species have made their home here.&lt;br /&gt;
&lt;br /&gt;
There are no [[geyser]]s in glacial plain maps. Frozen ruins are hidden in the glaciers on all maps, with much bigger ruins when a [[frozen ruins]] landmark is present.&lt;br /&gt;
&lt;br /&gt;
[[File:GlacialPlains.jpg|400px|thumb|right|Glacial plain]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 0%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Glacial Plain::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Lava field ===&lt;br /&gt;
{{Main|Lava field}}&lt;br /&gt;
Barren wastes burned clean by volcanic heat. Periodic lava eruptions can burn people and buildings, but also enrich the soil with mineral deposits.&lt;br /&gt;
&lt;br /&gt;
[[File:Lava Fields.jpg|400px|thumb|right|Lava field]]&lt;br /&gt;
&lt;br /&gt;
==== Growing season, temperature, travel and disease ====&lt;br /&gt;
* Growing Season: &lt;br /&gt;
* Average Temperature:&lt;br /&gt;
* Temperature Variation:&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1.5.&lt;br /&gt;
* Forageability: 50%.&lt;br /&gt;
* Grazable:&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
==== Flora ====&lt;br /&gt;
{{#ask: [[Type::Plant]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Fauna ====&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Lives In Lava Field::&amp;gt;0.000000001]]&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = DLC Icons&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sep = ,&amp;amp;nbsp;&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = None.&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
There are multiple factors that contribute to the difficulty of biomes:&lt;br /&gt;
&lt;br /&gt;
* '''Growing crops: critical''' – Biomes like [[extreme desert]], [[ice sheet]] and [[sea ice]] have little to no farmable land.&lt;br /&gt;
* '''Temperature: important''' – An average temperature of about {{Temperature|21}} is ideal, since this is the middle between the minimum and maximum comfortable temperature of humans. Besides that warmer biomes are preferable, since they more likely allow for a year-round growing season.&lt;br /&gt;
** ''Easy:'' [[Arid shrubland]],  [[Tropical rainforest]], [[Tropical swamp]] (Average temperature of {{Temperature|21}} and year-round growing season possible.)&lt;br /&gt;
** ''Easy to moderate:'' [[Desert]], [[Extreme desert]], [[Temperate forest]], [[Temperate swamp]] (Average temperature of at least {{Temperature|15}}.)&lt;br /&gt;
** ''Moderate:'' [[Boreal forest]], [[Cold bog]] (Average temperature above {{Temperature|0}} possible.)&lt;br /&gt;
** ''Moderate to difficult:'' [[Tundra]] (Average temperature always below {{Temperature|0}}.)&lt;br /&gt;
** ''Difficult:'' [[Ice sheet]], [[Sea ice]] (Average temperature always below {{Temperature|-20}}.)&lt;br /&gt;
** ''Unknown:'' [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
* '''Wild animals'''&lt;br /&gt;
** '''Hunting: important''' – Especially in the early game or when the supply of food relies on hunting the number and type of occurring animals might be important.&lt;br /&gt;
** '''Predators: circumstantial''' – Predators are especially a problem in biomes with already little other wildlife and available food, notably [[ice sheet]] and [[sea ice]]. In all other biomes they pose only a negligible threat.&lt;br /&gt;
* '''Weather and wildfire: important''' –&lt;br /&gt;
* '''Diseases: circumstantial''' – [[Disease]] occur in some biomes up to three times as often as in other biomes. Also the selection and chance of individual diseases varies. Particularly easy biomes in this regard are [[ice sheet]], [[sea ice]], [[extreme desert]] and [[desert]], while [[tropical swamp]] and [[Tropical rainforest]] are difficult.&lt;br /&gt;
** '''Disease {{MTB}}:'''&lt;br /&gt;
*** ''Easy:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}(90 days)&lt;br /&gt;
*** ''Easy to moderate:'' [[Tundra]] (80 days)&lt;br /&gt;
*** ''Moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Temperate forest]], [[Glowforest]] {{OdysseyIcon}}, [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (50-65 days)&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate swamp]], [[Cold bog]] (40-45 days)&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]] (30-35 days)&lt;br /&gt;
** '''Disease selection:'''&lt;br /&gt;
*** ''Easy:'' [[Cold bog]], [[Tundra]] (Higher chances for [[fibrous mechanites|fibrous]] and [[sensory mechanites]] and therefore less often more serious diseases.)&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Moderate:'' [[Ice sheet]], [[Sea ice]] (No gut worms and muscle parasites and therefore more often serious diseases.)&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} (Chance for [[malaria]].)&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]] {{OdysseyIcon}} (Chance for [[malaria]] and [[sleeping sickness]].)&amp;lt;!-- &lt;br /&gt;
** Combined&lt;br /&gt;
*** ''Easy:'' [[Tundra]], [[Desert]], [[Extreme desert]], [[Glacial plain]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Boreal forest]], [[Ice sheet]], [[Sea ice]]&lt;br /&gt;
*** ''Moderate:'' [[Cold bog]]&lt;br /&gt;
*** ''Moderate to difficult:'' [[Temperate forest]], [[Temperate swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Difficult:'' [[Tropical rainforest]], [[Tropical swamp]]--&amp;gt;&lt;br /&gt;
* '''Wild plants''' – For the relative amount of plants in each of the following categories see the table below.&lt;br /&gt;
** '''Wood: important''' – There are plenty of buildings that require wood. Especially in the early game the colony is highly dependant on the wood chopped from wild trees. In some biomes this can be a serious problem.&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]], [[Tropical swamp]] &amp;lt;!-- 6-10 --&amp;gt;&lt;br /&gt;
*** ''Easy to moderate:'' [[Boreal forest]], [[Cold bog]], [[Temperate forest]], [[Tropical rainforest]] &amp;lt;!-- 0.8-2 --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Glowforest]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.09-0.2 --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Arid shrubland]], [[Desert]], [[Temperate forest]], [[Tundra]], [[Grassland]] {{OdysseyIcon}} &amp;lt;!-- 0.03-0.07 --&amp;gt;&lt;br /&gt;
*** ''Difficult:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
** '''Grazing: important''' – The amount of [[pen animals]] a colony can support by only letting them graze depends mainly on the amount and frequency wild plants are growing. Apart from trees which are inedible for most animals and a few quite rare plants, all wild plants provide the same nutrition. &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
*** ''Easy:'' [[Tropical rainforest]], [[Tropical swamp]], [[Glowforest]],{{OdysseyIcon}} [[Grassland]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Easy to moderate:'' [[Cold bog]], [[Temperate forest]], [[Temperate swamp]]&lt;br /&gt;
*** ''Moderate:'' [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}}&lt;br /&gt;
*** ''Moderate to difficult:'' [[Arid shrubland]], [[Boreal forest]], [[Tundra]]&lt;br /&gt;
*** ''Difficult:'' [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}}&lt;br /&gt;
** '''Food: circumstantial''' – &amp;lt;!-- See table below for the score --&amp;gt;&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]], [[Tropical rainforest]], [[Glowforest]] {{OdysseyIcon}} &amp;lt;!-- 0,26-0.3 --&amp;gt;&lt;br /&gt;
*** ''Easy to moderate:'' [[Arid shrubland]], [[Tropical swamp]], &amp;lt;!-- 0.16-0.23 --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Boreal forest]], [[Temperate forest]], [[Grassland]],{{OdysseyIcon}} [[Lava field]] {{OdysseyIcon}} &amp;lt;!-- 0.06-0.13 --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Desert]], [[Tundra]], [[Scarlands]] {{OdysseyIcon}} &amp;lt;!-- 0.01-0.05 --&amp;gt;&lt;br /&gt;
*** ''Difficult:'' [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Glacial plain]] {{OdysseyIcon}} &amp;lt;!-- (close to) none --&amp;gt;&lt;br /&gt;
** '''Herbal medicine: circumstantial''' – Relying on [[wild healroot]] plants for [[herbal medicine]] production is not advisable, although it might be possible in some biomes:&lt;br /&gt;
*** ''Easy:'' [[Temperate swamp]] &amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Moderate:'' [[Cold bog]], [[Temperate forest]], [[Grassland]] {{OdysseyIcon}}&amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Moderate to difficult:'' [[Boreal forest]], [[Tundra]]&amp;lt;!--  --&amp;gt;&lt;br /&gt;
*** ''Impossible:'' All other biomes.&amp;lt;!--  --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Overall the biomes can be categorized in roughly the following difficulty lewels. Note that this is only a guideline and heavily depends on difficulty settings, scenario, playstile and the parameters of the specific map:&lt;br /&gt;
&lt;br /&gt;
* '''Easy:'''&lt;br /&gt;
* '''Easy to moderate:'''&lt;br /&gt;
* '''Moderate:'''&lt;br /&gt;
* '''Moderate to difficult:'''&lt;br /&gt;
* '''Difficult:'''&lt;br /&gt;
[[Arid shrubland]], [[Boreal forest]], [[Cold bog]], [[Desert]], [[Extreme desert]], [[Ice sheet]], [[Sea ice]], [[Tropical rainforest]], [[Tropical swamp]], [[Temperate forest]], [[Temperate swamp]], [[Tundra]], [[Glacial plain]],{{OdysseyIcon}} [[Glowforest]],{{OdysseyIcon}} [[Grassland]],{{OdysseyIcon}} [[Lava field]],{{OdysseyIcon}} [[Scarlands]] {{OdysseyIcon}} &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Comparison table ==&lt;br /&gt;
&amp;lt;!-- Variables&lt;br /&gt;
--&amp;gt;{{#vardefine:AgaveYield|{{Q|Agave|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BerryYield|{{Q|Berry bush|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GlowYield|{{Q|Glowstool|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AgariYield|{{Q|Agarilux|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HealrootYield|{{Q|Wild healroot|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:AnimaYield|{{Q|Anima tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ArcheanYield|{{Q|Archean tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BambooYield|{{Q|Bamboo tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BirchYield|{{Q|Birch tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BonsaiYield|{{Q|Bonsai tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:BurnedYield|{{Q|Burned stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CecropiaYield|{{Q|Cecropia tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:ChoppedYield|{{Q|Chopped stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:CypressYield|{{Q|Cypress tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:DragoYield|{{Q|Drago tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:FibercornYield|{{Q|Fibercorn|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GauranlenYield|{{Q|Gauranlen tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:GraypineYield|{{Q|Gray pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:MapleYield|{{Q|Maple tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:OakYield|{{Q|Oak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PalmYield|{{Q|Palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PebbleYield|{{Q|Pebble cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PineYield|{{Q|Pine tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoluxYield|{{Q|Polux tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:PoplarYield|{{Q|Poplar tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:RatpalmYield|{{Q|Rat palm tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SaguaroYield|{{Q|Saguaro cactus|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SmashedYield|{{Q|Smashed stump|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:SnagrootYield|{{Q|Snagroot tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TeakYield|{{Q|Teak tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:TimbershroomYield|{{Q|Timbershroom|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WillowYield|{{Q|Willow tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:WitchwoodYield|{{Q|Witchwood tree|Harvest Yield}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-{{#vardefine:NaMe|{{#switch:{{{?Name}}}|Arid shrubland = Arid Shrubland|Boreal forest = Boreal Forest|Cold bog = Cold Bog|Glacial plain = Glacial Plain|Lava field = Lava Field|Temperate forest = Temperate Forest|Temperate swamp = Temperate Swamp|Tropical rainforest = Tropical Rainforest|Tropical swamp = Tropical Swamp|#default={{{?Name}}}}}}}&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{{?Animal Density}}}&lt;br /&gt;
| {{{?Plant Density}}}&lt;br /&gt;
| {{{?Wild Plant Regrow Days}}}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Agave|Lives In {{#var:NaMe}}|0}}*{{#var:AgaveYield}} + &lt;br /&gt;
{{Q|Berry bush|Lives In {{#var:NaMe}}|0}}*{{#var:BerryYield}} + &lt;br /&gt;
{{Q|Glowstool|Lives In {{#var:NaMe}}|0}}*{{#var:GlowYield}} + &lt;br /&gt;
{{Q|Agarilux|Lives In {{#var:NaMe}}|0}}*{{#var:AgariYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 100 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#if:{{Q|Wild healroot|Lives In {{#var:NaMe}}}}|{{#expr:({{Q|Wild healroot|Lives In {{#var:NaMe}}|0}}*{{#var:HealrootYield}}) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 1000 round 2}}|–}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}}*{{#var:AnimaYield}} + &lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}}*{{#var:ArcheanYield}} + &lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}}*{{#var:BambooYield}} + &lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}}*{{#var:BirchYield}} + &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}}*{{#var:BonsaiYield}} + &lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}}*{{#var:BurnedYield}} + &lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}}*{{#var:CecropiaYield}} + &lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}}*{{#var:ChoppedYield}} + &lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}}*{{#var:CypressYield}} + &lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}}*{{#var:DragoYield}} + &lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}}*{{#var:FibercornYield}} + &lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}}*{{#var:GauranlenYield}} + &lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:GraypineYield}} + &lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}}*{{#var:MapleYield}} + &lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}}*{{#var:OakYield}} + &lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:PalmYield}} + &lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}}*{{#var:PebbleYield}} + &lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}}*{{#var:PineYield}} + &lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoluxYield}} + &lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}}*{{#var:PoplarYield}} + &lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}}*{{#var:RatpalmYield}} + &lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}}*{{#var:SaguaroYield}} + &lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}}*{{#var:SmashedYield}} + &lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}}*{{#var:SnagrootYield}} + &lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}}*{{#var:TeakYield}} + &lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}}*{{#var:TimbershroomYield}} + &lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}}*{{#var:WillowYield}} + &lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}*{{#var:WitchwoodYield}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{#switch:{{{?Wild Plant Regrow Days}}}|0|?=–|#default={{#expr:(&lt;br /&gt;
{{{?Flora Commonality Sum}}} -&lt;br /&gt;
{{Q|Anima tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Archean tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Bamboo tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Birch tree|Lives In {{#var:NaMe}}|0}} - &lt;br /&gt;
{{Q|Bonsai tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Burned stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cecropia tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Chopped stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Cypress tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Drago tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Fibercorn|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gauranlen tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Gray pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Maple tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Oak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pebble cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Pine tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Polux tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Poplar tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Rat palm tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Saguaro cactus|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Smashed stump|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Snagroot tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Teak tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Timbershroom|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Willow tree|Lives In {{#var:NaMe}}|0}} -&lt;br /&gt;
{{Q|Witchwood tree|Lives In {{#var:NaMe}}|0}}&lt;br /&gt;
) / {{{?Flora Commonality Sum}}} * {{{?Plant Density}}} / {{{?Wild Plant Regrow Days}}} * 10 round 2}} }}&lt;br /&gt;
| {{{?Forageability}}}&lt;br /&gt;
| {{{?Disease MTB Days}}}&lt;br /&gt;
| {{{?Movement Difficulty}}}&lt;br /&gt;
| {{Temperature|{{{?Min Temperature}}}|{{{?Max Temperature}}} }}&lt;br /&gt;
| {{{?Min rainfall}}}&lt;br /&gt;
| {{{?Max rainfall}}}&lt;br /&gt;
| {{{?Min swampiness}}}&lt;br /&gt;
| {{{?Max swampiness}}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_21 text-center}}&lt;br /&gt;
! Biome !! Animal&amp;lt;br/&amp;gt;density !! Plant&amp;lt;br/&amp;gt;density !! Wild plant&amp;lt;br/&amp;gt;regrow (days)&lt;br /&gt;
! Food foraging score&amp;lt;ref&amp;gt;How much raw food can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Medicine foraging score&amp;lt;ref&amp;gt;How much herbal medicine can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of wild healroot plants.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Wood foraging score&amp;lt;ref&amp;gt;How much wood can be harvested from wild plants ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and the relative commonality of harvestable plants and their base harvest yield.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! Grazing score&amp;lt;ref&amp;gt;How many grazable wild plants grow ''relative'' to other biomes. Accounts for plant density, wild plant regrow days and substracts the relative commonality of trees.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! [[Forage]]-&amp;lt;br/&amp;gt;ability&amp;lt;ref&amp;gt;How much food a caravan can forage when traveling over a tile of that biome.&amp;lt;/ref&amp;gt; !! Disease&amp;lt;br/&amp;gt;{{MTB}} (days) !! Movement&amp;lt;br/&amp;gt;difficulty !! data-sort-type=&amp;quot;number&amp;quot; | [[Temperature]]&amp;lt;br/&amp;gt;range !! Min.&amp;lt;br/&amp;gt;[[rain]]fall !! Max.&amp;lt;br/&amp;gt;rainfall !! Min.&amp;lt;br/&amp;gt;swampiness !! Max.&amp;lt;br/&amp;gt;swampiness&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Type::Biome]] [[Name::!Lake]] [[Name::!Ocean]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Animal Density = ?Animal Density&lt;br /&gt;
 | ?Plant Density = ?Plant Density&lt;br /&gt;
 | ?Wild Plant Regrow Days = ?Wild Plant Regrow Days&lt;br /&gt;
 | ?Flora Commonality Sum = ?Flora Commonality Sum&lt;br /&gt;
 | ?Forageability = ?Forageability&lt;br /&gt;
 | ?Disease MTB Days = ?Disease MTB Days&lt;br /&gt;
 | ?Movement Difficulty = ?Movement Difficulty&lt;br /&gt;
 | ?Min Temperature = ?Min Temperature&lt;br /&gt;
 | ?Max Temperature = ?Max Temperature&lt;br /&gt;
 | ?Min rainfall = ?Min rainfall&lt;br /&gt;
 | ?Max rainfall = ?Max rainfall&lt;br /&gt;
 | ?Min swampiness = ?Min swampiness&lt;br /&gt;
 | ?Max swampiness = ?Max swampiness&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Biomes&lt;br /&gt;
 | named args = true&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
 | default = &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Added&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Tropical rainforest added.&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Sea Ice biome added.&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added Swamp biomes: Tropical swamp, Temperate swamp, Cold bog.&lt;br /&gt;
* [[Odyssey DLC]] release - Added Biomes: Glacial plain, Glowforest, Grassland, Lava field, Scarlands. &lt;br /&gt;
&lt;br /&gt;
{{nav|biomes|wide}}&lt;br /&gt;
[[Category:Environment]][[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Rimworld_biomes_difficulty_graph.png&amp;diff=180575</id>
		<title>File:Rimworld biomes difficulty graph.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Rimworld_biomes_difficulty_graph.png&amp;diff=180575"/>
		<updated>2026-05-22T17:55:09Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated biomes difficulty chart for the new odyssey biomes&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=180573</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=180573"/>
		<updated>2026-05-22T14:32:37Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Clothing requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
'''Titles''' are a mechanic introduced in the [[Royalty]] DLC, representing power and prestige from the [[Empire]]. &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Summary == &lt;br /&gt;
Titles are obtained by spending '''Honor''', the currency of the Royalty system. Honor is offered as a [[quest]] reward, or can be purchased from Royal Tribute Collector caravans in exchange for either [[gold]] or [[prisoners]]. &lt;br /&gt;
&lt;br /&gt;
Titles come with demands. From the title of Acolyte onwards, the title holder will start to demand certain apparel, a proper throne room, and more prestigious bedrooms. There are also limits on [[recreation]]. Empire guests and colonists with certain [[traits]] will be ''conceited'' and have more demands. In exchange, the empire will grant increasing levels of [[Psylink]], and give you access to [[#Permits|Permits]].&lt;br /&gt;
&lt;br /&gt;
Titles are retained if you become [[goodwill|hostile]] to the [[empire|empire faction]], though using permits is disabled until relations are restored. Titles can be renounced at the pawn's Bio screen.&lt;br /&gt;
&lt;br /&gt;
'''Special Traits:'''&lt;br /&gt;
* [[Ascetic]]s do not have royal demands, overriding the clothing and bedroom needs entirely. They'll need a throne in an enclosed room, but do not care if throne requirements are unmet. However, their throne room's Impressiveness will affect their mood, positively or negatively. Note that Ascetics will need to meet throne requirements to get their title, and that the [[Psyfocus#Dignified|meditation effectiveness]] of the throne remains improved by meeting the title requirements.&lt;br /&gt;
* Pawns with the [[Nudist]] and [[Cannibal (Trait)|Cannibal]] traits prefer being nude or eating human meat over their title requirements.&lt;br /&gt;
* Pawns with the Greedy, Jealous, or Abrasive traits are [[Titles#Conceited_pawns|Conceited]] and will have greater royal demands.&lt;br /&gt;
* [[Slaves]]{{IdeologyIcon}} can be given Honor, and will rank up as usual, with the same clothing and room requirements. However, they are unable to use permits, and slavery overrides conceited pawns' inability to work. There is a bug where slaves in a [[caravan]] can use their permits.{{Check Tag|Check for 1.4}}&lt;br /&gt;
&lt;br /&gt;
=== Conceited pawns ===&lt;br /&gt;
{{Stub|section=1|reason=When can they eat low-class food.}}&lt;br /&gt;
Pawns that are guests from, or are recruited from, the [[Empire]] faction, and those with the [[Greedy]], [[Jealous]], or [[Abrasive]] traits, are Conceited and will have greater royal demands. If [[Abrasive]] has been overridden by the [[Kind instinct]] gene{{BiotechIcon}} after they have a title they will still be conceited, but if they receive the gene before their first title then they will not be conceited even if the gene is removed later.{{Check Tag|Inc. post rank up?|Does this persist if they rank up without the gene?}}&lt;br /&gt;
&lt;br /&gt;
Starting at [[Acolyte]] and getting more severe with each rank, conceited nobles will refuse to do work of certain types, and will normally only eat certain types of food.{{Check Tag|Clarification needed| Will they eat it if fed given it as a prisoner? Will they eat it if fed it as a patient?}} Conceited nobles that eat food not in their allowed list will receive {{Thought|desc=That meal was below my station. My title's formal requirements should always be respected.|label=Ate low-class food|value=-8|duration=1}}. Note that conceited pawns will only automatically eat low-class food if they are starving. Also note that [[hemogen pack]]s{{BiotechIcon}} count as food for this purpose, even when being consumed for [[hemogen]]{{BiotechIcon}} and not [[saturation]].&lt;br /&gt;
&lt;br /&gt;
Conceited nobles have higher expectations then normal pawns, starting at [[Acolyte]] if their expectations would be lower they replace their regular [[Mood#Expectation moodlets|expectation moodlets]] with moderate expectations. Each additional title they get makes their minimum expectations one higher up to royal expectations at [[Archon]] and above.&lt;br /&gt;
&lt;br /&gt;
The game will show a popup warning if you attempt to give a conceited pawn royal honor.&lt;br /&gt;
&lt;br /&gt;
===Honor===&lt;br /&gt;
Honor is a direct reward for empire [[quest]]s that gives access to the empire's titles. Selling gold,  prisoners, or  [[slave]]s{{IdeologyIcon}} to a [[royal tribute collector]] also gives Honor. The pawn that does the selling gets the honor.&lt;br /&gt;
[[Skills#Social|Social]] skill or other social factors do not affect honor gain, but the pawn has to be [[Incapable|capable]] of Social in order to initiate trade.&lt;br /&gt;
&lt;br /&gt;
*Selling [[prisoner]]s or slaves gives 3 honor per pawn. They must be able to walk while being sold, but no other qualities matter. This gives the regular penalties for selling humans.&lt;br /&gt;
**It is possible to use the [[painblock]] psycast to temporarily make a pawn mobile, then rescue the now-Empire pawn for a [[goodwill]] boost.&lt;br /&gt;
*[[Gold]] gives 0.015 point of Honor per gold item, rounded down. Therefore, the amount of gold per honor:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Spent !! Honor || Equiv. Market Value&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 67 &lt;br /&gt;
| 1 || {{#expr: {{Q|Gold|Market Value Base}}*67}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 134 &lt;br /&gt;
| 2 || {{#expr: {{Q|Gold|Market Value Base}}*134}}&lt;br /&gt;
|-&lt;br /&gt;
! {{icon Small|gold}} 200 &lt;br /&gt;
| 3 || {{#expr: {{Q|Gold|Market Value Base}}*200}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bestowing ceremony ==&lt;br /&gt;
{{see also|Quests#Noble_Ceremony{{!}}Quests}}&lt;br /&gt;
The lowest title, Freeholder, is automatically 'purchased' as soon as a pawn earns their first point of Honor. Any further titles must be obtained through the bestowing ceremony.&lt;br /&gt;
&lt;br /&gt;
A colonist with enough honor for a new title can accept the received quest to invoke the [[Empire#Bestower|bestower]], a ceremonial priest-like figure who arrives by [[imperial shuttle]] with a retinue of guards. To accept the quest, the pawn to be bestowed must have a throne room that meets the requirements, even if they themselves do not care about it. There is no room requirement for Freeholder and Novice ranks. The bestowing ceremony will be performed in the throne room assigned to the pawn to be bestowed upon. If the throne room no longer meets requirements, or is unassigned from the pawn, then the quest will fail and the bestower will return home. If no such room is available, the bestower will instead attempt to find a [[party spot]] and failing that pick a social gathering spot.{{Check Tag|Confirm Social Spot|Party spot is right, needs more testing to verify whether they target social gathering spots}} The ceremony itself gives the psylink upgrade and title. The bestower carries 2 [[psylink neuroformer]]s; if you wish, you may [[down]], arrest, or kill the bestower to steal them. Bestowers will leave if they are exposed to dense{{Check Tag|Detail needed|Define: Dense}} [[tox gas]] or [[rot stink]].&lt;br /&gt;
&lt;br /&gt;
