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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pangaea</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T06:02:01Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Downed&amp;diff=120792</id>
		<title>Downed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Downed&amp;diff=120792"/>
		<updated>2022-12-02T09:19:27Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Death on down */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:downed_preview.png|right]]'''Downed''' is a condition in which a creature (human, animal, etc) is alive but incapable of [[Moving|movement]]. This is caused by one of the following states, listed in order of severity:&lt;br /&gt;
# Unconscious. [[Consciousness]] is below 30% but above 0%.&lt;br /&gt;
# Pain shock. [[Pain]] reaches [[Pain Shock Threshold]].&lt;br /&gt;
# Incapacitated. [[Moving]] capacity is 15% or less.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Incapacitated'''&amp;quot; and &amp;quot;'''incapable of movement'''&amp;quot; are often used as synonyms for downing. Creatures properly inside a bed are usually called &amp;quot;incapcitated&amp;quot; or &amp;quot;resting&amp;quot; rather than &amp;quot;downed&amp;quot;, but they are functionally the same state.&lt;br /&gt;
&lt;br /&gt;
The moment a creature is downed, humans will drop their [[weapon]]s. The vast majority of enemies will stop attacking once their target is downed. Pawns under [[Mental_break#Murderous_rage|murderous rage]] and predator [[animal]]s looking for food can continue to target them, however. Also, downed pawns are still vulnerable to explosions.&lt;br /&gt;
&lt;br /&gt;
===Death on down===&lt;br /&gt;
Enemy pawns have a chance to die when downed from pain shock, even if their condition otherwise would not kill them. This chance is dependent on [[AI Storytellers#Enemy death on downed|storyteller settings]] and can be adjusted at any time. Other causes of downing, such as from [[blood loss]] or [[heatstroke]], do not trigger this death chance, so are preferred if you want to capture somebody.&lt;br /&gt;
&lt;br /&gt;
Enemy [[mechanoid]]s are always killed whenever they are downed. This does not apply to [[friendly mechanoids]].{{BiotechIcon}}&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
An incapacitated creature is a valid target for a variety of actions:&lt;br /&gt;
* [[Rescue]].&lt;br /&gt;
* Ranged or Melee attack to [[Death|death]] by a drafted pawn, which does not give XP.&lt;br /&gt;
* Being carried by any drafted pawn, even if incapable of hauler work. They can be dropped at a place of choice.&lt;br /&gt;
* Being [[Doctoring|tended]] by a drafted pawn on the spot.&lt;br /&gt;
* Involuntary loading into a [[cryptosleep casket]].&lt;br /&gt;
&lt;br /&gt;
Actions specific to incapacitated humans:&lt;br /&gt;
* [[Prisoner|Imprisonment]] by a drafted pawn.&lt;br /&gt;
* Stripping of [[apparel]], including [[utility]] items.&lt;br /&gt;
&lt;br /&gt;
Actions specific to downed animals:&lt;br /&gt;
* Neck cut. A colonist set to [[Hunt|Hunting]] will finish off any animal that are set to hunt. &lt;br /&gt;
** Tame animals cannot be hunted, but [[slaughter]]ing is functionally similar (and does not require downing).&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - [[Drafting|Drafted]] pawns can tend to others in the field, and are able to use medicine. They can also be ordered to carry another downed pawn.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.4.3558&amp;diff=119602</id>
		<title>Version/1.4.3558</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.4.3558&amp;diff=119602"/>
		<updated>2022-11-24T16:15:51Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Created from Discord patch notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
Version 1.4.3558 is up now on the unstable (and now stable) branch!&lt;br /&gt;
* Tribal babies becoming children get natural meditation focus.&lt;br /&gt;
* Reworked how many beggars show up depending on colony population.&lt;br /&gt;
* Added a new &amp;quot;core&amp;quot; reward tag for common vanilla quest rewards to avoid having them dilluted by future additions.&lt;br /&gt;
* Updated the reward frequency for various items. Add flatscreen TV, telescrope, gladius, and recurve bow as quest rewards. Remove revolver, double bed, and slab bed.&lt;br /&gt;
* Increased the weights for for high and mid frequency quest rewards. Reduce the weighting for empire-specific category rewards.&lt;br /&gt;
* Fix: Planting JobDef located in Ideology instead of Core.&lt;br /&gt;
* Fix: Mechlink item not saved properly. Causes errors.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.4.3557&amp;diff=119601</id>
		<title>Version/1.4.3557</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.4.3557&amp;diff=119601"/>
		<updated>2022-11-24T16:14:33Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Created from Discord patch notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
Version 1.4.3557 is up now on the unstable (and now stable) branch!&lt;br /&gt;
* Assign a fallback ideo to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
* Colonists born in the colony no longer stay stuck in labor forever if the Ideology DLC was not active when they became a child.&lt;br /&gt;
* Dependency genes override other drug-related genes.&lt;br /&gt;
* Slow study gene applies a 50% factor to global learning instead of a -50% offset.&lt;br /&gt;
* Added missing Biotech check to seed planting work giver. This could cause issues if players didn't own Ideology.&lt;br /&gt;
* Fix: Children get mood debuff for not having gauranlen connection, but cannot connect to tree.&lt;br /&gt;
* Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot;.&lt;br /&gt;
* Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
* Fix: Countdown not correctly displaying time.&lt;br /&gt;
* Fix: Disabled &amp;quot;extract ovum for IVF&amp;quot; surgery option displays on some male pawns.&lt;br /&gt;
* Fix: Inactive genes affecting needs.&lt;br /&gt;
* Fix: 100% chance for tattoos if pawn has no ideoligion.&lt;br /&gt;
* Fix: Wastepack dump quests descriptions unresolved.&lt;br /&gt;
* Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* Fix: SitePartWorker_MechCluster missing check to see if mechanoid faction exists.&lt;br /&gt;
* Fix: Skin or hair color xenogenes are able to be passed onto children in niche circumstances.&lt;br /&gt;
* Fix: Exception when attempting to feed arrested patient via right click menu when only food source is nutrient paste dispenser.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanitor&amp;diff=119600</id>
		<title>Mechanitor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanitor&amp;diff=119600"/>
		<updated>2022-11-24T16:10:31Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
'''Mechanitors''' are pawns who have installed a [[mechlink]]. They are used to control [[mechanoid creation|friendly mechanoids]] in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
==Mechlink==&lt;br /&gt;
Colonists can become mechanitors through a [[mechlink]]. Mechlinks are self-installed implants, meaning a solo colonist can become a mechanitor. Multiple mechanitors may exist in a colony, and function normally. &lt;br /&gt;
&lt;br /&gt;
They can be obtained in the following ways:&lt;br /&gt;
*[[Scenario system#The_Mechanitor|Starting out]] with one&lt;br /&gt;
*Destroying an Ancient Exostrider, which generates in most new maps. This allows you to call in a mechanoid ship, with the mechlink and some hostile mechanoids. Note that the Mechanitor starting scenario prevents the spawning of the exostrider by default.&lt;br /&gt;
*The &amp;quot;discovered mechinator complex&amp;quot; quest, with hostile mechanoids guarding it.&lt;br /&gt;
&lt;br /&gt;
Outside of starting with a mechlink, both means of obtaining one will have you extracting it from the long-dead [[corpse]] of an ancient mechanitor. They can also be extracted from your dead colonists, assuming it isn't destroyed.&lt;br /&gt;
&lt;br /&gt;