If the quest fails for any reason except promotion to a higher rank, it will reoccur after a period of time.{{Check Tag|How long}}&lt;br /&gt;
&lt;br /&gt;
If you receive enough honor to qualify for a higher title, then the lower title's bestowing ceremony will be skipped entirely. Note that this can result in lost opportunities to gain honor from the skipped ceremonies, but you will still receive all of the missed psycasts that you would have gotten if you hadn't skipped the lower titles.&lt;br /&gt;
&lt;br /&gt;
The ceremony is considered a [[ritual]] and its outcome affects colonist mood. It can also grant extra honor based on ritual quality, up to a maximum of 3 honor at &amp;gt;90% quality. Quality is determined by participant count and room impressiveness. This is independent from the actual outcome.&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
!Ritual Quality&lt;br /&gt;
!0%&lt;br /&gt;
!30%&lt;br /&gt;
!60%&lt;br /&gt;
!90%&lt;br /&gt;
|- &lt;br /&gt;
!Honor Gained&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
BestowingCeremony.jpg|A bestower granting the Archon rank to a pawn.&lt;br /&gt;
BestowingCeremonyDeparture.jpg|Bestower and guards leaving on shuttle after granting a title.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inheritance ===&lt;br /&gt;
Titles from Acolyte onwards are able to be inherited. Heirs are automatically assigned, with additional weight towards spouses. They can be changed from a [[comms console]]; in order for heirs to actually change, you must complete a monument [[quest]]. Failure to complete the quest in time gives a [[goodwill]] penalty and causes no change.&lt;br /&gt;
&lt;br /&gt;
When a noble dies, the heir will automatically gain the Freeholder title, if they didn't already have honor. They must begin a bestowing ceremony to obtain their proper rank. Should the noble be [[Resurrector mech serum|resurrected]], the title is lost, even if the bestowing ceremony hasn't begun yet.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
For a full list of titles and their requirements, see the [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
*'''Freeholder (1 honor):''' The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire.&lt;br /&gt;
*'''Novice (7 honor):''' The Imperial title of novice is held by those who have recently been initiated into the ranks of the psychic cult. It gives the holder the right to use low-level psychic abilities as part of their learning. This title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as novices.&lt;br /&gt;
*'''Acolyte (13 honor):''' The title of acolyte is the first title of senior learners in the psychic cult, and encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes. During wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their liege as an advisor.&lt;br /&gt;
*'''Knight/Dame (21 honor):''' The title of knight is held by agents of the psychic cult who have fully passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected warriors, advisors, or commanders. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat.&lt;br /&gt;
*'''Praetor (31 honor):''' The title of praetor denotes a member of the psychic cult who carries out field mission in a more senior role than a mere knight. During peacetime, a praetor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest independent combat units - terrestrial troop cohorts, or space-borne destroyers or combat groups.&lt;br /&gt;
*'''Baron/Baroness (45 honor):''' The title of baron is the lowest of the psychic lords who can act as a semi-independent ruler. Most barons are subordinate to a higher lord. In the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops.&lt;br /&gt;
*'''Archon (65 honor):''' The title of archon is middle rank among the independent members of the psychic cult. In peacetime, an archon may rule to a city or colony. A successful archon might have a small personal fleet, possibly including capital ships.&lt;br /&gt;
&lt;br /&gt;
===Unobtainable===&lt;br /&gt;
&lt;br /&gt;
These titles cannot be obtained through honor without the use of mods, though it is possible to recruit a pawn that already has the title through arresting quest pawns or via [[Skip abduction]].&lt;br /&gt;
&lt;br /&gt;
*'''Dominus:''' The Imperial title of dominus is the highest of the middle-ranked independent rulers. In the Empire, domini control provinces, mega-cities, or moons. At war, a dominus can field a division-level force, or a fleet with capital ships and dozens of support craft.&lt;br /&gt;
*'''Consul:''' The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. (Note: Consul is only obtainable if Stellarch is converted to your colony as a colonist.)&lt;br /&gt;
*'''Stellarch:''' The Imperial title of stellarch represents dominion over an entire star system. In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*'''Emperor/Empress:''' The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power. (Note: The emperor is never seen in the normal game.)&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
For a full list of requirements per title, see [[#Table of requirements|Table of requirements]].&lt;br /&gt;
&lt;br /&gt;
=== Thrones and Bedrooms ===&lt;br /&gt;
Titles of Acolyte and above require a throne room and separate bedrooms. Both rooms must be fully [[floor]]ed, and higher ranks will require all fine floors. As with non-titled pawns, couples can share a bedroom without penalty, regardless of either partners level of nobility. Unlike non-titled pawns however, nobles will object to sharing a room with a [[baby]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
Any number of nobles can share a throne room, though they need individual thrones. Ways to remove a pawns [[sleep]] need, such as a [[Circadian half-cycler]], the [[Body mastery]] trait,{{AnomalyIcon}} or the [[Never sleep|Never sleep gene]],{{BiotechIcon}} do not negate the desire for a bedroom, though pawns won't sleep in it. &lt;br /&gt;
&lt;br /&gt;
As the titles increase in honor, so does the minimum requirement. Greater titles have an increasing minimum # of floor tiles, Impressiveness, and require specific furniture.&lt;br /&gt;
&lt;br /&gt;
For the purposes of the throne room requirement, they cannot have beds, workstations, ritual buildings from [[Ideology]] {{IdeologyIcon}}, or any building under the [[Biotech]] {{BiotechIcon}} or [[Anomaly]] {{AnomalyIcon}} tabs. However, they can function as Impressive recreation and dining rooms, giving your entire colony a mood buff. The [[meditation throne]] itself also functions as a chair, but the [[grand meditation throne]] can only be used for meditation and [[television]] watching.&lt;br /&gt;
&lt;br /&gt;
[[Ascetic]] pawns do not have to meet bedroom requirements at all. They won't receive negative [[thought]] if their throne doesn't meet requirements, but they must have a suitable throne room to actually receive their title, and they will have reduced [[psyfocus]] from a throne if requirements aren't met.&lt;br /&gt;
&lt;br /&gt;
=== Clothing requirements ===&lt;br /&gt;
Nobles of a rank that desire clothing will experience a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-specific apparel''&amp;quot; [[thought]] to their mood if any of their requirements are not met. For ranks that require a specific [[quality]], a separate stacking a {{--|4}} &amp;quot;''Want &amp;lt;TITLE&amp;gt;-quality apparel''&amp;quot; thought is applied if the items worn are not of the required quality.&lt;br /&gt;
&lt;br /&gt;
Clothing requires that a noble is ''covered'' in suitable apparel, i.e. that all body parts have an associated apparel. For example, Archons (and below) can suffice with a [[cape]] and any suitable headgear, or the combination of headgear and [[formal shirt]], [[formal vest]] / [[corset]], and [[prestige robe]].&lt;br /&gt;
&lt;br /&gt;
Ascetic pawns do not have to meet clothing requirements at all. The [[Nudist]] trait and the [[Nudism]]{{ideologyIcon}} precepts override the clothing requirement, and Ascetic pawns ignore it. Any conflicting apparel requirements from simultaneously holding an [[ideoligion|ideoligious]] [[role]]{{IdeologyIcon}} are disabled, with the noble clothing requirement taking priority.&lt;br /&gt;
&lt;br /&gt;
===Food requirements===&lt;br /&gt;
Conceited nobles will refuse to eat certain foods, with fewer items being acceptable as the ranks increase. In general, all conceited nobles can eat [[lavish meal]]s, [[milk]], and other delicacies like [[insect jelly]] and [[chocolate]]. Ranks lower than Baron can eat [[fine meal]]s normally. If a noble is starving, then they will eat the meal at a {{--|7}} mood penalty. Non-conceited nobles have no such restrictions.&lt;br /&gt;
&lt;br /&gt;
Conceited [[Cannibal (Trait)|Cannibal]] nobles can eat [[human meat]] without penalty, and gain the normal positive moodlets from doing so. However, they still refuse to eat improper meals that include human meat, and when eating said meals, they will ''not'' get the benefit from the Cannibal trait. [[Sanguophages]] {{BiotechIcon}} and other Hemogenic nobles can bloodfeed, but can't consume [[hemogen pack]]s.&lt;br /&gt;
&lt;br /&gt;
===Work restrictions===&lt;br /&gt;
Conceited nobles will refuse to do certain work types; the restriction increases with each title. Conceited pawns up to Archon will continue to do Doctor, Warden, Art, and Research work, but higher ranks can't do anything outside of combat. Non-conceited nobles have no such restrictions, as are nobles who are [[slaves|enslaved]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
==Perks==&lt;br /&gt;
===Psylink===&lt;br /&gt;
{{Main|Psycasts}}&lt;br /&gt;
Every title, from Novice onward, grant an increase of 1 [[Psylink]] level. If a pawn already matches their title's respective level (from [[psylink neuroformer]]s or [[anima tree]] linking), then no new levels will be given.&lt;br /&gt;
&lt;br /&gt;
The bestower will implant a [[psylink neuroformer]] during the noble's bestowing ceremony, but they come with two. It is possible to arrest the bestower for an extra level, but this makes the empire faction hostile to you. If they are [[downed]] for other reasons (like [[heatstroke]]), you will still lose [[goodwill]].&lt;br /&gt;
&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Nobles that have reached Acolyte or higher will gain access to '''Permits'''. One permit is awarded for every title from Acolyte onwards, for a maximum of five permits for Archons. Higher titles will give access to stronger permits. These can include item drops, immediate support, or even direct bombardments. Permits have a cooldown; if used during it, there is an Honor cost. A pawn can't demote themselves to use a permit again.&lt;br /&gt;
&lt;br /&gt;
Once picked, permits stay with your pawn, and can't be freely changed. You can return all permits and re-assign them again; this costs 8 honor ''and'' the costs of any permit currently in cooldown. New permits won't have a cooldown, as the cost has been paid.&lt;br /&gt;
&lt;br /&gt;
You can't use permits if the [[empire]] faction is hostile towards you. [[Slave|Enslaved]]{{IdeologyIcon}} nobles and guests from the [[Empire]] are also unable to use permits. If an NPC noble is captured, they will come with randomly assigned permits.&lt;br /&gt;
&lt;br /&gt;
Permits are lost when titles are, such as upon revocation and death, inheritance, and resurrection.&lt;br /&gt;
&lt;br /&gt;
Note that some permits do not work in [[orbit]]{{OdysseyIcon}} showing the message, &amp;quot;the [[Empire]] faction cannot reach this area.&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Permit Name !! Prerequisite !! Cooldown&amp;lt;br&amp;gt;(Days) !! Honor Cost&amp;lt;Br&amp;gt;&amp;lt;small&amp;gt;(to ignore cooldown)&amp;lt;/small&amp;gt; !! Description !! Works in&amp;lt;br&amp;gt;[[Orbit]]?{{OdysseyIcon}} !! data-sort-type=number | Equiv. Value&lt;br /&gt;
|- id=&amp;quot;Call transport shuttle&amp;quot;&lt;br /&gt;
|'''Call transport shuttle''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 40  &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a one-way [[imperial shuttle]] for your own use, which will transport colonists, items, and animals up to 70 tiles away.&amp;lt;br&amp;gt;The shuttle can hold a total of 1000kg on a loaded map, but as of 1.2.2900 it ignored this weight limit for [[caravan]]s. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer team&amp;quot;&lt;br /&gt;
|'''Call laborer team''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
|  60  &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 [[Empire#Laborer|laborers]] to assist you for 4 days. They are fully controllable, and their equipment can be changed freely. They are always incapable of violence, animals work, social and research; sometimes other tasks are restricted by backstories. Each laborer death nominally causes a loss of 12 goodwill but this is not actually applied as of 1.4.3704. When downed or killed, laborers deduct [[Raid_points#Adaption_factor|adaptation days]] as if they were full colonists. Useful for menial labor, but also no worse in combat than any other violence-incapable meat shield, with the added advantages of being perfectly expendable and occasionally having [[Empire#Xenotypes|robust or pain-resistant xenotypes]]. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call laborer gang&amp;quot;&lt;br /&gt;
|'''Call laborer gang''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt;[[#Call laborer team|Laborer Team]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| As ''Call laborer team'', but twice the headcount.&amp;lt;br&amp;gt;Loses access to laborer team.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call aerodrone strike&amp;quot;&lt;br /&gt;
|'''Call aerodrone strike''' &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a single-impact aerodrone strike at a target position. 45 tile range, 3 tile miss radius, 8 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. &lt;br /&gt;
| {{Cross}}&lt;br /&gt;
|{{icon Small|silver||{{Q|Doomsday rocket launcher|Market Value Base}}}}{{ref label|Equiv|*}}&lt;br /&gt;
|- id=&amp;quot;Call aerodrone salvo&amp;quot;&lt;br /&gt;
|'''Call aerodrone salvo''' &lt;br /&gt;
|  data-sort-value=4|Praetor &amp;lt;br&amp;gt; [[#Call aerodrone strike|Aerodrone Strike]]&lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call an extended salvo of aerodrone strikes around a target position. 45 tile range, 8 tile miss radius, 6 tile explosion radius, 50 [[Damage types#Bomb|Bomb damage]], {{ticks|120}} warmup time. 6 rounds with {{ticks|60}} between them.&amp;lt;br&amp;gt;Loses access to aerodrone strike&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| {{icon Small|silver||{{Q|Orbital bombardment targeter|Market Value Base}}}}{{ref label|Equiv2|*}}&lt;br /&gt;
|- id=&amp;quot;Call trooper squad&amp;quot;&lt;br /&gt;
|'''Call trooper squad''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 40 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call a group of 4 light [[Empire#Trooper|troopers]] to aid you in battle, who can't be controlled. They will refuse to attack pawns that are not enemies to the Empire.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call janissary squad&amp;quot;&lt;br /&gt;
|'''Call janissary squad''' &lt;br /&gt;
| data-sort-value=4|Praetor &lt;br /&gt;
| 50 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call a group of 4 professional [[Empire#Janissary|janissaries]] to aid you in battle. As troopers otherwise.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Call cataphract squad&amp;quot;&lt;br /&gt;
|'''Call cataphract squad''' &lt;br /&gt;
| data-sort-value=6|Archon&amp;lt;br&amp;gt; [[#Call Janissary Squad|Janissaries]] &lt;br /&gt;
| 60 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call a group of 4 heavy [[Empire#Cataphract|cataphracts]] to aid you in battle. As troopers otherwise.&amp;lt;br&amp;gt;Loses access to janissary squad.&lt;br /&gt;
| {{Cross}}&lt;br /&gt;
| ''N/A''&lt;br /&gt;
|- id=&amp;quot;Steel drop&amp;quot;&lt;br /&gt;
|'''Steel drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 250 [[steel]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|steel|Market Value Base}}*250}}}}&lt;br /&gt;
|- id=&amp;quot;Glitterworld medicine drop&amp;quot;&lt;br /&gt;
|'''Glitterworld medicine drop''' &lt;br /&gt;
| data-sort-value=5|Baron/Baroness &lt;br /&gt;
| 45 &lt;br /&gt;
| 8 &lt;br /&gt;
| Call for a drop of 5 [[glitterworld medicine]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|glitterworld medicine|Market Value Base}}*5}}}}&lt;br /&gt;
|- id=&amp;quot;Silver drop&amp;quot;&lt;br /&gt;
|'''Silver drop'''  &lt;br /&gt;
| data-sort-value=3|Knight/Dame &lt;br /&gt;
| 45 &lt;br /&gt;
| 6 &lt;br /&gt;
| Call for a drop of 500 [[silver]]. &lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||500}}&lt;br /&gt;
|- id=&amp;quot;Food drop&amp;quot;&lt;br /&gt;
|'''Food drop''' &lt;br /&gt;
| data-sort-value=2|Acolyte  &lt;br /&gt;
| 45 &lt;br /&gt;
| 4 &lt;br /&gt;
| Call for a drop of 20 [[packaged survival meal]]s.&lt;br /&gt;
| {{Check}}&lt;br /&gt;
| {{icon Small|silver||{{#expr:{{Q|packaged survival meal|Market Value Base}}*20}}}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Equiv|*}} Roughly equivalent to a [[Doomsday rocket launcher]]&lt;br /&gt;
:{{note|Equiv2|*}} Inferior, but most closely equivalent, to an [[Orbital bombardment targeter]]&lt;br /&gt;
&lt;br /&gt;
===Leader Speeches===&lt;br /&gt;
{{Quote|Initiate a speech from the throne. '''&amp;lt;PAWN NAME&amp;gt;''' will go to '''&amp;lt;PAWN POSSESSIVE&amp;gt;''' throne and call all colonists to listen to a speech there. If all goes well, listeners will feel inspired, and gain respect for '''&amp;lt;PAWN NAME&amp;gt;'''. If it goes poorly, the speech will do social damage. The outcome depends on '''&amp;lt;PAWN NAME&amp;gt;''''s social abilities.|In-Game Description}}&lt;br /&gt;
&lt;br /&gt;
At Praetor rank, Nobles gain the ability to give leader speeches. This ability is a [[ritual]] manually triggered by the player. These speeches have a cool down, require an assigned throne, and cannot happen while another gathering is happening. Speeches last {{ticks|10000}} or 4 in-game hours. &lt;br /&gt;
&lt;br /&gt;
A speech grants attendees a [[Mood#Gatherings|moodlet]] and changes the listener's opinion of the speaker, both proportional to the success of the speech:&lt;br /&gt;
*A &amp;quot;Terrible Speech&amp;quot; will grant a -12 negative mood to attendees and a -30 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Uninspiring Speech&amp;quot; will grant a -4 negative mood to attendees and a -15 opinion of the speaker. &lt;br /&gt;
*An &amp;quot;Encouraging Speech&amp;quot; will grant a +4 positive mood and a +20 opinion of the speaker. &lt;br /&gt;
* An &amp;quot;Inspirational Speech&amp;quot; grants a +8 to mood and a massive +40 opinion of the speaker. Each listener has a 5% chance of getting an [[inspiration]].&lt;br /&gt;
&lt;br /&gt;
A higher [[Social Impact]] can greatly improve success, but the exact relationship is unknown. High social skill pawns are better at giving speechs, while [[top hat]]s, [[coronet]]s, and other royal items can also increase social impact.&lt;br /&gt;
&lt;br /&gt;
The cooldown between uses of the speech ability varies by rank. At Praetor rank this cooldown is {{ticks|1200000}} or 20 in-game days. At Baron rank this cooldown is {{ticks|900000}} or 15 in-game days. At Archon rank or higher, this cooldown is {{ticks|600000}} or 10 in-game days.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
A rank of Knight/Dame is required to trade with an empire [[faction base]] or trade caravan.&lt;br /&gt;
&lt;br /&gt;
A rank of Baron/Baroness or higher is required to trade with the empire's [[comms console|trade ships]].&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
{{stub|section=1|reason=Needs more info. Also, link is effectively dead}}&lt;br /&gt;
{{Main|Decree}}&lt;br /&gt;
Nobles will sometimes issue a &amp;quot;decree&amp;quot; quest as part of a mental break, or at random if [[conceited]]{{Check Tag|Verify}}. Decrees demand things such as producing, harvesting, or killing some number of a certain thing, or constructing a monument. The quest gives no reward except for a positive moodlet of {{+|6}} &amp;quot;Decree satisfied&amp;quot;{{Check Tag|Thought template}} for 15 days to the noble when fulfilled. If the quest's deadline is not met, the noble who issued it gets a negative &amp;quot;Decree ignored&amp;quot; moodlet{{Check Tag|Thought template}}⁰ starting at {{--|5}} and increasing linearly to {{--|15}} over the course of 15 days. A noble can issue more decrees before the current one is fulfilled, though only the oldest &amp;quot;Decree ignored&amp;quot; applies at a time.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renouncing a title ends any current decrees as of 1.1.2579.{{Check Tag|Verify currently}}  Decrees are also forgotten after 80 days if unfulfilled.&lt;br /&gt;
&lt;br /&gt;
== Table of requirements ==&lt;br /&gt;
{| {{STDT|sortable c_19 align-right}}&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Honor Required (total) !! Psylink Level !! {{Good|Capable|noFormat=1}}/{{Bad|Incapable|noFormat=1}} of&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New restrictions in Bold)&amp;lt;/sub&amp;gt; !! Throne Room Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Bedroom Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt; !! Food Requirements&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Only if Noble is [[Titles#Conceited_pawns|Conceited]]&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! Clothing Requirement&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(New this tier in Bold)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(Lost next tier in ''italic'')&amp;lt;sub&amp;gt; !! New Abilities with this Rank&lt;br /&gt;
|- id=&amp;quot;Freeholder&amp;quot;&lt;br /&gt;
! Freeholder &lt;br /&gt;
| 1 || 0 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Yeoman&amp;quot;&lt;br /&gt;
! Novice&lt;br /&gt;
| 6 (7) || 1 || {{Good|'' Any ''|noFormat=1}} || ''None'' || ''None'' || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|- id=&amp;quot;Acolyte&amp;quot;&lt;br /&gt;
! Acolyte &lt;br /&gt;
| 6 (13) || 2 || {{Bad|'''Cleaning'''|noFormat=1}} || '''Area 24, Throne, all floored, Brazier x2'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 16, all floored, Double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  One of: '''[[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]'''; AND&amp;lt;br&amp;gt;One of: '''[[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]''' || 1 Permit Point&lt;br /&gt;
|- id=&amp;quot;Knight&amp;quot; &lt;br /&gt;
! id=&amp;quot;Dame&amp;quot; | Knight/Dame &lt;br /&gt;
| 8 (21) || 3 || {{Bad|Cleaning, '''Haul'''|noFormat=1}} || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, Brazier x2, '''Column x2''', '''Harp''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 24''', '''Impressiveness 40''', all floored, Double bed, '''End table, Dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: [[Top hat]]/[[Ladies hat]], [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]] ||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Empire Caravan/Settlements&lt;br /&gt;
|- id=&amp;quot;Praetor&amp;quot;&lt;br /&gt;
! Praetor &lt;br /&gt;
| 10 (31) || 4 || {{Good|'' Cook, Construct, Smith, Handle, Tailor, Craft, Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br/&amp;gt; {{Bad|Cleaning, Haul, '''Plant cut''', '''Grow''', '''Mining'''|noFormat=1}} || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, Brazier x2, '''Column x4''', Harp &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Harpsichord or Piano suffice, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 24, '''Impressiveness 50''', all floored, Double bed, End table, Dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || One of: ''[[Top hat]]/[[Ladies hat]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND&amp;lt;br&amp;gt;One of: [[Formal shirt]], [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]]&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;'''(All apparel must be at least Normal [[quality]])'''&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Give speech once per 20 days&lt;br /&gt;
|- id=&amp;quot;Baron&amp;quot;&lt;br /&gt;
! id=&amp;quot;Baroness&amp;quot; | Baron/Baroness &lt;br /&gt;
| 14 (45) || 5 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft'''|noFormat=1}} || '''Area 60''', '''Impressiveness 120''', '''Grand Throne''', '''all [[fine floor|''fine'' floored]]''', Brazier x2, Column x4, '''Drape x2''', '''Harpsichord''' &amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Piano suffices, All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| '''Area 30''', '''Impressiveness 70''', all floored, '''Royal bed''', End table, Dresser, '''Drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: '''[[Coronet]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt;Two of: [[Formal shirt]], '''[[Formal vest]]/[[Corset]]'''; OR&amp;lt;br&amp;gt;One of: [[Cape]], [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point &amp;lt;Br&amp;gt; Trade with Imperial orbital traders &amp;lt;Br&amp;gt; Speech cooldown reduced to 15 days &amp;lt;Br&amp;gt; Expectations replaced with Noble Expectations if Conceited&lt;br /&gt;
|- id=&amp;quot;Archon&amp;quot; &lt;br /&gt;
! Archon &lt;br /&gt;
| 20 (65) || 6 || {{Good|'' Doctor, Warden, Hunt, Art, Research ''|noFormat=1}}&amp;lt;br&amp;gt; {{Bad|Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft|noFormat=1}} || '''Room area 80''', '''Room impressiveness 160''', Grand throne, all [[fine floor]]ed, Brazier x2, '''Column x6''', Drape x2, '''Piano'''&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit, Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
|| Area 30, '''Impressiveness 80''', '''All [[fine floor|''fine'' floored]]''', Royal bed, End table, Dresser, Drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||One of: ''[[Coronet]]'', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]],  [[Mechlord helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: ''[[Cape]]'', [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]], [[Mechlord suit]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;||  1 Permit Point  &amp;lt;Br&amp;gt; Speech cooldown reduced to 10 days&amp;lt;Br&amp;gt; Expectations replaced with Royal Expectations if Conceited&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;table c_19 align-right&amp;quot;&lt;br /&gt;
! NPC Titles !! Psylink Level !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement&lt;br /&gt;
|-id=&amp;quot;Dominus&amp;quot; &lt;br /&gt;
! Dominus&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Cleaning, Haul, Plant cut, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 80, Impressiveness 160, Grand throne, all [[fine floor]]ed, Brazier x2, Column x6, Piano&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All braziers must be lit&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Room must be [[roof]]ed&amp;lt;/sub&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | Area 30, Impressiveness 80, all [[fine floor]]ed, Royal bed, End table, Dresser, Drape &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] &lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | One of: '''[[Stellic crown]]''', [[Eltex helmet]], [[Eltex skullcap]], [[Prestige armor|Prestige helmet]]; AND EITHER&amp;lt;br&amp;gt; All of: [[Formal shirt]], [[Formal vest]]/[[Corset]], '''[[Prestige robe]]'''; OR&amp;lt;br&amp;gt;One of: [[Eltex shirt]], [[Eltex vest]], [[Eltex robe]], [[Prestige armor]].&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;(All apparel must be at least Normal [[quality]])&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-id=&amp;quot;Consul&amp;quot; &lt;br /&gt;
! Consul&lt;br /&gt;
|-id=&amp;quot;Stellarch&amp;quot;&lt;br /&gt;
! Stellarch&lt;br /&gt;
|-id=&amp;quot;Emperor&amp;quot; &lt;br /&gt;
! id=&amp;quot;Empress&amp;quot; | Emperor/Empress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The royal favor icon is reminiscent of the head of the [[eltex staff]] carried by the [[Empire#Pawns|Bestower]]. This is fitting, since the bestower grants the received titles to the pawn.&lt;br /&gt;
If the map is polluted enough,{{Check Tag|How polluted?}} the bestower will come with a gas mask instead of their usual headgear.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
These are only provided as easily comparable examples - they are not considered ideal or efficient.&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Throneroom.png|'''Acolyte Example Throne Room '''&lt;br /&gt;