Pawns that are [[psychically deaf]] can't become mechanitors, and pawns that can't do Smithing can't repair mechs, but there are no other restrictions.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Mechanitors are required to control, build, and repair your [[mechanoid creation|allied mechanoid]]s. They are required to initiate the mech gestation processes, and at least one mechanitor must be present in order to work on mech-related [[research]]. Mechanitors are limited to controlling mechs they have enough bandwidth for (See [[#Bandwidth]] for detail). They can't tame mechanoids that are already hostile, even if they were once part of your colony.&lt;br /&gt;
&lt;br /&gt;
Mechanoids require [[power]] and create [[pollution]] when recharged normally. See [[mechanoid creation#Summary|mechanoid creation]] for details on the mechs themselves.&lt;br /&gt;
&lt;br /&gt;
===Mechanoid Control===&lt;br /&gt;
Mech are fully autonomous. You cannot order mechanoid work in any direct way, though you can indirectly control it through setting [[zone]]s. Specifically, mechs are put into '''control groups''', which can then be assigned to one of four orders:&lt;br /&gt;
*'''Work''': Do available work tasks. Start charging after reaching a configurable % of power left (defaults to 5%).&lt;br /&gt;
*'''Escort''': Follow the mechanitor around and fight enemies. Start charging after reaching a configurable % of power left (defaults to 100%).&lt;br /&gt;
*'''Recharge''': Look for available recharging stations and use them. Enter dormant self-charging if full or no available charging stations.&lt;br /&gt;
*'''Dormant self-charging''': Turns off the mechs. While dormant, mechs recharge a very small amount of power (+1% power / day) without a charger or any pollution.&lt;br /&gt;
&lt;br /&gt;
Control groups and orders may be changed, the mechanitor must be controllable (not [[downed]] and not under a [[mental break]]), and their mechs are in the same map. If they are seperated, mechs will continue to do their tasks without a problem, and won't become hostile. However, control groups and their orders can not be changed.&lt;br /&gt;
&lt;br /&gt;
Mechs can also be drafted for combat, where they are controlled like any colonist. However, the mechanoid can only be ordered to move ''to'' spaces within a 25-tile radius from their master, and they can only be ordered to do other commands while ''in'' said radius. Mechs can be drafted outside of this range (but not if the mechanitor is downed), where they can defend themselves, carry out previous combat commands, or be commanded to go near the mechanitor.&lt;br /&gt;
&lt;br /&gt;
If the mechanitor dies or runs out of [[bandwidth]], mechanoids will go into the Uncontrolled state. They will not be uncontrolled if the mechanitor is downed, in a caravan, etc., and mechs with enough bandwidth are unaffected. After 1 game-day, or {{ticks|60000}} uncontrolled, there is a chance for a mech to go feral with {{MTB}} of 10 in-game [[time|days]], with a cascade radius of 25 tiles.{{Check Tag|Verify|Based on data from files, verify accuracy in-game and delete this check tag}}&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
All mechanitor upgrades are installed like the mechlink itself.&lt;br /&gt;
*[[Control sublink]]: Increases work speed by +6% per sublink, and increases control groups by 1, to a cumulative max bonus of 6 additional control groups and +36% work speed. &lt;br /&gt;
**Standards sublinks can be installed 3 times.&lt;br /&gt;
**High sublinks can be installed 3 times further, on top of standard sublinks&lt;br /&gt;
*[[Mech gestation processor]]: Increases [[Mechanoid creation#Acquisition|mech gestation]] speed by 33.3% per implant. Can be installed up to 6 times.&lt;br /&gt;
*[[Remote repairer]]: Allows repairing mechanoics from range. Can be installed up to 3 times to increase range.&lt;br /&gt;
*[[Remote shielder]]: Allows creation of bullet-blocking shield on a mechanoid. Can be installed up to 3 times.&lt;br /&gt;
*[[Repair probe]]: Increases mech repair speed by 33.3% per implant. Can be installed up to 6 times.&lt;br /&gt;
&lt;br /&gt;
==Bandwidth==&lt;br /&gt;
'''Bandwidth''' controls how many mechs a single mechanitor can control at any one time. The mechlink itself gives +6 bandwidth. To increase it further, you must build or craft items.&lt;br /&gt;
&lt;br /&gt;
Mechanoids cannot be gestated without enough bandwidth. If a mechanitor's bandwidth then decreases below their bandwidth cost, then the mechanoids will become uncontrolled. Uncontrolled mechanoids may leave or become hostile to your colony after enough time.&lt;br /&gt;
&lt;br /&gt;
Bandwidth also dictates how many Wastepacks a Mechanoid will produce after recharging.&lt;br /&gt;
&lt;br /&gt;
===Bandwidth Cost===&lt;br /&gt;
The heavier the mechanoid is, the more Bandwidth it takes up:&lt;br /&gt;
&lt;br /&gt;
{{Mech Bandwidth}}&lt;br /&gt;
&lt;br /&gt;
===Increasing Bandwidth===&lt;br /&gt;
Apparel and gear items must be worn, and band nodes must be [[power]]ed, for bandwidth to actually increase.&lt;br /&gt;
&lt;br /&gt;
*[[Band node]]: +1&lt;br /&gt;
*[[Airwire headset]]: +3&lt;br /&gt;
*[[Mechlink]]: +6&lt;br /&gt;
*[[Array headset]]: +6&lt;br /&gt;
*[[Mechcommander helmet]]: +6&lt;br /&gt;
*[[Bandwidth pack]]: +9&lt;br /&gt;
*[[Integrator headset]]: +9&lt;br /&gt;
*[[Mechlord helmet]]: +12&lt;br /&gt;
*[[Mechlord suit]]: +12&lt;br /&gt;
&lt;br /&gt;
==Mech signaling==&lt;br /&gt;
Mechanoid bosses may be called in by a mechanitor via the Summon Mech Threat gizmo. &lt;br /&gt;
&lt;br /&gt;
*[[Diabolus]] - Powered [[comms console]]&lt;br /&gt;
*[[War queen]] - [[Mechband antenna]]&lt;br /&gt;
*[[Apocriton]] - [[Mechband dish]]&lt;br /&gt;
&lt;br /&gt;
Except for the comms console, the building used to call in the mech will be destroyed. After a delay, the respective boss will drop in from the outskirts of the map. There is a cooldown before spawning in another boss.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Mechanoid creation]] - For information of allied mechanoids themselves&lt;br /&gt;
&lt;br /&gt;
{{nav|mechanoid|wide}}&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Stub&amp;diff=119134</id>
		<title>Template talk:Stub</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Stub&amp;diff=119134"/>
		<updated>2022-11-22T16:52:53Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Stub overuse */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reason omit error ==&lt;br /&gt;
&lt;br /&gt;
Probably better to put in a talk page.&lt;br /&gt;
&lt;br /&gt;
So the main issues I have putting an error for no reason is:&lt;br /&gt;
* There are dozens of articles with just stub. Basically I don't think anyone is gonna update them. It looks even uglier as a viewer becauses the error is clearly not meant to be seen, but pages tend to not be updated for months at a time&lt;br /&gt;
* (As an editor) Reaching for the | and = keys are annoying to type&lt;br /&gt;
* There are times where I don't know what it is. Putting &amp;quot;general stub&amp;quot; isn't any more helpful tan simply putting the template, it causes the same problem. Therefore, why not let the template do it automatically?&lt;br /&gt;
&lt;br /&gt;
== Stub overuse ==&lt;br /&gt;
&lt;br /&gt;
Right now the wiki has 1473 content pages. It also has marked 719 of those articles as stubs. Almost exactly 50%. I think the stub template is ''wildly'' overused. Are really half the articles here so short on information to be deserving of a stub status? I certainly think not. Some of them could be chapters in a book, yet here they are marked as stubs. I don't think this makes sense. All articles can be expanded upon in some way probably, but that doesn't mean they should be given a stub status. Stub ought to be used for truly &amp;quot;too short&amp;quot; articles, very bareboned ones. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 16:52, 22 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;topic_postId=x7epf78ey0o9kf4d&amp;topic_revId=x7epf78ey0o9kf4d&amp;action=single-view</id>
		<title>Topic:X7elawp5d5zxwryl</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;topic_postId=x7epf78ey0o9kf4d&amp;topic_revId=x7epf78ey0o9kf4d&amp;action=single-view"/>