File:Room example Knight Throneroom.png|'''Knight Example Throne Room '''&lt;br /&gt;
File:Room example Praetor Throneroom.png|'''Praetor Example Throne Room '''&lt;br /&gt;
File:Room example Baron Throneroom.png|'''Baron Example Throne Room '''&lt;br /&gt;
File:Room example Count Throneroom.png|'''Archon Example Throne Room '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Room example Acolyte Bedroom.png|'''Acolyte Example Bedroom '''&lt;br /&gt;
File:Room example Knight Bedroom.png|'''Knight Example Bedroom '''&lt;br /&gt;
File:Room example Praetor Bedroom.png|'''Praetor Example Bedroom '''&lt;br /&gt;
File:Room example Baron Bedroom.png|'''Baron Example Bedroom '''&lt;br /&gt;
File:Room example Count Bedroom.png|'''Archon Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
{{Stub|section=1|reason=Record old title names and flavor after 1.5.4241 change}}&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2563|1.1.2563]] - [[Resurrector mech serum]] now removes royal titles, to prevent duplicating titles.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* [[Version/1.1.2575|1.1.2575]] - Added the ability to renounce the title from the bio tab.&lt;br /&gt;
* [[Version/1.1.2579|1.1.2579]] - Mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renouncing a title now ends decrees.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Rename esquire to acolyte. Adjust some title descriptions.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Added permits system, previous ally summon abilities subsumed into it with new abilities added. Speech duration: 5hrs -&amp;gt; 4hrs. Inspiring Speeches have 5% chance to inspire each attendee. Titles no longer gained instantly nor neuroformers drop podded in - both replaced with Bestower and Bestowal Ceremony. Renamed royal favor to honor. New visual effects for all orbital bombardments - you can now see and hear incoming projectiles and other details are improved. Fix: LOS calcs for purpose of royal aid don't match LOS for guns.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Removed full-map light up effect of all strikes. Added new permits: Steel drop, Glitterworld medicine drop, Silver drop, Food drop. Renamed Orbital Strike and Orbital Salvo permits to Aerodrone Strike and Aerodrone Salvo (for fiction coherence reasons). Increased warmup time for aerodrone permits by 1 second. Titles no longer instantly transferred to heirs upon death of noble - now triggers bestower quest for the heir. Added new noble compatible clothing: Beret, Cape, Eltex Skullcap, and Stellic Crown. Stellarch and other non-rewardable title holding pawns now get any permits. NPC nobles now purchase random permits on generation. &lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Throne speeches have been re-tooled into [[rituals]].&lt;br /&gt;
* Prior to 1.4 - Higher tier instruments can now be used in place of lower tier instruments to meet the requirements of lower rank nobles. E.g. a piano can be used to fulfil the need a praetor's need for a harp. Previously, the exact instrument had to be used. &lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Resurrected pawns with titles that were inherited lose all permits associated with the lost titles.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Permit shuttle fails when sent to a worksite.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - [[Mechlord suit]] and [[Mechlord helmet|helmet]] now satisfies royal title requirements.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Bestowers will leave if they are exposed to dense tox gas or rot stink.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Permits not reset when royal pawn dies, has title inherited, then is resurrected&lt;br /&gt;
* [[Version/1.5.4241|1.5.4241]] - Re-flavor royal titles.&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Rimworld_new_biomes.png&amp;diff=180572</id>
		<title>File:Rimworld new biomes.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Rimworld_new_biomes.png&amp;diff=180572"/>
		<updated>2026-05-22T11:36:26Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated version of rimworld biomes difficulty chart&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87053</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87053"/>
		<updated>2021-06-30T16:31:23Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Combined Dining and Rec Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really expressive sculptures, and put them right into the mess.  You can spread a few ''large sculptures'' throughout your main stockpile, for example.  This will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put dining chairs in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but they give a mood bonus while anybody is using them.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the contruction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses less materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff. &lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Standing lamp&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &amp;lt;br&amp;gt;&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with their hoppers in the freezer and activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks(a door, a short space, and then another door leading to the freezer itself)in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer.&lt;br /&gt;
&lt;br /&gt;
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
&lt;br /&gt;
Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
&lt;br /&gt;
Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
&lt;br /&gt;
==== Rec room ====&lt;br /&gt;
&lt;br /&gt;
You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
&lt;br /&gt;
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
&lt;br /&gt;
Once you reach midgame, you can afford more recreation facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s or [[Megascreen television|megascreen]] televisions, which offers more recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
&lt;br /&gt;
Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
&lt;br /&gt;
==== Combined Dining and Rec Room ====&lt;br /&gt;
&lt;br /&gt;
[[File:Example of an early game combined dining, recreation and throne room .png|250px|thumb|right|Example of an early game combined dining, recreation and throne room.]]&lt;br /&gt;
&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive, improving both mood buffs for no extra cost.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
&lt;br /&gt;
[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
&lt;br /&gt;
Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
&lt;br /&gt;
You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
&lt;br /&gt;
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
&lt;br /&gt;
=== Workshop ===&lt;br /&gt;
&lt;br /&gt;
Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
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The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
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It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
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=== Armory ===&lt;br /&gt;
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You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
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Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
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=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
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[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
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Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
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Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
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Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
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Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
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[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
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Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
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To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
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==== Patient rooms ====&lt;br /&gt;
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If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
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==== Operating theater ====&lt;br /&gt;
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You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
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Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
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==== Vet area ====&lt;br /&gt;
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Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
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Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
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=== Prison ===&lt;br /&gt;
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
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==== Prison barracks ====&lt;br /&gt;
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In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
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==== Prison cells ====&lt;br /&gt;
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Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
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Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. They can't use any recreation items put in the cell, nor do they have a recreation need, so don't bother with recreational items other than for room impressiveness.&lt;br /&gt;
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Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.&lt;br /&gt;
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==== Holding cell ====&lt;br /&gt;
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A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.&lt;br /&gt;
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=== Multipurpose rooms ===&lt;br /&gt;
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These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
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This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
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=== Backup ===&lt;br /&gt;
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There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
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== Production ==&lt;br /&gt;
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You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
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=== Crops ===&lt;br /&gt;
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[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
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{{See also|Food production}}&lt;br /&gt;
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==== Crop fields ====&lt;br /&gt;
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Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
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You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
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You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
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==== Greenhouses ====&lt;br /&gt;
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Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
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=== Mining ===&lt;br /&gt;
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In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
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Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
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==== Strip mining ====&lt;br /&gt;
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If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
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Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
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==== Deep drills ====&lt;br /&gt;
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
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It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
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Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared to deal with infestations near or close to the drill.&lt;br /&gt;
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=== Animals ===&lt;br /&gt;
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[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
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==== Barn ====&lt;br /&gt;
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Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
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Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
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==== Chemfuel farming ====&lt;br /&gt;
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[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
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Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
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== Power ==&lt;br /&gt;
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=== Solar power ===&lt;br /&gt;
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[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
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[[Solar generator]]s provide power only during the day except during eclipses. It provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
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=== Wind power ===&lt;br /&gt;
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[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.&lt;br /&gt;
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It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
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=== Fueled generation ===&lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
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You can build the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
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If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
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Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
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Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
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==== Boomalope setup ====&lt;br /&gt;
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Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
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3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
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If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
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==== Greenhouse setup ====&lt;br /&gt;
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A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
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==== Infinite chemreactor setup ====&lt;br /&gt;
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[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
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3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
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Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
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=== Geothermal power ===&lt;br /&gt;
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[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered. A basic mid-sized colony can be sustained using 5 generators, around the usual number of geysers found on the map. &lt;br /&gt;
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Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
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Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
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Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
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=== Power storage ===&lt;br /&gt;
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[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
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=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
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=== Vanometric power cell ===&lt;br /&gt;
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A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
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Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
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If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
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=== Power network ===&lt;br /&gt;
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It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
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Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
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If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
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== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
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Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
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Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
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*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
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== Temperature control ==&lt;br /&gt;
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Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
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Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
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Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
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Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
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=== Cooler gap prevention ===&lt;br /&gt;
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As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
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To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
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=== Protected coolers ===&lt;br /&gt;
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Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
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If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
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==== Cooler column ====&lt;br /&gt;
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Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
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=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87052</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87052"/>
		<updated>2021-06-30T16:26:52Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Combined Dining and Rec Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really expressive sculptures, and put them right into the mess.  You can spread a few ''large sculptures'' throughout your main stockpile, for example.  This will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put dining chairs in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but they give a mood bonus while anybody is using them.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the contruction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses less materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff. &lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Standing lamp&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &amp;lt;br&amp;gt;&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with their hoppers in the freezer and activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks(a door, a short space, and then another door leading to the freezer itself)in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer.&lt;br /&gt;
&lt;br /&gt;
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
&lt;br /&gt;
Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
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Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
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==== Rec room ====&lt;br /&gt;
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You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
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In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
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Once you reach midgame, you can afford more recreation facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s or [[Megascreen television|megascreen]] televisions, which offers more recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
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Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
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==== Combined Dining and Rec Room ====&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive, improving both mood buffs for no extra cost.&lt;br /&gt;
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In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
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[[File:Example of an early game combined dining, recreation and throne room.png|thumb]]&lt;br /&gt;
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=== Courtyard ===&lt;br /&gt;
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[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
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Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
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You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Laboratory ===&lt;br /&gt;
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You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
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=== Workshop ===&lt;br /&gt;
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Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
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The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
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It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
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=== Armory ===&lt;br /&gt;
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You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
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Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
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=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
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[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
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Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
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Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
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Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
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Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
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[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
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Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
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To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
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==== Patient rooms ====&lt;br /&gt;
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If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
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==== Operating theater ====&lt;br /&gt;
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You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
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Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
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==== Vet area ====&lt;br /&gt;
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Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
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Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
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=== Prison ===&lt;br /&gt;
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
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==== Prison barracks ====&lt;br /&gt;
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In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
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==== Prison cells ====&lt;br /&gt;
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Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
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Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. They can't use any recreation items put in the cell, nor do they have a recreation need, so don't bother with recreational items other than for room impressiveness.&lt;br /&gt;
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Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.&lt;br /&gt;
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==== Holding cell ====&lt;br /&gt;
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A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.&lt;br /&gt;
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=== Multipurpose rooms ===&lt;br /&gt;
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These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
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This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
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=== Backup ===&lt;br /&gt;
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There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
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== Production ==&lt;br /&gt;
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You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
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=== Crops ===&lt;br /&gt;
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[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
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{{See also|Food production}}&lt;br /&gt;
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==== Crop fields ====&lt;br /&gt;
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Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
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You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
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You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
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==== Greenhouses ====&lt;br /&gt;
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Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
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=== Mining ===&lt;br /&gt;
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In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
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Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
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==== Strip mining ====&lt;br /&gt;
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If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
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Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
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==== Deep drills ====&lt;br /&gt;
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
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It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
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Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared to deal with infestations near or close to the drill.&lt;br /&gt;
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=== Animals ===&lt;br /&gt;
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[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
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==== Barn ====&lt;br /&gt;
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Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
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Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
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==== Chemfuel farming ====&lt;br /&gt;
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[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
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Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
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== Power ==&lt;br /&gt;
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=== Solar power ===&lt;br /&gt;
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[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
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[[Solar generator]]s provide power only during the day except during eclipses. It provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
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=== Wind power ===&lt;br /&gt;
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[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.&lt;br /&gt;
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It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
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=== Fueled generation ===&lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
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You can build the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
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If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
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Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
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Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
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==== Boomalope setup ====&lt;br /&gt;
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Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
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3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
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If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
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==== Greenhouse setup ====&lt;br /&gt;
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A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
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==== Infinite chemreactor setup ====&lt;br /&gt;
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[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
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3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
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Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
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=== Geothermal power ===&lt;br /&gt;
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[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered. A basic mid-sized colony can be sustained using 5 generators, around the usual number of geysers found on the map. &lt;br /&gt;
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Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
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Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
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Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
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=== Power storage ===&lt;br /&gt;
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[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
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=== Emergency power ===&lt;br /&gt;
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Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
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=== Vanometric power cell ===&lt;br /&gt;
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A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
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Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
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If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
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=== Power network ===&lt;br /&gt;
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It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
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Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Example_of_an_early_game_combined_dining,_recreation_and_throne_room_.png&amp;diff=87051</id>
		<title>File:Example of an early game combined dining, recreation and throne room .png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Example_of_an_early_game_combined_dining,_recreation_and_throne_room_.png&amp;diff=87051"/>
		<updated>2021-06-30T16:26:24Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A combination like this can help save resources and building space. By adding a harp in the above example, the room will satisfy the throne level upto Knight rank, while still giving bonuses for recreation and dinner.&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87030</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87030"/>
		<updated>2021-06-26T17:26:58Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Barracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really expressive sculptures, and put them right into the mess.  You can spread a few ''large sculptures'' throughout your main stockpile, for example.  This will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put dining chairs in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but they give a mood bonus while anybody is using them.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the contruction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses less materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once. A [[Room_stats#Levels_of_impressiveness|very impressive]] barrack can give positive mood buff to colonists sleeping inside, but they are still prone to get ''disturbed sleep' debuff. &lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Standing lamp&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &amp;lt;br&amp;gt;&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with their hoppers in the freezer and activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks(a door, a short space, and then another door leading to the freezer itself)in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer.&lt;br /&gt;
&lt;br /&gt;
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
&lt;br /&gt;
Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
&lt;br /&gt;
Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
&lt;br /&gt;
==== Rec room ====&lt;br /&gt;
&lt;br /&gt;
You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
&lt;br /&gt;
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
&lt;br /&gt;
Once you reach midgame, you can afford more recreation facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s or [[Megascreen television|megascreen]] televisions, which offers more recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
&lt;br /&gt;
Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
&lt;br /&gt;
==== Combined Dining and Rec Room ====&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive, improving both mood buffs for no extra cost.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
&lt;br /&gt;
[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
&lt;br /&gt;
Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
&lt;br /&gt;
You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
&lt;br /&gt;
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
&lt;br /&gt;
=== Workshop ===&lt;br /&gt;
&lt;br /&gt;
Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
&lt;br /&gt;
The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
&lt;br /&gt;
It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
&lt;br /&gt;
You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
&lt;br /&gt;
Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
&lt;br /&gt;
=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
&lt;br /&gt;
Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
&lt;br /&gt;
Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
&lt;br /&gt;
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
&lt;br /&gt;
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
&lt;br /&gt;
Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
&lt;br /&gt;
To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
&lt;br /&gt;
==== Patient rooms ====&lt;br /&gt;
&lt;br /&gt;
If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
&lt;br /&gt;
==== Operating theater ====&lt;br /&gt;
&lt;br /&gt;
You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
&lt;br /&gt;
Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
&lt;br /&gt;
==== Vet area ====&lt;br /&gt;
&lt;br /&gt;
Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
&lt;br /&gt;
[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
&lt;br /&gt;
==== Prison barracks ====&lt;br /&gt;
&lt;br /&gt;
In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
&lt;br /&gt;
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
&lt;br /&gt;
==== Prison cells ====&lt;br /&gt;
&lt;br /&gt;
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
&lt;br /&gt;
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. They can't use any recreation items put in the cell, nor do they have a recreation need, so don't bother with recreational items other than for room impressiveness.&lt;br /&gt;
&lt;br /&gt;
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.&lt;br /&gt;
&lt;br /&gt;
==== Holding cell ====&lt;br /&gt;
&lt;br /&gt;
A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.&lt;br /&gt;
&lt;br /&gt;
=== Multipurpose rooms ===&lt;br /&gt;
&lt;br /&gt;
These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
&lt;br /&gt;
This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
&lt;br /&gt;
=== Backup ===&lt;br /&gt;
&lt;br /&gt;
There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
&lt;br /&gt;
[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
&lt;br /&gt;
{{See also|Food production}}&lt;br /&gt;
&lt;br /&gt;
==== Crop fields ====&lt;br /&gt;
&lt;br /&gt;
Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
&lt;br /&gt;
You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
&lt;br /&gt;
You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Greenhouses ====&lt;br /&gt;
&lt;br /&gt;
Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
&lt;br /&gt;
In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
&lt;br /&gt;
Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
&lt;br /&gt;
==== Strip mining ====&lt;br /&gt;
&lt;br /&gt;
If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
&lt;br /&gt;
Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
&lt;br /&gt;
==== Deep drills ====&lt;br /&gt;
&lt;br /&gt;
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
&lt;br /&gt;
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared to deal with infestations near or close to the drill.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
&lt;br /&gt;
==== Barn ====&lt;br /&gt;
&lt;br /&gt;
Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
&lt;br /&gt;
Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
&lt;br /&gt;
==== Chemfuel farming ====&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== Solar power ===&lt;br /&gt;
&lt;br /&gt;
[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
&lt;br /&gt;
[[Solar generator]]s provide power only during the day except during eclipses. It provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
&lt;br /&gt;
=== Wind power ===&lt;br /&gt;
&lt;br /&gt;
[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.&lt;br /&gt;
&lt;br /&gt;
It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
&lt;br /&gt;
=== Fueled generation ===&lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
&lt;br /&gt;
You can build the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
&lt;br /&gt;
If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
&lt;br /&gt;
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
&lt;br /&gt;
Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
&lt;br /&gt;
==== Boomalope setup ====&lt;br /&gt;
&lt;br /&gt;
Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
&lt;br /&gt;
3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
&lt;br /&gt;
If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
&lt;br /&gt;
==== Greenhouse setup ====&lt;br /&gt;
&lt;br /&gt;
A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
&lt;br /&gt;
==== Infinite chemreactor setup ====&lt;br /&gt;
&lt;br /&gt;
[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
&lt;br /&gt;
3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
&lt;br /&gt;
Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
&lt;br /&gt;
=== Geothermal power ===&lt;br /&gt;
&lt;br /&gt;
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered. A basic mid-sized colony can be sustained using 5 generators, around the usual number of geysers found on the map. &lt;br /&gt;
&lt;br /&gt;
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
&lt;br /&gt;
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
&lt;br /&gt;
Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
&lt;br /&gt;
=== Power storage ===&lt;br /&gt;
&lt;br /&gt;
[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
&lt;br /&gt;
=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
&lt;br /&gt;
=== Vanometric power cell ===&lt;br /&gt;
&lt;br /&gt;
A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
&lt;br /&gt;
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
&lt;br /&gt;
=== Power network ===&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
&lt;br /&gt;
Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87029</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87029"/>
		<updated>2021-06-26T17:16:31Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Base Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really expressive sculptures, and put them right into the mess.  You can spread a few ''large sculptures'' throughout your main stockpile, for example.  This will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put dining chairs in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but they give a mood bonus while anybody is using them.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the contruction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and takes less space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
*Aesthetically pleasing to design &lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes and drop pod attacks &lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses less materials than superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoor need&lt;br /&gt;
*Most prone to mortar strikes&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks&lt;br /&gt;
*Least able to satisfy Outdoor need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside your base&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once.&lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Standing lamp&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
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Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
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==== Freezer ====&lt;br /&gt;
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[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
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[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
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The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
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In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
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It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &amp;lt;br&amp;gt;&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
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Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
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[[Nutrient paste dispenser]]s act as walls. They are usually placed with their hoppers in the freezer and activation spot in the dining room.&lt;br /&gt;
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[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
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It is common to make airlocks(a door, a short space, and then another door leading to the freezer itself)in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
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===== Positioning =====&lt;br /&gt;
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Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
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The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
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In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
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This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
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Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
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Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
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It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
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==== Kitchen ====&lt;br /&gt;
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[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
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The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
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You should build your kitchen right next to your Freezer.&lt;br /&gt;
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The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
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[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
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It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
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Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
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==== Dining room ====&lt;br /&gt;
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Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
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Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
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Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
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==== Rec room ====&lt;br /&gt;
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You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
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In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
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Once you reach midgame, you can afford more recreation facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s or [[Megascreen television|megascreen]] televisions, which offers more recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
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Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
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==== Combined Dining and Rec Room ====&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive, improving both mood buffs for no extra cost.&lt;br /&gt;
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In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
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=== Courtyard ===&lt;br /&gt;
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[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
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Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
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You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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=== Laboratory ===&lt;br /&gt;
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You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
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=== Workshop ===&lt;br /&gt;
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Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
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The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
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It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
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=== Armory ===&lt;br /&gt;
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You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
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Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
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=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
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[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
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Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
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Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
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Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
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Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
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[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
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Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
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To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
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==== Patient rooms ====&lt;br /&gt;
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If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
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==== Operating theater ====&lt;br /&gt;
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You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
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Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
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==== Vet area ====&lt;br /&gt;
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Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
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Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
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=== Prison ===&lt;br /&gt;
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[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
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==== Prison barracks ====&lt;br /&gt;
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In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
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You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
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==== Prison cells ====&lt;br /&gt;
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Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
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Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. They can't use any recreation items put in the cell, nor do they have a recreation need, so don't bother with recreational items other than for room impressiveness.&lt;br /&gt;
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Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.&lt;br /&gt;
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==== Holding cell ====&lt;br /&gt;
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A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.&lt;br /&gt;
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=== Multipurpose rooms ===&lt;br /&gt;
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These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
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This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
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=== Backup ===&lt;br /&gt;
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There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
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== Production ==&lt;br /&gt;
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You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
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=== Crops ===&lt;br /&gt;
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[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
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{{See also|Food production}}&lt;br /&gt;
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==== Crop fields ====&lt;br /&gt;
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Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
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You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
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You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
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==== Greenhouses ====&lt;br /&gt;
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Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
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=== Mining ===&lt;br /&gt;
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In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
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Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
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==== Strip mining ====&lt;br /&gt;
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If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
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Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
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==== Deep drills ====&lt;br /&gt;
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After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
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It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
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Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared to deal with infestations near or close to the drill.&lt;br /&gt;
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=== Animals ===&lt;br /&gt;
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[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
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==== Barn ====&lt;br /&gt;
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Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
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Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
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==== Chemfuel farming ====&lt;br /&gt;
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[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== Solar power ===&lt;br /&gt;
&lt;br /&gt;
[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
&lt;br /&gt;