		<updated>2022-11-22T16:41:10Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X7elawp5d5zxwryl&amp;amp;topic_showPostId=x7epf78ey0o9kf4d#flow-post-x7epf78ey0o9kf4d&quot;&gt;commented&lt;/a&gt; on &quot;Independent biome pages&quot; (&lt;em&gt;This was something I intended to go through with years ago, and set up a template for it. Obviously this isn&amp;#039;t the final design, but here...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7dg2z9c92zxvmvh&amp;topic_revId=x7dg2z9c92zxvmvh&amp;action=single-view</id>
		<title>Topic:X7aza1755qpbr24t</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;topic_postId=x7dg2z9c92zxvmvh&amp;topic_revId=x7dg2z9c92zxvmvh&amp;action=single-view"/>
		<updated>2022-11-22T03:07:02Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X7aza1755qpbr24t&amp;amp;topic_showPostId=x7dg2z9c92zxvmvh#flow-post-x7dg2z9c92zxvmvh&quot;&gt;commented&lt;/a&gt; on &quot;Splitting Babies from Reproduction&quot; (&lt;em&gt;Sounds like a good idea to me. The page is quite big, and the section on babies could warrant its own page.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.4.3555&amp;diff=119031</id>
		<title>Version/1.4.3555</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.4.3555&amp;diff=119031"/>
		<updated>2022-11-22T01:30:58Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Created (should unstable build changes be added here?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
Version 1.4.3555 is up now on the unstable (and now stable) branch!&lt;br /&gt;
* Updated creative rewards content.&lt;br /&gt;
* Update the description for &amp;quot;child not in growth vat&amp;quot; to make it clearer that it relates to the pawn's child, not just any child.&lt;br /&gt;
* Fix: Missing translation keys.&lt;br /&gt;
* Fix: Remove reference to damage over time in acid spray description.&lt;br /&gt;
* Fix: TakeDrug gizmo doesn't use ingestCommandString for translation if available.&lt;br /&gt;
* Fix: Misc conflicting translation keys (AddPrecept, Value, Title).&lt;br /&gt;
* Fix: Pawns gain certainty during deathrest.&lt;br /&gt;
* Fix: Teenagers getting random backstories on save/load.&lt;br /&gt;
* Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.&lt;br /&gt;
* Fix: Growth points are gained during deathrest when learning need is frozen.&lt;br /&gt;
* Fix: Bloodfeeders sometimes do not ingest all taken hemogen packs, depending on food need level.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=119030</id>
		<title>Polux tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=119030"/>
		<updated>2022-11-22T01:28:02Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Polux trees can be planted and extracted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|plant|&lt;br /&gt;
| name = Polux tree&lt;br /&gt;
| image = PoluxTreeB.png&lt;br /&gt;
| description = After generations of exposure, these trees have evolved to metabolize pollutants. By drawing pollutants from the ground through wide root networks, they slowly clean polluted terrain in their vicinity. However, they cannot do this if buildings are constructed over their roots.&amp;lt;br&amp;gt;Unlike most methods of cleaning polluted terrain, polux trees do not create toxic wastepacks.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 30&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Polux Trees are a type of [[Trees|tree]] which grows within [[Pollution|polluted]] environments. The trees themselves slowly absorb pollution from the surrounding environment in an area similar to a [[Pollution_pump|pollution pump]] (7 tile wide circle), Unlike pollution pumps, Polux trees do not generate any [[Toxic_wastepack|toxic wastepacks]] after absorbing the surrounding pollution. This makes them a safer way to remove pollution than waste pumps. Polux tree seeds can be acquired in a few special ways{{Check Tag|How?}}, and planted where desired.&lt;br /&gt;
&lt;br /&gt;
Polux trees are considered &amp;quot;super&amp;quot;, meaning that pawns with the [[Ideoligion#Trees|Trees: Desired precept]]{{IdeologyIcon}} will receive the &amp;quot;amazing tree&amp;quot; thought after seeing one.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