[[Solar generator]]s provide power only during the day except during eclipses. It provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
&lt;br /&gt;
=== Wind power ===&lt;br /&gt;
&lt;br /&gt;
[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.&lt;br /&gt;
&lt;br /&gt;
It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
&lt;br /&gt;
=== Fueled generation ===&lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
&lt;br /&gt;
You can build the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
&lt;br /&gt;
If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
&lt;br /&gt;
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
&lt;br /&gt;
Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
&lt;br /&gt;
==== Boomalope setup ====&lt;br /&gt;
&lt;br /&gt;
Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
&lt;br /&gt;
3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
&lt;br /&gt;
If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
&lt;br /&gt;
==== Greenhouse setup ====&lt;br /&gt;
&lt;br /&gt;
A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
&lt;br /&gt;
==== Infinite chemreactor setup ====&lt;br /&gt;
&lt;br /&gt;
[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
&lt;br /&gt;
3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
&lt;br /&gt;
Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
&lt;br /&gt;
=== Geothermal power ===&lt;br /&gt;
&lt;br /&gt;
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered. A basic mid-sized colony can be sustained using 5 generators, around the usual number of geysers found on the map. &lt;br /&gt;
&lt;br /&gt;
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
&lt;br /&gt;
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
&lt;br /&gt;
Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
&lt;br /&gt;
=== Power storage ===&lt;br /&gt;
&lt;br /&gt;
[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
&lt;br /&gt;
=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
&lt;br /&gt;
=== Vanometric power cell ===&lt;br /&gt;
&lt;br /&gt;
A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
&lt;br /&gt;
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
&lt;br /&gt;
=== Power network ===&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
&lt;br /&gt;
Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87028</id>
		<title>Colony Building Guide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colony_Building_Guide&amp;diff=87028"/>
		<updated>2021-06-26T17:02:09Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Base Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This guide is the ultimate go-to guide to building your [[colony]], for all stages of the game.&lt;br /&gt;
&lt;br /&gt;
== General colony design principles ==&lt;br /&gt;
&lt;br /&gt;
An efficient base allows your colonists to ''get stuff done'' and ''stay happy''.  They must be able to reach their assigned jobs in time, and the base needs to be pleasing and comfortable to work and live in.  The base should also be ''secure'', but that is probably the easiest part.&lt;br /&gt;
&lt;br /&gt;
=== Getting stuff done: lowering foot traffic ===&lt;br /&gt;
It is not possible to make all places easily accessible, so you need to decide what spots are more important, and lay out the base accordingly.&lt;br /&gt;
&lt;br /&gt;
The most important principle here is to '''not put the living quarters in the center of the base'''.  Bedrooms should be at the edge of the colony: they are not needed during the day and will be an obstacle.&lt;br /&gt;
&lt;br /&gt;
Also, it is difficult to plan ahead how many beds you will need, unless you make a hard commitment to limit the head count of your colony (and to kill or sell everybody else...).  If your living quarters have other buildings surrounding them, it becomes impossible to add more beds without creating an entirely new housing zone.  This quickly leads to a cluttered base layout that is difficult to defend.&lt;br /&gt;
&lt;br /&gt;
The recreation and dining area should also be off center, probably close to the sleeping area.  Recreation and eating happens mostly in the morning and evening (before and after night time).  Colonists visit this place only very sparingly during the day.&lt;br /&gt;
&lt;br /&gt;
This principle does, however, not apply to every room that happens to have beds in it – the hospital and prison can, and should, be more centrally placed.  Hospitals and prisons require frequent visits, to tend to and feed patients and &amp;quot;guests&amp;quot;.  Prison breaks are more easily contained if the fugitive is in the middle of your base.&lt;br /&gt;
&lt;br /&gt;
Make sure that related areas are close: kitchen, freezer, warehouse and factory floor.  Some rooms are ''very'' frequently accessed from the outside (the freezer is one example).  Provide short walkways to these places.&lt;br /&gt;
&lt;br /&gt;
=== Make it pretty ===&lt;br /&gt;
&lt;br /&gt;
Colonists do not like to exist in a cluttered and ugly environment.  They do not want to walk through disgusting places all the time.  For example, do not put a dumping stockpile next to a Geothermal generator next to the main walkway of the colony.&lt;br /&gt;
&lt;br /&gt;
Ugliness that is unavoidable can be countered with ''decor bombing''.  Make some really expressive sculptures, and put them right into the mess.  You can spread a few ''large sculptures'' throughout your main stockpile, for example.  This will make it beauty-neutral or even &amp;quot;beautiful&amp;quot;.  Like all furniture, sculptures do not have to be kept roofed or indoors, so they can be placed anywhere.  Smoothed floors and walls, as well as carpets, are an effective source of beauty (+2 beauty per tile), but somewhat work and resource intensive to make.&lt;br /&gt;
&lt;br /&gt;
Comfortable furniture is very important.  Keep a good carpenter (with high &amp;quot;construction&amp;quot; skill), and have them craft all the furniture in the base (especially the beds and chairs).  Put dining chairs in front of all workstations (they are both &amp;quot;beautiful&amp;quot; ''and'' &amp;quot;comfortable&amp;quot;); they will not make anyone work faster, but they give a mood bonus while anybody is using them.&lt;br /&gt;
&lt;br /&gt;
With regards to construction work, it is best to let your most capable constructors prioritize on the &amp;quot;artisan work&amp;quot;, ie furniture with a quality rating that matters.  The second league of constructors can do things like lay carpets, smooth floors and build walls.  These structures do not have a quality rating – the contruction skill only influences success chance and work speed.  Sadly it is difficult to impossible without the [https://steamcommunity.com/sharedfiles/filedetails/?id=725219116 requisite mods] to direct your colonists in the required way.&lt;br /&gt;
&lt;br /&gt;
=== Safety first ===&lt;br /&gt;
&lt;br /&gt;
Securing the base is not difficult, as long as your floor plan is compact.  You can simply surround the entire complex with walls, keeping a deliberate weak spot that enemies will most probably attack from.  If you give enemies the opportunity to enter your base, they will take it, even if tactically unsound.  If there are long hallways, you can use the doorways as natural cover, by having one shooter stand in each doorway and shoot down the hall at incoming attackers.  This is an effective maneuver that can contain even mid-size raids and does not require any purpose-built defenses.&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, advanced tactics like &amp;quot;killboxes&amp;quot; and turret spam might be in order.&lt;br /&gt;
&lt;br /&gt;
In general you want the attackers come ''to you'', and not fight them outside of your base in the open.  Siege crews and lone pyromaniacs should be lured close to your base before engaging them.&lt;br /&gt;
&lt;br /&gt;
== Base Types ==&lt;br /&gt;
&lt;br /&gt;
There are different ways to build your base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  &lt;br /&gt;
! Superstructure base&lt;br /&gt;
! Town-like settlement&lt;br /&gt;
! Mountain base&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| Put everything in one large building.&lt;br /&gt;
|| Build everything in separated buildings, just like a small town.&lt;br /&gt;
|| In mountainous maps, dig inside the mountains.&lt;br /&gt;
|-&lt;br /&gt;
! Pros&lt;br /&gt;
|&lt;br /&gt;
*Convenient&lt;br /&gt;
*Saves building materials and some space&lt;br /&gt;
*More resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
*Convenient against large group of manhunter packs&lt;br /&gt;
*Improved temperature control&lt;br /&gt;
*Shortest walking paths&lt;br /&gt;
||&lt;br /&gt;
*Very flexible&lt;br /&gt;
*Does not require large patches of continuous land&lt;br /&gt;
*Best satisfies Outdoors need&lt;br /&gt;
||&lt;br /&gt;
*Best temperature control&lt;br /&gt;
*Easy to defend&lt;br /&gt;
*Immune to mortar strikes&lt;br /&gt;
*Leaves more soil available for farming&lt;br /&gt;
*Uses less material then Superstructure base if you smooth floors and walls&lt;br /&gt;
*Most resistant against [[Events#Toxic Fallout|toxic fallout]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cons&lt;br /&gt;
|&lt;br /&gt;
*Fires can spread all over the base if flammable materials are used&lt;br /&gt;
*Requires a large, continuous area of buildable land, making it not ideal for swamp [[biomes]]&lt;br /&gt;
*Less flexible&lt;br /&gt;
*Less able to satisfy Outdoors need&lt;br /&gt;
||&lt;br /&gt;
*Requires most space and building materials overall&lt;br /&gt;
*Requires more planning to defend&lt;br /&gt;
*Worst temperature control&lt;br /&gt;
*Longest walking paths&lt;br /&gt;
||&lt;br /&gt;
*'''Infestations can happen within base'''&lt;br /&gt;
*Least flexible&lt;br /&gt;
*It takes a '''lot''' of time to mine out separate rooms and clear stone chunks&lt;br /&gt;
*Least able to satisfy Outdoors need&lt;br /&gt;
*Negative Mood modifiers unless walls and floors smoothed or replaced with traditional walls and floors&lt;br /&gt;
*Smoothing walls and floors takes a '''long''' time to complete&lt;br /&gt;
*Main Power sources like geothermal, solar panels, windmills and watermills must be left outside mountain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Example base layout.png|frame|left|Example floor plan for a &amp;quot;superstructure&amp;quot; base with an efficient layout of zones to keep walking distances short.  Arrows indicate where items are commonly transported.  Room sizes are not necessarily to scale, and many variations of this layout are reasonable.  The &amp;quot;killbox&amp;quot; is not mandatory; with a layout like this, enemies can also be lured into the long corridors and shot at from the doorways.  The &amp;quot;clean room&amp;quot; would include hospital beds and a kitchen.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Base Structures ==&lt;br /&gt;
&lt;br /&gt;
Different structures suit the different needs of your colony. The maps generate with old structures around, sometimes just walls and others are squares/rectangles just missing some sections. If conveniently located, these can work perfectly as starting points, reducing considerably the initial workload of characters with low-level skills and reducing the beginning stresses when you still have nothing.&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
Currently, the first room we need to build is a storeroom, as items deteriorate if left outdoors or exposed.  Place a stockpile zone covering most of the room except for the tiles adjacent to the doors as sometimes pawns may accidentally drop an item in the doorway, leaving it open and insecure. You can have multiple smaller stockpile zones set to allow specific different items to better organize them.  Your storeroom should be built close to the workshop to minimize travel times for raw materials.&lt;br /&gt;
&lt;br /&gt;
Give special consideration toward explosive items such as [[chemfuel]] or [[mortar shell]]s as they may blow up and set ablaze your entire stock. Place them separate in a stone made compartment and far from the exterior of the base to prevent [[doomsday rocket launcher]]s from hitting the items as they can pierce through walls.  Place a [[firefoam popper]] here to protect against fires igniting your munitions.&lt;br /&gt;
&lt;br /&gt;
In mid-game, you can add [[orbital trade beacon]]s to sell your stuff to trade ships.&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
&lt;br /&gt;
The barracks is a room where multiple pawns share a single sleeping space. This is easy to host your colonists early in the game, but it proves inconvenient as walking pawns will disturb the sleep of other occupants, and non-lover pawns dislike sharing a room. Furniture such as bedrolls or beds improve their comfort.  The better the furniture, the faster they wake up and become more productive during their schedules. You should upgrade your colony to provide private bedrooms once the basics are covered, and you can convert the barracks into something else such as a hospital or prison barracks.&lt;br /&gt;
&lt;br /&gt;
You can upgrade a barracks with positive mood modifiers by placing sculptures, nice flooring, temperature control utilities and high-quality furniture like dressers and end tables which increase the comfort of many beds at once.&lt;br /&gt;
&lt;br /&gt;
Colonists like to eat as soon as they wake up. You may place a table and chairs inside at the beginning, but try to reinstall them elsewhere when you can as colonists entering to eat will disturb the sleep of others. Build the dining room close to the barracks once the sleeping quarters are done.&lt;br /&gt;
&lt;br /&gt;
=== Bedrooms ===&lt;br /&gt;
{{see also|Space}}&lt;br /&gt;
&lt;br /&gt;
[[File:Bedroom.png|thumb|right|General purpose bedroom, suitable for all phases of the game. Temperature is equalized with a hallway to the right.  The room has enough space for a temporary production building.]]&lt;br /&gt;
&lt;br /&gt;
Bedrooms are private sleeping spaces which removes the &amp;quot;disturbed sleep&amp;quot; mood penalty caused by other pawns, and provides better mood bonuses than a barracks. Couples will want to sleep together and won't disturb the sleep of their partners.  However, they will need a double bed.&lt;br /&gt;
&lt;br /&gt;
As you expand, you would want to upgrade your bedrooms in this way:&lt;br /&gt;
* To increase comfort, give the bed an [[end table]], and put a [[dresser]] in the room. Higher quality furniture provides better comfort, while higher quality beds increase the ''rest effectiveness''. Have your most capable builder furnish the bedrooms.&lt;br /&gt;
** Around 25 tiles of floor space, this leaves enough room to put temporary production buildings in the bedroom, useful during base expansion. Any bigger is less efficient because it increases cost of flooring.&lt;br /&gt;
** Standing lamp&lt;br /&gt;
** Beauty items, such as flower pot or sculpture; more is better, but do not go overboard.&lt;br /&gt;
** High quality flooring, such as carpets. This increases beauty. If you can smooth the floors (and walls), usually in a mountain base, this is always preferable to carpet flooring: it gives the same beauty value, but is not flammable and much cheaper to build. You need a good constructor, because smoothing floors takes a lot of work.&lt;br /&gt;
** Heating and/or cooling; it is far easier to heat or cool the hallways instead, and use [[vent]]s to equalize the temperature with the bedrooms.&lt;br /&gt;
&lt;br /&gt;
Colonists often carry a meal with them, and without a table, they will resort to eating their breakfast on the floor and receive a mood debuff. Depending on your base overall layout, you may:&lt;br /&gt;
* Build the Dining room close.&lt;br /&gt;
* Build one set of table and chairs outdoors near many bedrooms.&lt;br /&gt;
* Place tables and chairs inside. However, make sure to turn off the &amp;quot;Gathering Spot&amp;quot; option of tables, as others seeking [[recreation]] may enter someone else's bedroom and disturb their sleep.&lt;br /&gt;
&lt;br /&gt;
==== Special cases ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ascetic&amp;quot; colonists want an unimpressive bedroom.  The best way to achieve this is to have no flooring or beauty items, and make the room smaller.  You should still provide end tables and dressers for them, because even ascetics like to sleep comfortably. A hardcore method could be to leave a desiccated animal corpse inside, dropping impressiveness by a huge amount.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greedy&amp;quot; colonists are initially harder to please, though as you expand and become richer providing impressive bedrooms should be no problem.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jealous&amp;quot; colonists are the hardest to manage, especially if you have more than one. Using only standard bedrooms of equal quality is the best approach to eventually make everybody happy in this situation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Conjoined facilities ===&lt;br /&gt;
&lt;br /&gt;
The Freezer, Kitchen, Dining Room and Recreation Room are often adjacent to one another. The kitchen should be isolated from the other rooms to reduce dirt caused by walking in. The dining room and kitchen should be attached to the freezer so it isn't necessary to have to pass through the kitchen to get a meal.&lt;br /&gt;
&lt;br /&gt;
Parties and wedding ceremonies take place at Gathering Spots where chairs are detected, and since pawns don't eat during these times, their proximity to the freezer is convenient to go get a meal and come back to the tables.&lt;br /&gt;
&lt;br /&gt;
==== Freezer ====&lt;br /&gt;
&lt;br /&gt;
[[File:Freezer coolers placement.png|thumb|right|400px|Simple freezer built along a mountain, with coolers inside.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Special freezer.png|thumb|right|This freezing room has the coolers placed in the center instead of at the edges.  Only the center tile is unroofed.  The green area shows the roof, this is also the &amp;quot;cold&amp;quot; area of the freezer room.  The center, unroofed, tile is at outdoors temperature.]]&lt;br /&gt;
&lt;br /&gt;
The Freezer is a stockpile room to preserve [[raw food]], plant matter and fresh animal corpses. Across all stages, the freezer is an indispensable facility, because meat and prepared meals spoil very quickly, and it is impossible to keep a fresh food stockpile without a controlled freezing area.&lt;br /&gt;
&lt;br /&gt;
In most places, this is accomplished with the addition of [[cooler]]s set to freezing temperatures. Even though food freezes at {{Temperature|0}} you should have your freezer at least set at {{Temperature|-5}} since it will gain heat whenever a colonist comes in. In cold places, on the other hand, you may choose to save power by disabling the coolers, and instead let cold air inside through vents. &lt;br /&gt;
&lt;br /&gt;
It is viable for [[butcher spot]]s or [[butcher table]]s to be placed inside the freezer, as butchering is a short, intermittent activity for your cook, so the work speed penalty is not very impactful. Other workstations, such as [[crafting spot]]s should be placed right outside to avoid the work penalty while benefiting from the proximity of the ingredients. &amp;lt;br&amp;gt;&lt;br /&gt;
In any case, do '''not''' put your kitchen stove in this room. Besides the work speed penalty, the cooking stove needs to be in a clean environment which the freezer does not have, due to heavy foot traffic and blood stains from dead animal bodies.&lt;br /&gt;
&lt;br /&gt;
Consider making an exclusive stockpile with high priority at the front of your freezer which only allows [[meal]]s, so that cooks will always store them closer to ease retrieval. The same planning can be applied for two more stockpiles at the front of your freezer for meat and veggies, to speed up ingredient pick-ups (colonists assigned to hauling and trained animals will move ingredients from the back of the freezer to the front).&lt;br /&gt;
&lt;br /&gt;
[[Nutrient paste dispenser]]s act as walls. They are usually placed with their hoppers in the freezer and activation spot in the dining room.&lt;br /&gt;
&lt;br /&gt;
[[File:Cooler break-in.jpg|thumb|Raiders break through a cooler and proceed to smash additional valuables.]] Cooler placement is of crucial importance, as these devices have a very low 100HP, making them the weakest point in a wall from where raiders can break in easily and most likely ignite your food supply. Because of this, one of the best ways to protect your coolers is to place them facing a mountain, if there is one nearby, or to build a wall around their hot side. In both cases, make sure to remove any roofs.  If your base is in a cold biome, another option is to direct their hot sides into your living space to help heat it. It is common to make the freezer with double walls to increase insulation. The freezer is vulnerable to [[Events#Solar Flare|solar flares]].  In freezing biomes, food still needs to be kept from spoilage to exposure.  In which case, wall it off and add [[vent]]s to the exterior to let in the cold air.&lt;br /&gt;
&lt;br /&gt;
It is common to make airlocks(a door, a short space, and then another door leading to the freezer itself)in the entrance of the freezer to reduce temperature exchange. Since colonists and haulers will enter this room quite often, build [[autodoor]]s once available to both speed up entry/exit and minimize temperature change.&lt;br /&gt;
&lt;br /&gt;
===== Positioning =====&lt;br /&gt;
&lt;br /&gt;
Because the freezer is a special kind of stockpile area, and relies on coolers, which are somewhat fixed installations, it is not easily moved in your base.  This means you need to plan carefully where you put it.&lt;br /&gt;
&lt;br /&gt;
The freezer needs three main entrances: &lt;br /&gt;
* One leading directly outdoors, or with a short outdoors connection.  Dead animal bodies and produce from your farm fields and pasture will be delivered this way.&lt;br /&gt;
* One leading to the kitchen.  It should probably be right next door.&lt;br /&gt;
* One leading to the main warehouse.  This is to take leather from butchered animals into storage, as well as moving slow spoiling stuff such as corn, smokeleaf and healroot between the freezer and warehouse.&lt;br /&gt;
&lt;br /&gt;
In addition, the freezer will need to be expanded as population increases, meaning that you should leave one of its sides unoccupied by other structures so that in the future you can increase the size of it without needing to deconstruct other rooms. The freezer should not be too large, because that will require more coolers, and also increase the walking distance to gather and redistribute supplies.&lt;br /&gt;
&lt;br /&gt;
This practically demands that the freezer is at the periphery of your base.  If you place it there, you can also increase the floor space when your colony grows. Because you will be storing your harvests here, it is also wise to position this room in close proximity to your fields to shorten hauling jobs, with doors also pointing towards your growing zones. &lt;br /&gt;
&lt;br /&gt;
Note that however, the freezer does not need direct access to the perimeter of your base! A single unroofed tile is enough to vent the exhaust from up to four coolers (it counts as an outdoors tile as far as the game is concerned, if the four tiles perpendicular to it are walls, or wall-like tiles).  Only in a mountain base you need to consider the exhaust spots of the freezer room more carefully.&lt;br /&gt;
&lt;br /&gt;
Be very careful when you dig or build in or around this room.  Leaving even a single gap in a room wall will raise the temperature well above the freezing point, and this is easily missed because there is no direct visual indication of the room temperature.  It can lead to massive amounts of food spoiling if undetected.&lt;br /&gt;
&lt;br /&gt;
It is tempting to dig into a mountain to create a freezing room, but keep in mind that [[infestation]]s can then spawn in this room.  This can actually be a good thing, because eradicating an infestation right inside the freezer room is tactically easy, and it will leave all the filth and dead insects in probably the best location in your base.  Your food supply will, however, be temporarily disrupted in such a scenario.&lt;br /&gt;
&lt;br /&gt;
==== Kitchen ====&lt;br /&gt;
&lt;br /&gt;
[[File:Kitchen area.png|thumb|right|Kitchen area with short walkways for the colonists and separate meal freezer.  Autodoors are used in chokepoints.  The meal freezer and dining room could, and probably would, be more distant in the base.  This layout tries to minimize foot traffic in the kitchen, but it is difficult to avoid.]]&lt;br /&gt;
&lt;br /&gt;
The kitchen is where your colonists cook raw food into [[meals]] to improve colony life. The kitchen should be clean to avoid [[ailments#food poisoning|food poisoning]], which can be attained by the following means:&lt;br /&gt;
* Zone out colony animals.&lt;br /&gt;
* [[Sterile tile]]s for flooring.&lt;br /&gt;
* Place your doors so that your dining room has a shorter path to the freezer than walking through the kitchen&lt;br /&gt;
&lt;br /&gt;
You should build your kitchen right next to your Freezer.&lt;br /&gt;
&lt;br /&gt;
The [[butcher table]] is better placed elsewhere, due to its inherent uncleanliness added with the filth created by butchering. However, it should be placed near the freezer, preferably in a spot in the warehouse right next to it, as both ingredients (dead animals) and products (meats) need to be stored inside the freezer, having the butcher work there greatly reduces travel time. If you plan to make a lot of [[Kibble]], create an extra butcher table outside of the freezer for that task, to avoid the work speed penalty from the cold.&lt;br /&gt;
&lt;br /&gt;
[[Shelf|Shelves]] or small stockpiles can really improve cooking efficiency when placed right next to your stoves. Set one to accept berries and vegetables only, and another to accept meats which would usually be cooked before they spoil. Put those shelves on high priority, so they will be replenished by your haulers and saving time for the cook.  If you take this approach, set up the bills on the stove so that the products (meals) are ''dropped on the floor'' by the cook, and not delivered to a stockpile immediately.  Prepared meals will stack next to the stove and can then be delivered in bulk to the freezer or fridge, close to the dining hall.&lt;br /&gt;
&lt;br /&gt;
It is usually a good idea to add a little art since colonists tend to stay there for a long time. It should be temperature controlled for better working speed.&lt;br /&gt;
&lt;br /&gt;
Since the kitchen is placed near the freezer, some crafting stations which include plants ingredients may be also placed in here. The [[brewery]] and [[drug lab]] are good choices. Also, if you making [[chemfuel]] with food you may place the [[biofuel refinery]] here.&lt;br /&gt;
&lt;br /&gt;
==== Dining room ====&lt;br /&gt;
&lt;br /&gt;
Dining rooms, at their simplest, are simply rooms where you put tables and chairs for colonists to dine in.  Still, tables are marked as Gather Spots by default.  Colonists will hang out here to relax and also hold their parties and weddings here.  Expect your dining room to be pretty crowded during meal times, especially after a party or marriage ceremony, so have enough chairs for at least half your colony.&lt;br /&gt;
&lt;br /&gt;
Colonists, as well as visitors, will search in a 20 tile radius for a table to eat at.  For this reason, a dining room should be built as close as possible to the freezer/food storage so that your colonists will actually use the dining room, instead of eating on the floor of the storage, giving them a -3 mood debuff. This is especially true for larger freezers, in which colonists retrieving food from the far end may simply give up searching for a table and eat on the floor.&lt;br /&gt;
&lt;br /&gt;
Since colonists spend a lot of time here, increase their mood by decorating your dining room with [[sculptures]], [[plant pot]]s or quality furniture. Having an impressive dining room also provides a small mood bonus to colonists who eat there.&lt;br /&gt;
&lt;br /&gt;
==== Rec room ====&lt;br /&gt;
&lt;br /&gt;
You should have a wide variety of [[recreation]] sources so your colonists don't get bored repeatedly throwing horseshoes at a pin, or wandering around aimlessly. Putting all of them in a room also provides a mood bonus after a colonist uses the facilities inside, depending on the impressiveness of the room.&lt;br /&gt;
&lt;br /&gt;
In the early game, all you'll need is a horseshoes pin somewhere in the colony, and colonists will proceed to use it when they are bored.&lt;br /&gt;
&lt;br /&gt;
Once you reach midgame, you can afford more recreation facilities such as chess tables or billiards tables, or [[Tube television]]s, which provide different kinds of recreation for additional variety. In addition, you can also obtain additional recreation sources from exotic goods traders, such as [[telescope]]s or [[Megascreen television|megascreen]] televisions, which offers more recreation than the craftable tube and flatscreen televisions.&lt;br /&gt;
&lt;br /&gt;
Similarly to the dining room, decorating it can improve the mood bonus from using the room.&lt;br /&gt;
&lt;br /&gt;
==== Combined Dining and Rec Room ====&lt;br /&gt;
Combining the dining and rec room is often more efficient than keeping them separate. Not only does the recreation furniture improve the Impressiveness of the dining room and vice versa, but as colonists still retain the two separate positive moodlets from a combined room, it effectively eliminates half of the sculptures, flooring and other bonuses necessary to maintain a given room quality. The number of sculptures necessary to make both a dining room and a rec room &amp;quot;Slightly Impressive&amp;quot; may be sufficient to make a combined room &amp;quot;Somewhat Impressive&amp;quot; or even &amp;quot;Very Impressive, improving both mood buffs for no extra cost.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]] is enabled and [[noble]]s are present in the colony, combining their throne room into the dining/rec room also has significant advantages for the same reasons, though the fine flooring necessary at Baron rank and above can be a significant investment as combined rooms are generally fairly large. Additionally, it should be kept in mind that the furniture requirements for each rank must still be met.&lt;br /&gt;
&lt;br /&gt;
=== Courtyard ===&lt;br /&gt;
&lt;br /&gt;
[[File:Courtyard.png|400px|thumb|right|Small courtyard that serves both as a dining room and recreation room.]]&lt;br /&gt;
&lt;br /&gt;
Most colonists like getting outside once in a while.  In superstructure bases, you may consider building an unroofed courtyard where colonists can get some fresh air.&lt;br /&gt;
&lt;br /&gt;
You can use it as a common area, putting recreation items and dining tables for colonists to use, making the courtyard behave exactly the same as an unroofed dining/recreation room. Alternatively, it may also be used as a place to put your [[mortar]]s as putting them in the middle helps reduce the impact of their minimum range blind spot. Also consider keeping [[transport pod]]s here, but place them in a separate unroofed area as they are not beautiful to look at.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
&lt;br /&gt;
You may want to have a room dedicated to research, with [[hi-tech research bench]]es, [[multi-analyzer]]s, and [[sterile tile]]s to increase research speed and unlock new research.  Room cleanliness affects research speed, so place sterile tiles to keep the room clean. For even better cleanliness, restrict the lab to your researchers and janitors only, reducing traffic and hence the amount of dirt in the room.  Also consider placing some art here and building a comfortable chair, as your researcher will be spending a lot of time here.&lt;br /&gt;
&lt;br /&gt;
=== Workshop ===&lt;br /&gt;
&lt;br /&gt;
Workshops are places where you put all your crafting stations and benches. You should put them near your warehouse so your colonists can spend less time hauling the needed resources to the workshop for crafting, while keeping them separate due to the beauty penalty of raw materials. Also remember to put chairs of any sort at the interaction spot so your colonists won't have to keep standing while crafting.&lt;br /&gt;
&lt;br /&gt;
The [[tool cabinet]] is handy for increasing productivity of your craftsmen. The work speed bonus is quite valuable, and each bench may benefit from two tool cabinets.&lt;br /&gt;
&lt;br /&gt;
It is an excellent idea to '''put decorations such as sculptures inside the workshop''', as a beautiful environment gives up to +15 mood, improving colonists' productivity and even allowing for the occasional mental inspiration.&lt;br /&gt;
&lt;br /&gt;
=== Armory ===&lt;br /&gt;
&lt;br /&gt;
You can choose to have a dedicated area to store your weapons and armor. If so, put it far away from your prison so that prisoners do not have ready access to dangerous weapons during prison breaks.  Place it near your entrance so that colonists can equip themselves on the way to defend your base.&lt;br /&gt;
&lt;br /&gt;
Ammunition, on the other hand, is best stored deeper in the base, preferably far from anywhere else in case of unexpected events such as fires.&lt;br /&gt;
&lt;br /&gt;
=== Hospital ===&lt;br /&gt;
[[File:Hospital_example_midgame.png|400px|thumb|right|Hospital with sterile tiles, hospital beds with vital monitors, decorations and megascreen TVs facing the beds.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Compact hospital layout.png|thumb|right|An luxurious and efficient hospital layout.  Dresser and end tables provide maximum comfort.  Two vitals monitors cover all 8 beds.  Flatscreen TVs provide extra recreation for the patients. Medical supplies are close by, the room is well lit and accessible from all sides. The vents equalize room temperature with the hallway. Up to six more beds could be installed here rather easily: four in place of the end tables, and one each to the left and right of the vitals monitors; all beds will have dresser, TV and monitor coverage.]]&lt;br /&gt;
&lt;br /&gt;
Dedicated hospitals are more of a mid-game thing when you have enough resources to build the specialized equipment used in them. [[Hospital bed]]s provide a boost to treatment quality, immunity gain speed, and healing speed, meaning colonists will recover faster from illnesses and injuries, making them the choice for hospitals. The [[vitals monitor]] brings even better boosts to treatment and immunity gain, so when available it's recommended that you put them down near your hospital beds.&lt;br /&gt;
&lt;br /&gt;
Hospitals should be built somewhere where colonists can quickly bring their downed comrades to treat them. Keep doors open, or use [[autodoor]]s so they don't obstruct colonists' access. If you need to, you can build more elsewhere in the base.&lt;br /&gt;
&lt;br /&gt;
Hospitals should have [[sterile tile]]s as flooring as they provide a slight cleanliness buff that can increase surgery success chance and reduce wound infection chance.  Keep in mind that wounded colonists will bleed out considerably, so you may want to assign another colonist to specifically clean the hospital to improve their treatment chances.&lt;br /&gt;
&lt;br /&gt;
Store your medicine in or near your hospital using [[shelf|shelves]] so your doctors can quickly grab them to patch up colonists before they bleed to death. Sometimes just that little distance can make the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
[[Dresser]] and [[end table]]s ''do increase'' the comfort of the hospital bed.  The furniture does not affect medical treatment, but improves the mood of the colonists while they are recovering.  The downside is that each end table blocks a spot with vitals monitor coverage, but this is not a problem until one needs to squeeze the absolute maximum number of beds into the hospital.&lt;br /&gt;
&lt;br /&gt;
Decorating hospitals to make them beautiful can give colonists inside a great mood boost (max +15, plus impressive room stats). This is good, especially considering that some colonists will stay in the hospital for some time, such as the severely injured, incapacitated or sick.&lt;br /&gt;
&lt;br /&gt;
To provide recreation, you may also install televisions into your hospitals. Patients lying in hospital beds within the viewing area will watch TV to entertain themselves when they are bored, and you won't need colonists coming to cheer them up as their only recreation source.&lt;br /&gt;
&lt;br /&gt;
==== Patient rooms ====&lt;br /&gt;
&lt;br /&gt;
If you have even more resources and space, for example in lategame, you can build a separate room for each colonist. While they don't mind sleeping with others in a hospital, they do get disturbed by them walking around, and dirt can more easily affect cleanliness as well.&lt;br /&gt;
&lt;br /&gt;
==== Operating theater ====&lt;br /&gt;
&lt;br /&gt;
You can build a separate room to accommodate colonists who will undergo surgery, to make sure that colonists undergo medical operations in the cleanest of places.&lt;br /&gt;
&lt;br /&gt;
Your operating theater should be forbidden at all times except when someone is about to have surgery. This prevents colonists from tracking dirt or blood into it, staining it.&lt;br /&gt;
&lt;br /&gt;
==== Vet area ====&lt;br /&gt;
&lt;br /&gt;
Consider building animal sleeping spots with their own animal area near your medicine stockpile that you can restrict wounded animals to.  That way, they can be treated as fast as possible.&lt;br /&gt;
&lt;br /&gt;
Medical treatment for animals benefits from cleanliness as well, but not proper hospital beds (and in turn, vitals monitors). Once you enter midgame, sterile flooring should be easy enough to get.&lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
&lt;br /&gt;
[[File:Prison_example_midgame.png|400px|thumb|right|Mid-late game prison blocks from A17, partially filled. Each cell has a table with a chair, a bed, decorations and a chess table with a chair (for decoration). Generosity like this is well-appreciated and rewarded with prisoners joining your colony. Note that the doors open towards the rest of the base (downwards).]]&lt;br /&gt;
&lt;br /&gt;
==== Prison barracks ====&lt;br /&gt;
&lt;br /&gt;
In the early game you can simply convert any existing ruins into a makeshift prison barracks or build a simple prison hut which holds all the prisoners you capture. Try not to build it too far away from your main structures, otherwise it becomes harder to catch escaping prisoners.  Another option is to mark one of your colonist's bedrooms as a temporary prison while you build another bedroom or a proper prison.&lt;br /&gt;
&lt;br /&gt;
You should include tables and chairs for prisoners to use.  This will improve their mood, which by extension lowers their chances of mental breaks and improves their recruitment speed.&lt;br /&gt;
&lt;br /&gt;
==== Prison cells ====&lt;br /&gt;
&lt;br /&gt;
Like colonists, [[prisoner]]s will also suffer from the mood penalties associated with being kept together in a prison barracks. In addition, prison breaks are more serious should they happen, for every prisoner locked up in the same room will simultaneously break out, while prisoners in different cells may choose not to join. Thus, you should keep them separated.&lt;br /&gt;
&lt;br /&gt;
Each cell should have a table with a chair, a bed, and a light source. This is the bare minimum you need for a prisoner to be decently kept. Decorating the cell and making them bigger also increases mood bonuses for easier recruitment. They can't use any recreation items put in the cell, nor do they have a recreation need, so don't bother with recreational items other than for room impressiveness.&lt;br /&gt;
&lt;br /&gt;
Prisons should have doors facing towards your base, so escaping prisoners will go towards your base instead of away, giving your wardens more time to deal with a break.&lt;br /&gt;
&lt;br /&gt;
==== Holding cell ====&lt;br /&gt;
&lt;br /&gt;
A larger cell with more beds. It should be only be used when your prison cells are overflowing. Put your less important prisoners inside them while assigning your more valuable prisoners into the cells.&lt;br /&gt;
&lt;br /&gt;
=== Multipurpose rooms ===&lt;br /&gt;
&lt;br /&gt;
These are more of an early to early-midgame thing that you can use before you get dedicated structures erected, such as hospitals or bigger prisons. Yet, these can still prove useful sometimes, like when your freezers or warehouses overflow, or you need somewhere to house an influx of injured or sick colonists.&lt;br /&gt;
&lt;br /&gt;
This is rather simple; just make an empty room, along with suitable temperature control. You can add beds if you intend on someone living in it (be it colonists or prisoners), which you can uninstall and tuck away in a corner when unused.&lt;br /&gt;
&lt;br /&gt;
=== Backup ===&lt;br /&gt;
&lt;br /&gt;
There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:&lt;br /&gt;
*'''Shelters:''' Building small rooms with emergency supplies can save your colonists from enraged animals. Thick enough walls (at least 4 layers) can stop raiders from killing your colonists hiding inside.&lt;br /&gt;
*'''[[Nutrient paste dispenser]]s''': When food is running low or you forecast that it will, a paste dispenser can significantly slow down food consumption by efficiently converting raw foods into nutrient paste.&lt;br /&gt;
* Strategically placed stockpiles of wood can provide heating, for example during a solar flare or cold snap.  Mark these wood stacks &amp;quot;forbidden&amp;quot;, so your colonists will not use them during regular operation.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
You will also need various buildings to produce or manufacture the stuff that your colonists need.&lt;br /&gt;
&lt;br /&gt;
=== Crops ===&lt;br /&gt;
&lt;br /&gt;
[[File:SunlampHydroponics.png|thumb|300px|right|Sun lamp illuminating crops grown in hydroponics basins. With this configuration you can fit 24 basins under 1 sun lamp for a total of 96 plants grown.]]&lt;br /&gt;
&lt;br /&gt;
{{See also|Food production}}&lt;br /&gt;
&lt;br /&gt;
==== Crop fields ====&lt;br /&gt;
&lt;br /&gt;
Crop fields are rather simple. Just set up a growing zone, designate the desired plant type and growers will automatically go and grow the plants.&lt;br /&gt;
&lt;br /&gt;
You need to carefully check the soil fertility before marking out your areas. &lt;br /&gt;
*Stony soil looks quite similar to dirt at first glance, but has a greatly reduced fertility, reducing the growing speed of plants.&lt;br /&gt;
*Rich soil on the other hand, is visibly darker and has improved fertility, making it suitable for slow growing plants such as [[devilstrand]].&lt;br /&gt;
&lt;br /&gt;
You will need to keep most animals from eating your crops.  You can zone out the area from your tamed animals, but you will need to build walls to keep out wild animals.  If you're not building a greenhouse, then watch out for your builders automatically roofing this &amp;quot;room&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Greenhouses ====&lt;br /&gt;
&lt;br /&gt;
Enclosed areas that grow crops with the aid of temperature control, [[sun lamp]]s and possibly [[hydroponics basin]]s. They allow you to continue growing crops regardless of soil or weather conditions.  Note that greenhouses are subject to power draining events like [[Events#Solar Flare|solar flares]], knocking out lamps, heaters and hydroponics. All plants in a basin without power will slowly take damage until they are destroyed. So beware, solar flares or damage to the power grid can destroy whole hydroponics crops.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
&lt;br /&gt;
In early-midgame you just need to select mineral outcrops and designate them, and miners will proceed to dig out the minerals.&lt;br /&gt;
&lt;br /&gt;
Once all visible mineral outcrops are mined, you can continue to mine resources in a couple ways. &lt;br /&gt;
&lt;br /&gt;
==== Strip mining ====&lt;br /&gt;
&lt;br /&gt;
If you have more mountains or rocks which you can mine, you can strip mine them by mining out long tunnels with 2 tiles between each other. This allows you to see all tiles in the mountain. Hopefully, you will hit a mineral deposit.&lt;br /&gt;
&lt;br /&gt;
Covering up your mine to prevent infestations is a good idea, using cheap materials such as [[wood]] it is possible to completely seal up the mines at a low cost. Alternatively, set up defenses at the mine entrance and just farm the insects.&lt;br /&gt;
&lt;br /&gt;
==== Deep drills ====&lt;br /&gt;
&lt;br /&gt;
After research you will unlock the [[deep drill]] and the [[ground-penetrating scanner]] for use.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start deep drilling without an active scanner as you cannot see the locations of mineral locations.&lt;br /&gt;
&lt;br /&gt;
Some deposits will be directly underneath your base. You can deconstruct or relocate buildings to give access to your drills. Be careful when you mine in colonists' bedrooms as they can easily disturb sleep. Turn off the mineral scanner when you aren't placing new drills, and beware that bugs can be attracted by the drills. Be prepared to deal with infestations near or close to the drill.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
&lt;br /&gt;
[[Animals]] are an extremely useful asset to the colony. They provide a variety of products, from raw food materials (meat, eggs or milk), to wool, which is an excellent insulator against both heat and cold. Moreover, they can be used in combat or as pack animals in a [[caravan]]. In fact, some larger and more intelligent animals can be trained as haulers, such as dogs, freeing up colonists for other tasks.&lt;br /&gt;
&lt;br /&gt;
==== Barn ====&lt;br /&gt;
&lt;br /&gt;
Animals are happy to sleep anywhere as long as it's not too hot or cold.  Otherwise, a temperature-controlled barn with animal sleeping spots is necessary to keep the animals comfy.&lt;br /&gt;
&lt;br /&gt;
Building [[animal sleeping box]]es or [[animal bed]]s can help animals rest faster, though this doesn't really do much and is not cost efficient.&lt;br /&gt;
&lt;br /&gt;
==== Chemfuel farming ====&lt;br /&gt;
&lt;br /&gt;
[[Boomalope]]s are unique in the fact that they can produce [[chemfuel]]. This can be used to power generators, used as [[transport pod]] fuel or made into [[mortar shell]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their explosive nature, they won't be attacked by predators, so you can let them roam freely without much danger. Keeping them confined is dangerous as the death of one boomalope can injure others, and if you don't intervene the other boomalopes will die, exploding and causing a chain reaction.&lt;br /&gt;
&lt;br /&gt;
== Power ==&lt;br /&gt;
&lt;br /&gt;
=== Solar power ===&lt;br /&gt;
&lt;br /&gt;
[[File:Solar wind setup.png|thumb|420px|right|Wind turbines with solar generators packed underneath the exclusion zones.]]&lt;br /&gt;
&lt;br /&gt;
[[Solar generator]]s provide power only during the day except during eclipses. It provides a constant 1700W, quite a decent figure, but still shouldn't be fully relied on.&lt;br /&gt;
&lt;br /&gt;
=== Wind power ===&lt;br /&gt;
&lt;br /&gt;
[[Wind turbine]]s provide unstable power day and night. It can provide up to 3450W or nothing at all, and rarely hits its peak production.&lt;br /&gt;
&lt;br /&gt;
It requires plenty of open space for maximum efficiency, and any obstacles in its area reduce efficiency. To prevent trees from growing and obstructing the turbines, put down floors, grow crops underneath the turbines or fill in the gaps with solar generators.&lt;br /&gt;
&lt;br /&gt;
=== Fueled generation ===&lt;br /&gt;
{{main|Chemfuel powered generator}}&lt;br /&gt;
&lt;br /&gt;
You can build the [[wood-fired generator]] which runs on wood, or the [[chemfuel powered generator]] which runs on [[chemfuel]], constantly providing 1000W of power. It is a good idea to have some of these as a backup power source, or even as your main source in biomes that are loaded with forests that will replenish themselves, such as in the tropics or temperate forests.&lt;br /&gt;
&lt;br /&gt;
If the biome provides enough wood, the ''wood-fired generator'' is an excellent choice for establishing a colony.  The wood from about two trees will power the generator for three days, giving the colony uninterrupted power to run all important early-game facilities (freezer, lamps and some work tables).&lt;br /&gt;
&lt;br /&gt;
Chemfuel is significantly more efficient than wood, so once you research the [[refinery]] it becomes better to refine wood into chemfuel before usage as fuel.&lt;br /&gt;
&lt;br /&gt;
Both fueled generators will burn fuel at the full rate, even if no power is consumed.  Catching the excess power with batteries, and disabling the generators while the batteries are charged, will make them more fuel-efficient.&lt;br /&gt;
&lt;br /&gt;
==== Boomalope setup ====&lt;br /&gt;
&lt;br /&gt;
Boomalopes generate enough chemfuel to run 1 generator.&lt;br /&gt;
&lt;br /&gt;
3 boomalopes give enough fuel to continuously power 4 generators for a total of 4000W. This is not taking into account any energy costs from growing food for use by the boomalopes.&lt;br /&gt;
&lt;br /&gt;
If the animals have to be fed with grown food for more than a few days during the year, it is more efficient to convert the food straight into chemfuel (in a refinery), instead of feeding it to boomalopes.  On the other hand, if the biome allows the boomalopes to graze for most of the year, this makes them a free source of energy (if you can keep them safe).&lt;br /&gt;
&lt;br /&gt;
==== Greenhouse setup ====&lt;br /&gt;
&lt;br /&gt;
A hydroponic greenhouse will produce far more chemfuel than necessary to power the greenhouse and the required refinery.  This translates into a very high surplus of power (if you build additional generators), or you can use the surplus to grow food or drugs for the colony.  Even a single greenhouse can easily cover the food and energy needs of a mid-sized colony, without having to rely on any other power source.&lt;br /&gt;
&lt;br /&gt;
==== Infinite chemreactor setup ====&lt;br /&gt;
&lt;br /&gt;
[[Infinite chemreactor]]s generate enough chemfuel to run a generator, which in turn generates more than enough power to run the chemreactor.&lt;br /&gt;
&lt;br /&gt;
3 infinite chemreactors can generate enough fuel to power 5 generators, for a total surplus power of 4100W.&lt;br /&gt;
&lt;br /&gt;
Because the ''infinite chemreactor'' is a rare quest reward, it is unlikely that you will be able to create a setup that produces enough power for the entire colony.&lt;br /&gt;
&lt;br /&gt;
=== Geothermal power ===&lt;br /&gt;
&lt;br /&gt;
[[Geothermal generator]]s constantly give 3600W of power after being built on a steam geyser, without requiring fuel. It is an important source of power from mid-game onward, as it is constant and high-powered. A basic mid-sized colony can be sustained using 5 generators, around the usual number of geysers found on the map. &lt;br /&gt;
&lt;br /&gt;
Research is required to unlock it. The generator itself is quite costly so it's best left to midgame. It is possible to rush the research for geothermal power, though you should be careful not to neglect other more important research projects. However, once researched and built you can have a constant power supply.&lt;br /&gt;
&lt;br /&gt;
Make sure your geothermal generators and their connecting conduits are well-protected as they often have to be placed far from base. Walling the generators helps protect them against raiders, but walling the conduits isn't recommended due to the cost and its hindrance on colonist field work. &lt;br /&gt;
&lt;br /&gt;
Be aware of the heat that the geysers release. If you closely wall and roof in a geothermal generator, the temperature inside will be quite high, enough to set combustibles on fire (including the generator itself). It is thus necessary to remove the roofs on such buildings. However, if the vent is close to your base in a cold biome, consider attaching it to your own base to help heat it.&lt;br /&gt;
&lt;br /&gt;
=== Power storage ===&lt;br /&gt;
&lt;br /&gt;
[[Battery|Batteries]] store electricity during times of excess and release it during times when demand exceeds supply. You will need batteries to store power if you're using unstable power supplies such as wind or solar power. Batteries must be kept under a roof to prevent short circuits. They should also be protected from external threats as losing batteries to raiders or mortars can cripple your power supply.&lt;br /&gt;
&lt;br /&gt;
=== Emergency power ===&lt;br /&gt;
 &lt;br /&gt;
Some events will cause you to lose power if you are unprepared. Some colonies rely on wind or solar power to power everything.  Eventually, every colony with electricity will suffer from a [[Events#Zzztt...|conduit explosion]]. Since you will be relying on batteries to store your power, this can cause a lot of disruption if the renewable energy isn't enough to power your base while your now empty batteries recharge. Raiders attacking and destroying power conduits connected to power generators can sever power from the colony, reducing the power available.  In all these circumstances, this can leave you without enough power for your freezers, production, hydroponics, temperature control or even your turrets.  However, it can be mitigated:&lt;br /&gt;
*'''Backup batteries''': Always have spare power stores, such as separate battery systems with switches. Once charged, flick the switch to isolate them from the rest of the power grid. Only reconnect it when your main grid has run out or the reserves need charging.&lt;br /&gt;
*'''Backup generators''': Have some fueled generators that you bring online only if there's not enough power in the colony. This can allow your backup batteries to discharge slower or even recharge. If they are turned off they will not consume fuel.&lt;br /&gt;
&lt;br /&gt;
=== Vanometric power cell ===&lt;br /&gt;
&lt;br /&gt;
A [[vanometric power cell]] constantly provides 1000 W of power, out of thin air.  It handles like a battery, and can be reinstalled at will.  It is the best portable power source in the game, very useful on mining caravans, and if you want to take your entire colony on the long trip to the event spaceship.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Vanometric Power Cell is a rare quest reward, and there is no guarantee to obtain one during the course of a game.&lt;br /&gt;
&lt;br /&gt;
If the additional 1000 W from the VPC is not needed in your colony, it can be used as a risk-free way to keep up to 200 batteries at full charge, indefinitely.  Place the battery array directly adjacent to the VPC; this will keep it charged without the possibility of short-circuiting, since no power conduits are used.  Do not connect this installation to the rest of your power grid.&lt;br /&gt;
&lt;br /&gt;
=== Power network ===&lt;br /&gt;
&lt;br /&gt;
It's not a good idea to have just 1 conduit spanning the entirety of your base.  While it saves materials, short circuits or other events can cripple your power supply to parts of your base.  Instead, build a network with redundant pathways so that the grid will continue to function even if there is a break somewhere in the network.  Consider using doors to cover up the beauty penalty for exposed conduit indoors.&lt;br /&gt;
&lt;br /&gt;
Since geothermal generators must be built on top of existing geysers, they are often located far from your base. It is best to connect geothermal generators to other geothermal generators so that events such as wildfires and raider attacks won't easily disconnect them from your power network, causing severe power shortages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose to avoid short circuits by not building any conduits, you'll need to plan ahead to build your base around the steam geysers, long before you have geothermal power researched. It requires careful arrangement to get every powered appliance close enough to a generator stack to auto-connect. You will likely end up with a few separate clusters of generators for the greenhouse, workshop, freezer, hospital etc. With this method, your appliances should not lose power unless the generator itself is destroyed.&lt;br /&gt;
&lt;br /&gt;
== Defenses ==&lt;br /&gt;
{{main|Defense structures}}&lt;br /&gt;
{{see also|Defense tactics}}&lt;br /&gt;
&lt;br /&gt;
Unless you're playing on Peaceful difficulty, you will eventually encounter major threats, so you will need to prepare defenses for that.&lt;br /&gt;
&lt;br /&gt;
Preparation is a huge advantage that you have. You can fortify your defenses to make the most out of your defending colonists, and tilt the field towards your favor.&lt;br /&gt;
&lt;br /&gt;
*Cover is a major aspect in defense. While enemies are hiding behind rock chunks, you have [[sandbags]] and walls on your side, giving you a significant upper hand. You can even clear the rock chunks to force enemies behind trees which are less optimal a cover choice, widening the advantage.&lt;br /&gt;
*You get to choose where the enemy attacks (unless they use sappers to tunnel in). It is a good idea to only have one or two entrances with lots of defenses and traps to repel attacks. &lt;br /&gt;
*You can choose to build [[turret]]s if you have unlocked them. They are essential if you don't have enough colonists to defend against raids, either the start of the Rich Explorer scenario or lategame when you have a lot of wealth that will attract an army of raiders.&lt;br /&gt;
&lt;br /&gt;
== Temperature control ==&lt;br /&gt;
&lt;br /&gt;
Room should have its temperature regulated by some method or another, so as to keep a comfortable temperature for colonists to live in, and protect them from extreme temperature conditions such as heat waves, cold snaps or simply the ambient temperature outdoors.&lt;br /&gt;
&lt;br /&gt;
Large rooms such as your dining room or rec room should have their own [[heater]]s and [[cooler]]s. If they are interconnected you may want to open doors for faster colonist access and temperature exchange. If you choose to do so, remember to close doors if a fire breaks out in the room.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain if sleeping in the extreme heat or cold. Bedrooms and other smaller rooms should be thermally connected to a larger central space via [[vent]]s. Your heaters and coolers should be all placed outside the bedrooms. This reduces the number of heaters and coolers you need to build while keeping your bedrooms at a comfy temperature at the same time.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you will also need to be prepared in case of a freak temperature event such as heat waves or cold snaps. Without enough temperature devices rooms can get uncomfortably cold or hot, and in severe cases begin to cause hypothermia or heatstroke.&lt;br /&gt;
&lt;br /&gt;
=== Cooler gap prevention ===&lt;br /&gt;
&lt;br /&gt;
As coolers need to be built as part of a wall, the process of building a cooler involves tearing down the original wall, then putting the cooler in place. This short interval allows temperature to go freely through the gap, which isn't something you want.&lt;br /&gt;
&lt;br /&gt;
To fix this, you can plug the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperatures from equalizing easily. Remember to deconstruct the wall after the cooler is done.&lt;br /&gt;
&lt;br /&gt;
=== Protected coolers ===&lt;br /&gt;
&lt;br /&gt;
Coolers are very fragile and must be placed in a wall, so a single explosion or dedicated effort from melee attackers can easily break them down. Protecting the coolers helps fortify your base against enemy raids by eliminating the weak points in your walls.  This is done by walling the coolers off while giving it unroofed space in front of the hot end to vent away heat.&lt;br /&gt;
&lt;br /&gt;
If your colony is in a cold but not quite freezing biome, consider venting the heat from the coolers for your freezer into your living spaces instead.&lt;br /&gt;
&lt;br /&gt;
==== Cooler column ====&lt;br /&gt;
&lt;br /&gt;
Place several coolers in line with the hot end facing an unroofed area where the heat vents out into the open. That unroofed area can be placed within an existing structure, such as inside the freezer. For maximum spatial efficiency, the strips of unroofed area should be 1 tile wide, surrounded by coolers.  This method is best used for freezers to keep cool as most cases don't call for many coolers.&lt;br /&gt;
&lt;br /&gt;
=== Temporary temperature control ===&lt;br /&gt;
&lt;br /&gt;
If your regular heaters or coolers aren't doing the trick, there's a temporary power outage, or you're a tribe without the ability to harness electricity yet, you can use [[campfire]]s or [[passive cooler]]s to heat or cool down your base respectively. Campfires can't heat above 30°C while passive coolers can't cool below 15°C.  Also, their temperature effect is full and cannot be throttled. Depending on what gear your colonists are wearing, it's possible for them to be in a room being heated with campfires and complain about it being too hot.&lt;br /&gt;
&lt;br /&gt;
These are best used to keep colonists comfortable during heat waves or cold snaps. If you always encounter uncomfortable temperatures during summer or winter, then it's time to upgrade your heaters or cooler system.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== Dirt floors ===&lt;br /&gt;
&lt;br /&gt;
Until you have enough manpower to spare for cleaning jobs, use the terrain directly instead of building any floors. Dirt trailed on constructed floors makes for a much worse beauty and cleanliness penalty than using dirt floors, so this can actually make your rooms look better and be 'cleaner'.&lt;br /&gt;
&lt;br /&gt;
For places like hospitals however, it's better to use sterile tiles and manually clean them instead.&lt;br /&gt;
&lt;br /&gt;
=== Flooring outside ===&lt;br /&gt;
&lt;br /&gt;
To reduce the amount of dirt inside your colony buildings, put any kind of flooring covering places where colonists and animals frequently walk. This reduces the amount of dirt formed as well as causes dirt to be left outside where it does not look as bad. &lt;br /&gt;
&lt;br /&gt;
This should obviously be done only if you have enough janitors, otherwise it's better to just not build any floors (see above).&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s allow for fast movement and some building on shallow sections of rivers and marshy terrain types.  They're great for allowing colonies to span rivers, as well as making building in swampy biomes a bit easier.  Note that some objects cannot be built or placed on bridges.&lt;br /&gt;
&lt;br /&gt;
=== Moisture pumps ===&lt;br /&gt;
&lt;br /&gt;
[[Moisture pump]]s clear out moisture from the ground around them, making solid land that is suitable for construction and in most cases, agriculture.  They are excellent in swamp biomes for clearing out shallow water, marshy soil and mud in order to build structures.  Their effect is permanent, so they can safely be deconstructed once the land you want to use is dry.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Synthread&amp;diff=87027</id>
		<title>Synthread</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Synthread&amp;diff=87027"/>
		<updated>2021-06-26T16:23:52Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Fabric&lt;br /&gt;
| category = Fabric&lt;br /&gt;
| description = Spacer-tech synthetic fabric designed for making ordinary clothes. It is soft, light, strong, and insulates well.&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (174,219,228)&lt;br /&gt;
| def name = Synthread&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Synthread&lt;br /&gt;
| label = synthread&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;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| armor - sharp factor = 0.94&lt;br /&gt;
| armor - blunt factor = 0.26&lt;br /&gt;
| armor - heat factor = 0.90&lt;br /&gt;
| Max Hit Points Factor = 1.3&lt;br /&gt;
| deterioration rate base = 3.0&lt;br /&gt;
| flammability base = 0.7&lt;br /&gt;
| flammability factor = 0.7&lt;br /&gt;
| insulation - cold factor = 22&lt;br /&gt;
| insulation - heat factor = 22&lt;br /&gt;
| market value base = 4&lt;br /&gt;
| max hit points base = 150&lt;br /&gt;
| max hit points factor = 1.3&lt;br /&gt;
| mass = 0.025&lt;br /&gt;
| beauty factor = 2.3&lt;br /&gt;
| work to make factor = 1.0&lt;br /&gt;
| work to make offset = &lt;br /&gt;
| work to build factor = 1.0&lt;br /&gt;
| work to build offset = &lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
}}{{Info|'''Synthread''' is a space age type of [[fabric]] only available through [[trading]] or through random drops.}}&lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
Synthread cannot be grown or manufactured, instead it is only available through [[trading]] or through the [[Events#Cargo_pods|cargo pod event]].&lt;br /&gt;
&lt;br /&gt;
Additionally, the starting gear on any [[Scenario system|New Arrivals scenario]] is a synthread [[T-shirt]] and [[pants]], and occasionally a [[jacket]] or [[parka]] as well. Some [[raiders]] and outlanders will occasionally come wearing synthread apparel, as well.&lt;br /&gt;
&lt;br /&gt;
==Analysis== &lt;br /&gt;
The difficulty in sourcing sufficient synthread for use is not rewarded by its stats. It is the 9th most protective of the 31 [[textile]]s in the game against sharp damage, and the tied for second worst against heat damage. only beating [[patchleather]]. It has middling cold and heat insulation and provides the same item health as most [[leather]]s. Thus, if it should be found in the early game it is a decent candidate for [[duster]]s and other protective [[clothing]], but it should be replaced by the better leathers or even [[devilstrand]] by the mid-game. &lt;br /&gt;
&lt;br /&gt;
For use in [[furniture]], it has a middle-of-the-road [[Property:Beauty Factor|beauty factor]], but its rapid redundancy as clothing and the demand for more beautiful textiles like [[Thrumbofur]] in other roles makes it a decent choice for improving furniture [[beauty]] once the colony has transitioned to more protective textiles.&lt;br /&gt;
&lt;br /&gt;
Its one advantage over other textiles is that it, and its products, are 30% less flammable than normal textiles, though still more flammable than [[Hyperweave]] or [[Devilstrand]], which are both 60% less flammable than normal.&lt;br /&gt;
{{nav|materials|wide}}&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fermenting_barrel&amp;diff=87013</id>
		<title>Fermenting barrel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fermenting_barrel&amp;diff=87013"/>
		<updated>2021-06-26T05:57:32Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Format standardization}}{{infobox main|production|&lt;br /&gt;
| name = Fermenting barrel&lt;br /&gt;
| image = FermentingBarrel.png|Fermenting barrel&lt;br /&gt;
| imagesize = 64px&lt;br /&gt;
| description = A barrel for fermenting raw wort into beer.&lt;br /&gt;
| type = Production&lt;br /&gt;
| type2 =&lt;br /&gt;
| placeable = Yes&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| hp = 100  &lt;br /&gt;
| power = 0&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| work to make = 600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Wood&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| deconstruct yield = {{icon|steel|8}} + {{icon|wood|23}}&lt;br /&gt;
| mass base = 10&lt;br /&gt;
}}{{Info|The '''fermenting barrel''' is used to turn [[wort]] into [[beer]]. The conversion ratio is 1 wort per beer. Each barrel can hold up to 25 wort at a time. The fermenting process takes 6 days, during which the temperature must be maintained between 7°C and 32°C. [[Menus#Haul|Haulers]] fill barrels with wort, but only when the temperature is correct. If the temperature rises above 32°C or below 0°C, the wort will become spoiled and no beer is made. If the temperature falls between 1°C to 7°C the fermenting process is paused and will resume when the temperature is corrected. Fermenting begins as soon as the first wort is added. Adding more wort later does not reset the timer entirely, but rather delays it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}. [[Research#Beer brewing|Beer Brewing]] must be researched before this item is available. &lt;br /&gt;
&lt;br /&gt;
On the barrel there is a bar that serves as both the progress bar and the contents bar. The length of the bar is dependent on the amount of wort that is inside, while the color indicates how close it is to completion- brown means it has just started, and yellow means it has finished.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
*Beta 19/1.0 = Beer fermenting time 10 days -&amp;gt; 6 days&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biofuel_refinery&amp;diff=87012</id>
		<title>Biofuel refinery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biofuel_refinery&amp;diff=87012"/>
		<updated>2021-06-26T05:52:44Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
|name = Biofuel refinery&lt;br /&gt;
|image = Refinery.png|Biofuel refinery&lt;br /&gt;
|imagesize = 198px&lt;br /&gt;
|description = Refines biological matter like wood or plant matter into chemfuel.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Resources&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2 ˣ 3&lt;br /&gt;
|hp = 200 &lt;br /&gt;
|power = -170&lt;br /&gt;
|flammability = 1.0&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|work to make = 2000&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 = 3&lt;br /&gt;
|deconstruct yield = {{icon|metal|112}} + {{icon|component|2}}&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
}}&lt;br /&gt;
The '''biofuel refinery''' is a work table to produce [[chemfuel]] from [[wood]] or [[Raw_food|organic ingredients]](except haygrass). It cannot be re-installed.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing a biofuel refinery requires [[Research#Biofuel refining|Biofuel Refining]] to be researched, as well as {{Required Resources}} and {{Ticks|{{P|Work To Make}}}}.  It requires a minimum construction skill of 4.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
=== Refinery Usage ===&lt;br /&gt;
While the refinery is selected, click &amp;quot;Bills&amp;quot; then &amp;quot;Add Bill&amp;quot; to add an order to produce [[chemfuel]]:&lt;br /&gt;
*Make chemfuel from wood: Turns 70 wood logs into 35 chemfuel. Takes {{ticks|2000}} of work.&lt;br /&gt;
*Make chemfuel from organics: Turns 3.5 nutrition worth of food ingredients into 35 chemfuel, worth {{icon|Silver|{{#expr: {{Q|Chemfuel|Market Value Base}} * 35}}}}. Takes {{ticks|2500}} of work.&lt;br /&gt;
**Hay or meals not accepted, though [[kibble]] made with hay will work.&lt;br /&gt;
&lt;br /&gt;
=== Ingredients ===&lt;br /&gt;
*Most raw ingredients have a nutrition value of 0.05. For such ingredients, 3.5 nutrition requires 70 units, which is the same quantity required of wood.&lt;br /&gt;
*Since [[chemfuel powered generator]]s use only 4 fuel per day, it is very easy to achieve [https://en.wikipedia.org/wiki/Perpetual_motion net power from a closed system].  (A farm can easily fuel its own Sunlamps and still provide a surplus of food)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Before Beta 19, it used to be simply called the Refinery, and meals could be used as organic ingredients.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldRefinery.png|The Old Refinery Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87011</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87011"/>
		<updated>2021-06-26T05:46:53Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome.&lt;br /&gt;
&lt;br /&gt;
Oceans and lakes appears as world tiles but are not playable biomes.&lt;br /&gt;
&lt;br /&gt;
There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Warm Biomes==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
===Temperate forest===&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Brambles]], [[Dandelions]], [[Bush]], [[Oak tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Tortoise]], [[Gazelle]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]], [[Yak]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|Temperate Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Temperate swamp===&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Chokevine]], [[Bush]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Tortoise]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]], [[Yak]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|Temperate Swamp]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical rainforest===&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Low shrub]], [[Alocasia]], [[Cecropia tree]], [[Palm tree]], [[Bamboo tree]], [[Teak tree]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|Tropical Rainforest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical swamp===&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Low shrub]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Chokevine]], [[Alocasia]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==Hot Biomes==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
===Arid shrubland===&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Dandelions]], [[Bush]], [[Pincushion cactus]], [[Agave]], [[Saguaro cactus]], [[Drago tree]], [[Berry bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Alpaca]], [[Bison]], [[Boomalope]], [[Boomrat]], [[Cougar]], [[Dromedary]], [[Elephant]], [[Emu]], [[Fennec fox]], [[Gazelle]], [[Hare]], [[Iguana]], [[Megasloth]], [[Muffalo]], [[Ostrich]], [[Rat]], [[Rhinoceros]].&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|Arid Shrubland]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Desert===&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Pincushion cactus]], [[Saguaro cactus]], [[Dandelions]], [[Drago tree]], [[Agave]], [[Bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Boomalope]], [[Ostrich]], [[Emu]], [[Gazelle]], [[Cougar]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|Desert]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Extreme desert===&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grows better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Saguaro cactus]], [[Agave]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==Cold Biomes==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
===Boreal forest===&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Brambles]], [[Moss]], [[Bush]], [[Pine tree]], [[Birch tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Grizzly bear]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]], [[Yak]].&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|Boreal Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Cold bog===&lt;br /&gt;
&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Chokevine]], [[Tall grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|Cold Bog]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tundra===&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Dandelions]], [[Pine tree]], [[Birch tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Snowhare]], [[Caribou]], [[Elk]], [[Muffalo]], [[Ibex]], [[Megasloth]], [[Arctic fox]], [[Arctic wolf]], [[Timber wolf]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|Tundra]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ice sheet===&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to do hunting, trading and cannibalism until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]], [[Lynx]], [[Megasloth]].&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|Ice Sheet]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sea ice===&lt;br /&gt;
&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice does not have ruins and geothermal vents. [[Deep drill]]s do not work and [[moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, trading and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|Sea Ice]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - added&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87010</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87010"/>
		<updated>2021-06-26T05:45:52Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome.&lt;br /&gt;
&lt;br /&gt;
Oceans and lakes appears as world tiles but are not playable biomes.&lt;br /&gt;
&lt;br /&gt;
There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Warm Biomes==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
===Temperate forest===&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Brambles]], [[Dandelions]], [[Bush]], [[Oak tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Tortoise]], [[Gazelle]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]], [[Yak]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|Temperate Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Temperate swamp===&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Chokevine]], [[Bush]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Tortoise]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]], [[Yak]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|Temperate Swamp]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical rainforest===&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Low shrub]], [[Alocasia]], [[Cecropia tree]], [[Palm tree]], [[Bamboo tree]], [[Teak tree]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|Tropical Rainforest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical swamp===&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Low shrub]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Chokevine]], [[Alocasia]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==Hot Biomes==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
===Arid shrubland===&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Dandelions]], [[Bush]], [[Pincushion cactus]], [[Agave]], [[Saguaro cactus]], [[Drago tree]], [[Berry bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Alpaca]], [[Bison]], [[Boomalope]], [[Boomrat]], [[Cougar]], [[Dromedary]], [[Elephant]], [[Emu]], [[Fennec fox]], [[Gazelle]], [[Hare]], [[Iguana]], [[Megasloth]], [[Muffalo]], [[Ostrich]], [[Rat]], [[Rhinoceros]].&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|Arid Shrubland]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Desert===&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Pincushion cactus]], [[Saguaro cactus]], [[Dandelions]], [[Drago tree]], [[Agave]], [[Bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Boomalope]], [[Ostrich]], [[Emu]], [[Gazelle]], [[Cougar]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|Desert]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Extreme desert===&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grows better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Saguaro cactus]], [[Agave]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==Cold Biomes==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
===Boreal forest===&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Brambles]], [[Moss]], [[Bush]], [[Pine tree]], [[Birch tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Grizzly bear]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]].&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|Boreal Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Cold bog===&lt;br /&gt;
&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Chokevine]], [[Tall grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|Cold Bog]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tundra===&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Dandelions]], [[Pine tree]], [[Birch tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Snowhare]], [[Caribou]], [[Elk]], [[Muffalo]], [[Ibex]], [[Megasloth]], [[Arctic fox]], [[Arctic wolf]], [[Timber wolf]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|Tundra]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ice sheet===&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to do hunting, trading and cannibalism until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]], [[Lynx]], [[Megasloth]].&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|Ice Sheet]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sea ice===&lt;br /&gt;
&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice does not have ruins and geothermal vents. [[Deep drill]]s do not work and [[moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, trading and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|Sea Ice]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - added&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bison&amp;diff=87009</id>
		<title>Bison</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bison&amp;diff=87009"/>
		<updated>2021-06-26T05:43:03Z</updated>

		<summary type="html">&lt;p&gt;Mudit: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Bison&lt;br /&gt;
|image = Animal Bison side.png|200px{{!}}Bison&lt;br /&gt;
|description = A large plant eating mammal appearing in the savannah wilderness. Tamed are quite docile, but enraged are fast and dangerous.&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.1&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 4.70&lt;br /&gt;
|attack1dmg = 15&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack1cool = 174&lt;br /&gt;
|attack2dmg = 10&lt;br /&gt;
|attack2type = blunt&lt;br /&gt;
|attack2part = left hoof&lt;br /&gt;
|attack2cool = 120&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = blunt&lt;br /&gt;
|attack3part = right hoof&lt;br /&gt;
|attack3cool = 120&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = bite&lt;br /&gt;
|attack4part = Teeth&lt;br /&gt;
|attack4cool = 120&lt;br /&gt;
|attack4chance = 0.5&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|leatheryield = 63&lt;br /&gt;
|woolname = bison wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 25&lt;br /&gt;
|manhunter = 0.1&lt;br /&gt;
|manhuntertame = 0.013&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = simple&lt;br /&gt;
|wildness = 0.6&lt;br /&gt;
|gestation = 28&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|massadult = 147&lt;br /&gt;
|maturityage = 0.5&lt;br /&gt;
|marketvalue  = 350&lt;br /&gt;
|min comfortable temperature = -55&lt;br /&gt;
|max comfortable temperature = 45&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = ?&lt;br /&gt;
|livesin_icesheet = ?&lt;br /&gt;
|livesin_seaice = ?&lt;br /&gt;
|livesin_temperateforest = ?&lt;br /&gt;
|livesin_tundra = ?&lt;br /&gt;
}}&lt;br /&gt;
'''Bison''' are slow-moving, grass-grazing quadrupeds analogous to buffalo. When enraged, they can melee and can become a threat to colonists due to their high health. They provide a large quantity of leather compared to other creatures that spawn in the same biomes, two or three Bison usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. Their leather is a dark brown color. A Bison will also increase the carrying capacity of any [[caravan]] it's part of by 73.5 kg.&lt;br /&gt;
&lt;br /&gt;
Bison stats are equivalent to [[muffalo]] except they have slightly higher move speed and market value, are more likely to aggro when harmed, and give [[plainleather]] instead of [[bluefur]]. They give [[bison wool]] instead of [[muffalo wool]] which is largely the same but has an inferior cold insulation - offering an insulation factor of ×26 instead of ×30. &lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Bison can be found in the following biomes: [[Temperate forest]], [[Temperate swamp]] and [[Arid shrubland]]. They can either be tamed by a [[Menus#Handle|Handler]] or self-tame in a random [[events|event]].&lt;br /&gt;
&lt;br /&gt;
Bison can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Bison purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Handlers are required to harvest resources from animals.&lt;br /&gt;
&lt;br /&gt;
Tamed Bison can be sheared once each 25 days for 100 [[bison wool]]. Note that [[alpaca]]s are faster wool producers but inferior pack animals.&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87008</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87008"/>
		<updated>2021-06-26T05:32:42Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome.&lt;br /&gt;
&lt;br /&gt;
Oceans and lakes appears as world tiles but are not playable biomes.&lt;br /&gt;
&lt;br /&gt;
There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Warm Biomes==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
===Temperate forest===&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Brambles]], [[Dandelions]], [[Bush]], [[Oak tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Tortoise]], [[Gazelle]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]], [[Yak]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|Temperate Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Temperate swamp===&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Chokevine]], [[Bush]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Tortoise]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|Temperate Swamp]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical rainforest===&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Low shrub]], [[Alocasia]], [[Cecropia tree]], [[Palm tree]], [[Bamboo tree]], [[Teak tree]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|Tropical Rainforest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical swamp===&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Low shrub]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Chokevine]], [[Alocasia]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==Hot Biomes==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
===Arid shrubland===&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Dandelions]], [[Bush]], [[Pincushion cactus]], [[Agave]], [[Saguaro cactus]], [[Drago tree]], [[Berry bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Alpaca]], [[Bison]], [[Boomalope]], [[Boomrat]], [[Cougar]], [[Dromedary]], [[Elephant]], [[Emu]], [[Fennec fox]], [[Gazelle]], [[Hare]], [[Iguana]], [[Megasloth]], [[Muffalo]], [[Ostrich]], [[Rat]], [[Rhinoceros]].&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|Arid Shrubland]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Desert===&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Pincushion cactus]], [[Saguaro cactus]], [[Dandelions]], [[Drago tree]], [[Agave]], [[Bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Boomalope]], [[Ostrich]], [[Emu]], [[Gazelle]], [[Cougar]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|Desert]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Extreme desert===&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grows better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Saguaro cactus]], [[Agave]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==Cold Biomes==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
===Boreal forest===&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Brambles]], [[Moss]], [[Bush]], [[Pine tree]], [[Birch tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Grizzly bear]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]].&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|Boreal Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Cold bog===&lt;br /&gt;
&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Chokevine]], [[Tall grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|Cold Bog]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tundra===&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Dandelions]], [[Pine tree]], [[Birch tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Snowhare]], [[Caribou]], [[Elk]], [[Muffalo]], [[Ibex]], [[Megasloth]], [[Arctic fox]], [[Arctic wolf]], [[Timber wolf]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|Tundra]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ice sheet===&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to do hunting, trading and cannibalism until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]], [[Lynx]], [[Megasloth]].&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|Ice Sheet]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sea ice===&lt;br /&gt;
&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice does not have ruins and geothermal vents. [[Deep drill]]s do not work and [[moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, trading and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|Sea Ice]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - added&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beer&amp;diff=87007</id>
		<title>Beer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beer&amp;diff=87007"/>
		<updated>2021-06-26T05:30:32Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Beer&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.&lt;br /&gt;
| deterioration rate base = 0&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| equipment type = Primary&lt;br /&gt;
| equipped angle offset = -150&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Drug/Beer&lt;br /&gt;
| label = beer&lt;br /&gt;
| market value base = 12&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0.08&lt;br /&gt;
| melee cooldown base = 120&lt;br /&gt;
| melee damage base = 9&lt;br /&gt;
| melee damage def = blunt&lt;br /&gt;
| parent name = DrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = Ingest_Beer&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base =	&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.006&lt;br /&gt;
| drug category = social&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.17&lt;br /&gt;
}}&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
| name = Beer&lt;br /&gt;
| image = Beer.png|Beer&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = Blunt&lt;br /&gt;
| meleeattack1part = Bottle&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = Poke&lt;br /&gt;
| meleeattack2part = Neck&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| resource 1 = Wort&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| mass base =  0.3&lt;br /&gt;
| tradeTags = Drugs&lt;br /&gt;
}}&lt;br /&gt;
'''Beer''' is a beverage product that provides a little food replenishment and recreation. While not so nutritionally effective, its main use is to improve a colonist's [[mood]] to prevent mental breaks. But, overuse may lead to alcohol addiction. The default drug policy setting is both for addicted and for joy.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Beer is produced in three steps:&lt;br /&gt;
# Plant [[hops]], which is an easy task.&lt;br /&gt;
# Construction of a [[brewery]] (research required), to process 25 hops for 5 units of [[wort]], a task that requires a [[Menus#Cook|cook]] to perform the action, another relatively easy task assuming the colony has enough meals to divert the cook to other purposes.&lt;br /&gt;
# Place up to 25 units of wort into a [[fermenting barrel]] for 6 days. Partial loads of wort are possible but less efficient. The difficulty of this depends greatly on your biome's weather conditions and following temperature requirement:&lt;br /&gt;
'''IDEAL TEMPERATURE REQUIREMENT'''&lt;br /&gt;
&lt;br /&gt;
The room hosting the barrels must be kept between 7 °C (44.6 °F) and 32 °C (89.6 °F). If the room temperature falls between 1°C (33.8 °F) to 7°C (44.6 °F) it will halt the fermentation process, while temperatures above 32°C or below 1°C it will spoil the entire batch instantly, wasting the whole product and all the previous work. The work is part of the Haul job. Each wort added is converted to 1 beer.  &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Taking beer out of fermenting barrel.png|400px|thumb|left|Colonist taking beer out of fermenting barrel, ready for consumption.]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Inebriation ==&lt;br /&gt;
Consuming beer raises a colonist's alcohol level by 15% per beer. Alcohol level, not displayed precisely in-game, determines inebriation level and falls automatically over time at a rate of 75% per day. Once a colonist becomes drunk the game records it so it may be used later in an art description.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Label !! Alcohol Level (%) !! [[Mood]] (+) !! [[Pain]] Reduction (%) !! [[Consciousness]] (%)!! Social fight chance !! Other effects&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Warm || &amp;gt;0 || 10 || 10 || - || x1.5 || style=&amp;quot;text-align:left;&amp;quot; | [[Manipulation]] -2%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Tipsy || 25 || 14 || 20 || -10 || x2.5 || style=&amp;quot;text-align:left;&amp;quot; | [[Moving]] -5%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Drunk || 40 || 20 || 50 || -30 || x4 || style=&amp;quot;text-align:left;&amp;quot; | [[Moving]] -10% &amp;lt;br&amp;gt; Vomiting mtb 0.75 days&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hammered || 70 || 26 || 70 || -50 || x5 || style=&amp;quot;text-align:left;&amp;quot; | [[Moving]] -10% &amp;lt;br&amp;gt; Vomiting mtb 0.2 days  &amp;lt;br&amp;gt; +5% pain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Blackout || 90 || 26 || 90 || 10% max || - || Chemical Brain Damage mtb 10 days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Beers Consumed !! Time Warm (Hr) !! Time Tipsy (Hr)!! Time Drunk (Hr)!! Time Hammered (Hr)!! Time Blackout (Hr)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4.8 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 8 || 1.6 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 4.8 || 1.6 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 8 || 4.8 || 6.4 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 8 || 4.8 || 9.6 || 1.6|| 0&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 8 || 4.8 || 9.6 || 6.4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 8 || 4.8 || 9.6 || 6.4 || 4.8&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
== Addiction ==&lt;br /&gt;
Once a colonist develops Alcohol [[Drugs#Addiction_and_Tolerance|addiction]], a new bar called &amp;quot;Alcohol&amp;quot; will appear in their &amp;quot;Needs&amp;quot; tab. The colonist will consume beer when the bar is low enough. Abstinence will cause the colonist to enter a withdrawal period that adds a negative thought with a -35 mood penalty which is necessary if intending to cure the addiction. Recovery can be monitored by checking the &amp;quot;Health&amp;quot; tab. Once withdrawal reaches 100%, the character will lose the addiction. It will take about 40 days to recover from an alchohol addiction, during which the colonist will have violent and frequent mental breaks.&lt;br /&gt;
&lt;br /&gt;
Animals can also become addicted, and suffer the same negative health effects as humans.&lt;br /&gt;
&lt;br /&gt;
== Hangover ==&lt;br /&gt;
Once a colonist reaches a drunk state, they will go through the hangover stages after their inebriation wears off. If a colonist drinks beer while hungover they will be both hungover and inebriated.&lt;br /&gt;
Severity starts at 100% and decreases consistently to 0% over the course of a full day, however it isn't visible until after the alcohol effect is gone. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_25 text-left}}&lt;br /&gt;
! Label !! Severity % !! Mood !! Side Effects&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (pounding) || &amp;gt;40% || style=&amp;quot;text-align:center;&amp;quot; | -12 || Consciousness -18% &amp;lt;br&amp;gt; Vomiting mtb 0.4 days&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (strong)   || &amp;gt;15% || style=&amp;quot;text-align:center;&amp;quot; | -6  || Consciousness -8%&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (slight)   || &amp;gt;0% || style=&amp;quot;text-align:center;&amp;quot; | -3  || Consciousness -3%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
== Long-term Effects ==&lt;br /&gt;
&lt;br /&gt;
When a pawn has a visible tolerance to Alcohol, they may develop Cirrhosis of the liver in a mean time of 60 in-game days (or 1 year), which permanently hinders their consciousness, blood filtration, and blood pumping - and the only way to cure Cirrhosis is to perform a liver transplant. Additionally, a Major or worse Carcinoma (with a minimum severity of 0.5) may develop in the liver in a mean time of 180 in-game days (3 years), again being fixable either via transplant, or removed by a skilled doctor. Animals cannot have transplants.&lt;br /&gt;
&lt;br /&gt;
[[Chemical damage]] can occur in the brain while unconscious in a mean time of 10 days' spent blacked out, which reduces consciousness to 50%, significantly reducing performance. There is no way to perform brain surgery.&lt;br /&gt;
&lt;br /&gt;
== Using as a Weapon ==&lt;br /&gt;
&lt;br /&gt;
Beer can be wielded as a weapon with the following stats.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attack !! Damage Amount !! Cooldown!!DPS&lt;br /&gt;
|-&lt;br /&gt;
![[Injury|{{Q|{{BASEPAGENAME}}| Damage Type }}]]&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Melee Damage Base}}&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}}&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Maximum DPS}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
== Trivia ==&lt;br /&gt;
In real life, beer is brewed from malted barley/wheat, not hops.  Hops are used in the brewing of beer to provide flavor and as a preservative.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added.&lt;br /&gt;
* Beta 19/1.0 - Beer fermenting time 10 days -&amp;gt; 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Brewery&amp;diff=87006</id>
		<title>Brewery</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Brewery&amp;diff=87006"/>
		<updated>2021-06-26T05:21:07Z</updated>

		<summary type="html">&lt;p&gt;Mudit: Changed max temperature of brewing to 32C as per the latest game version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{Stub}}&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
| name = Brewery&lt;br /&gt;
| image = TableBrewery.png|Brewery&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A work station with all the equipment needed to brew beer.&lt;br /&gt;
| type = Production&lt;br /&gt;
| type2 =&lt;br /&gt;
| placeable = Yes&lt;br /&gt;
| size = 1 ˣ 3&lt;br /&gt;
| hp = 180  &lt;br /&gt;
| power = 0&lt;br /&gt;
| work to make = 2000&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| resource 1 = wood&lt;br /&gt;
| resource 1 amount = 120&lt;br /&gt;
| resource 2 = steel&lt;br /&gt;
| resource 2 amount = 30&lt;br /&gt;
| deconstruct yield = {{icon|wood|90}} + {{icon|steel|22}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|The '''brewery''' is used by a colonist with the cooking skill enabled to produce [[wort]], a precursor to [[beer]].&lt;br /&gt;
&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Brewing|Brewing]] has been completed.&lt;br /&gt;
&lt;br /&gt;
To convert wort into beer, it must be placed into a [[fermenting barrel]] and kept at a temperature between 7°C and 32°C (45°F to 86°F) for 10 days. To request wort production, select the brewery, click &amp;quot;[[Bill]]s&amp;quot; then &amp;quot;Add bill&amp;quot; and &amp;quot;Make wort&amp;quot;. The recipe uses 25 [[hops]] to produce 5 wort. It does not have any other use other than creating wort.&lt;br /&gt;
}}&lt;br /&gt;
==Version History==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Brewery old.png|Old Brewery Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87005</id>
		<title>Biomes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Biomes&amp;diff=87005"/>
		<updated>2021-06-26T05:18:32Z</updated>

		<summary type="html">&lt;p&gt;Mudit: /* Fauna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{GameCreation_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; clear:{{{clear|right}}}; margin-bottom:.5em; padding:.5em 0 .8em 1.4em; background:transparent; max-width:20em;&amp;quot; class=&amp;quot;toclimit-3&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Biomes''' are types of area on a planet, characterized by their terrain properties, [[Weather|climate]], [[Plants|flora]] and [[Animals|fauna]], [[disease]]s and special challenges. Each world tile has one particular biome.&lt;br /&gt;
&lt;br /&gt;
Oceans and lakes appears as world tiles but are not playable biomes.&lt;br /&gt;
&lt;br /&gt;
There are twelve playable biomes types in RimWorld, which can be divided into three categories: Warm, Hot and Cold.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:World overview.png|550px|World Map]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a simple summary of the biomes by difficulty, overall cold biomes are more challenging than their hot counterparts.&lt;br /&gt;
&lt;br /&gt;
[[File:BiomeIntensityDiagram.png|750px|Biome Intensity Diagram]]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Warm Biomes==&lt;br /&gt;
These biomes are rich in flora and fauna, and also have a slightly elevated rate of disease. They generally have year-round growing periods, or longer growing periods at the very least. Traveling speed is fast in normal forests and average in dense forests but slow in marshes and during cold seasons if they have one.&lt;br /&gt;
&lt;br /&gt;
===Temperate forest===&lt;br /&gt;
Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.2 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Brambles]], [[Dandelions]], [[Bush]], [[Oak tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Tortoise]], [[Gazelle]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateForest.png|400px|Temperate Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Temperate swamp===&lt;br /&gt;
Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Temperate Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. &lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 20/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|25}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but sometimes 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.5 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Chokevine]], [[Bush]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Squirrel]], [[Rat]], [[Tortoise]], [[Deer]], [[Wild boar]], [[Turkey]], [[Raccoon]], [[Ibex]], [[Muffalo]], [[Bison]], [[Alpaca]], [[Boomalope]], [[Boomrat]], [[Megasloth]], [[Rhinoceros]], [[Grizzly bear]], [[Timber wolf]], [[Red fox]], [[Cougar]], [[Lynx]], [[Warg]].&lt;br /&gt;
&lt;br /&gt;
[[File:TemperateSwamp.png|400px|Temperate Swamp]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical rainforest===&lt;br /&gt;
A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the &amp;quot;green hell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Tropical Rainforests are famous for having many diseases, including [[Disease#Sleeping Sickness|Sleeping Sickness]]: a slow-progressing, long-lasting disease that is exclusive to the tropics.  Many trees make it difficult to clear land and rapid plant growth makes it difficult to keep it clear.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 2, rarely 4 due to winter.&lt;br /&gt;
* Forageability: 100%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 1.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Tall grass]], [[Low shrub]], [[Alocasia]], [[Cecropia tree]], [[Palm tree]], [[Bamboo tree]], [[Teak tree]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalRainforest.png|400px|Tropical Rainforest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tropical swamp===&lt;br /&gt;
A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Tropical Rainforest. Like in all swamps diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil. Diseases are even more constant here than in Tropical Rainforests, so making a proper hospital and having good doctors is a priority.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, rarely 6 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 2.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Tall grass]], [[Low shrub]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Chokevine]], [[Alocasia]], [[Bush]], [[Clivia]], [[Berry bush]], [[Rafflesia]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Rat]], [[Monkey]], [[Boomalope]], [[Capybara]], [[Cassowary]], [[Tortoise]], [[Chinchilla]], [[Wild boar]], [[Elephant]], [[Rhinoceros]], [[Alpaca]], [[Cobra]], [[Panther]].&lt;br /&gt;
&lt;br /&gt;
[[File:TropicalSwamp.png|400px|Tropical Swamp]]&lt;br /&gt;
&lt;br /&gt;
==Hot Biomes==&lt;br /&gt;
These biomes become progressively dry as they become more arid. Moderate amount of flora and fauna, which drops off as you pick a more extreme biome. Mostly year-round growing periods. Traveling in those biomes is usually fast and rarely slowed by cold seasons.&lt;br /&gt;
&lt;br /&gt;
===Arid shrubland===&lt;br /&gt;
A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 40/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|15}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|0}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Most of the time, during growing season.&lt;br /&gt;
* Disease frequency: 0.9 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Dandelions]], [[Bush]], [[Pincushion cactus]], [[Agave]], [[Saguaro cactus]], [[Drago tree]], [[Berry bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Alpaca]], [[Bison]], [[Boomalope]], [[Boomrat]], [[Cougar]], [[Dromedary]], [[Elephant]], [[Emu]], [[Fennec fox]], [[Gazelle]], [[Hare]], [[Iguana]], [[Megasloth]], [[Muffalo]], [[Ostrich]], [[Rat]], [[Rhinoceros]].&lt;br /&gt;
&lt;br /&gt;
[[File:AridShrubland.png|400px|Arid Shrubland]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Desert===&lt;br /&gt;
A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.&lt;br /&gt;
&lt;br /&gt;
With so few animals to hunt, growing crops is a priority on one of the few arable patches.  The hot temperatures can cause problems for colonists and tamed animals.  This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|0}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-25}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but sometimes 3 due to winter.&lt;br /&gt;
* Forageability: 25%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Pincushion cactus]], [[Saguaro cactus]], [[Dandelions]], [[Drago tree]], [[Agave]], [[Bush]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Boomalope]], [[Ostrich]], [[Emu]], [[Gazelle]], [[Cougar]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:Desert.png|400px|Desert]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Extreme desert===&lt;br /&gt;
An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.&lt;br /&gt;
&lt;br /&gt;
The hot temperatures can cause problems for colonists and tamed animals. Its warm enough for growing plants outdoors, but it has to be done in stony patches around hills and mountains. Even though [[potatoes]] grows better in stony soil, you need to plant [[rice]] first so you will not starve while waiting for [[potatoes]]. [[Berries|Strawberries]] are also a good idea since there is no wood for cooking. Later [[Hydroponics basin|hydroponics]] can be used instead of ground. This biome has patches of soft sand which prevent building, but can be removed with [[moisture pump]]s. Animal migrations may occur, about once every other year.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: From all year to 30/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|30}} to {{Temperature|10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|35}} in summer to {{Temperature|-5}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, rarely 3 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Saguaro cactus]], [[Agave]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Iguana]], [[Dromedary]], [[Fennec fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:ExtremeDesert.png|400px|Extreme Desert]]&lt;br /&gt;
&lt;br /&gt;
==Cold Biomes==&lt;br /&gt;
These biomes become progressively colder and hostile as they become more intense. Flora and fauna becomes more scarce as you pick a more extreme biome. Mostly seasonal growing periods but may go down to no growing period in more extreme biomes. Traveling in those biomes is usually slow due to marsh and cold seasons which can be very long.&lt;br /&gt;
&lt;br /&gt;
===Boreal forest===&lt;br /&gt;
Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 30/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but often 3 due to winter.&lt;br /&gt;
* Forageability: 75%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.0 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Brambles]], [[Moss]], [[Bush]], [[Pine tree]], [[Birch tree]], [[Poplar tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Grizzly bear]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]].&lt;br /&gt;
&lt;br /&gt;
[[File:BorealForest.png|400px|Boreal Forest]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Cold bog===&lt;br /&gt;
&lt;br /&gt;
A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.&lt;br /&gt;
&lt;br /&gt;
A more wet version of the Boreal Forest. Like in all swamps, diseases are more common. The marshy soil will probably require [[bridge]]s before constructing buildings and the terrain is really slow to travel, but this biome also has more fertile soil.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to 10/60 days.&lt;br /&gt;
* Average Temperature: {{Temperature|10}} to {{Temperature|-10}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-35}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 4, but often 6 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 1.3 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Chokevine]], [[Tall grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Willow tree]], [[Cypress tree]], [[Maple tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Squirrel]], [[Hare]], [[Rat]], [[Elk]], [[Caribou]], [[Muffalo]], [[Wild boar]], [[Ibex]], [[Raccoon]], [[Turkey]], [[Deer]], [[Megasloth]], [[Red fox]], [[Arctic fox]], [[Timber wolf]], [[Arctic wolf]], [[Cougar]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Cold Bog.png|400px|Cold Bog]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tundra===&lt;br /&gt;
These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators. Animal migrations may occur once or twice per year.&lt;br /&gt;
&lt;br /&gt;
Growing periods are generally very short or non-existent.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: 20/60 days to never.&lt;br /&gt;
* Average Temperature: {{Temperature|0}} to {{Temperature|-20}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|25}} in summer to {{Temperature|-50}} in winter.&lt;br /&gt;
* Roads and Rivers: Yes.&lt;br /&gt;
* Movement Difficulty: 1, but most of the time 3 due to winter.&lt;br /&gt;
* Forageability: 50%. &lt;br /&gt;
* Grazable: Only during growing season.&lt;br /&gt;
* Disease frequency: 0.8 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[Moss]], [[Bush]], [[Astragalus]], [[Dandelions]], [[Pine tree]], [[Birch tree]], [[Berry bush]], [[Healroot]].&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Hare]], [[Snowhare]], [[Caribou]], [[Elk]], [[Muffalo]], [[Ibex]], [[Megasloth]], [[Arctic fox]], [[Arctic wolf]], [[Timber wolf]], [[Lynx]], [[Warg]], [[Polar bear]], [[Grizzly bear]].&lt;br /&gt;
&lt;br /&gt;
[[File:Tundra.png|400px|Tundra]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ice sheet===&lt;br /&gt;
Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.&lt;br /&gt;
&lt;br /&gt;
The only land possible to farm is stony patches around hills and mountains, but they need to be [[heater|heated]] indoors and also have [[sun lamp]]s. You will need to do hunting, trading and cannibalism until you get a [[heater]] and a [[sun lamp]]. Later, [[moisture pump]]s can create larger growable areas and [[Hydroponics basin|hydroponics]] can be used instead of ground. Geothermal vents can be used for free heating. With so few animals here, any predators that roam in will become hungry soon and target your colonists and animals.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-40}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-70}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]], [[Lynx]], [[Megasloth]].&lt;br /&gt;
&lt;br /&gt;
[[File:IceSheet.png|400px|Ice Sheet]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sea ice===&lt;br /&gt;
&lt;br /&gt;
Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.&lt;br /&gt;
&lt;br /&gt;
Sea Ice does not have ruins and geothermal vents. [[Deep drill]]s do not work and [[moisture pump]]s will only generate more ice, which means it is impossible to grow anything on the ground. You will need to do hunting, trading and cannibalism until you get a [[heater]], a [[sun lamp]] and a [[hydroponics basin]]. It is worth mentioning that Sea Ice was designed to not allow colony building, only to allow traveling in the area, even though it is possible.&lt;br /&gt;
&lt;br /&gt;
====Growing Season, Temperature, Travel and Disease====&lt;br /&gt;
* Growing Season: Never.&lt;br /&gt;
* Average Temperature: {{Temperature|-20}} to {{Temperature|-30}}.&lt;br /&gt;
* Temperature Variation: From {{Temperature|10}} in summer to {{Temperature|-60}} in winter.&lt;br /&gt;
* Roads and Rivers: No.&lt;br /&gt;
* Movement Difficulty: 1.5, but most of the time 3.5 due to winter.&lt;br /&gt;
* Forageability: 0%. &lt;br /&gt;
* Grazable: Never.&lt;br /&gt;
* Disease frequency: 0.7 per year.&lt;br /&gt;
&lt;br /&gt;
====Flora====&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Fauna====&lt;br /&gt;
&lt;br /&gt;
[[Snowhare]], [[Muffalo]], [[Polar bear]], [[Arctic wolf]], [[Arctic fox]].&lt;br /&gt;
&lt;br /&gt;
[[File:SeaIce.png|400px|Sea Ice]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - added&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - boreal forest and tundra added&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Ice sheet now playable.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Extreme Desert biome added.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Mudit</name></author>
	</entry>
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