Like the [[Anima tree]]{{RoyaltyIcon}} and the [[Gauranlen tree]]{{IdeologyIcon}}, the polux tree does not naturally occur in any ecology, instead being spawned by the &amp;quot;polux tree&amp;quot; [[Events|event]]{{Check Tag|When?|What triggers this event? Where? How often?}}. When settling on a polluted map, a few Polux trees may already be present.&lt;br /&gt;
&lt;br /&gt;
Unlike the anima and gauranlen trees, Polux trees will still be eaten by [[thrumbo]]s. All trees can also be eaten by [[alphabeaver]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
*Cleans 1 tile of [[pollution]] every {{ticks/gametime|25000}}.&lt;br /&gt;
*Needs {{Ticks/gametime|150000}} to clean 1 deteriorated [[Toxic wastepack]] (6 tiles). &lt;br /&gt;
*Is only 20% as fast as a [[Wastepack atomizer]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PoluxTreeA.png| Polux tree variant A&lt;br /&gt;
File:PoluxTreeB.png| Polux tree variant B&lt;br /&gt;
File:PoluxTreeC.png| Polux tree variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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]] - Polux trees can be planted on polluted ground.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Pangaea/vector.css&amp;diff=118723</id>
		<title>User:Pangaea/vector.css</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Pangaea/vector.css&amp;diff=118723"/>
		<updated>2022-11-18T23:22:00Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: test infobox width rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* For elements which only display in the mobile view */&lt;br /&gt;
.mobileonly {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* bigger editing screen by default */&lt;br /&gt;
#wpTextbox1 {&lt;br /&gt;
    height: 80vh;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Custom fonts */&lt;br /&gt;
/*&lt;br /&gt;
@font-face {&lt;br /&gt;
    font-family: 'Verdana';&lt;br /&gt;
    font-style: normal;&lt;br /&gt;
    font-weight: 400;&lt;br /&gt;
}&lt;br /&gt;
@font-face {&lt;br /&gt;
    font-family: 'Verdana';&lt;br /&gt;
    font-style: normal;&lt;br /&gt;
    font-weight: 700;&lt;br /&gt;
}&lt;br /&gt;
@font-face {&lt;br /&gt;
	font-family: 'Montserrat';&lt;br /&gt;
	font-style: normal;&lt;br /&gt;
	font-weight: 400;&lt;br /&gt;
	src: local('Montserrat-Regular'), url(&amp;quot;https://fonts.gstatic.com/s/montserrat/v5/zhcz-_WihjSQC0oHJ9TCYBsxEYwM7FgeyaSgU71cLG0.woff&amp;quot;) format('woff');&lt;br /&gt;
}&lt;br /&gt;
@font-face {&lt;br /&gt;
	font-family: 'Montserrat';&lt;br /&gt;
	font-style: normal;&lt;br /&gt;
	font-weight: 700;&lt;br /&gt;
	src: local('Montserrat-Bold'), url(&amp;quot;https://fonts.gstatic.com/s/montserrat/v5/IQHow_FEYlDC4Gzy_m8fcgFhaRv2pGgT5Kf0An0s4MM.woff&amp;quot;) format('woff');&lt;br /&gt;
}&lt;br /&gt;
@font-face {&lt;br /&gt;
	font-family: 'Noto Sans SC';&lt;br /&gt;
	font-style: normal;&lt;br /&gt;
	font-weight: 400;&lt;br /&gt;
	src:url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Regular.woff2) format('woff2'),&lt;br /&gt;
    	url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Regular.woff) format('woff'),&lt;br /&gt;
    	url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Regular.otf) format('opentype');&lt;br /&gt;
}&lt;br /&gt;
@font-face {&lt;br /&gt;
	font-family: 'Noto Sans SC';&lt;br /&gt;
	font-style: normal;&lt;br /&gt;
	font-weight: 500;&lt;br /&gt;
	src:url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Medium.woff2) format('woff2'),&lt;br /&gt;
    	url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Medium.woff) format('woff'),&lt;br /&gt;
    	url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Medium.otf) format('opentype');&lt;br /&gt;
}&lt;br /&gt;
@font-face {&lt;br /&gt;
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	font-style: normal;&lt;br /&gt;
	font-weight: 700;&lt;br /&gt;
	src:url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Bold.woff2) format('woff2'),&lt;br /&gt;
		url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Bold.woff) format('woff'),&lt;br /&gt;
		url(//fonts.gstatic.com/ea/notosanssc/v1/NotoSansSC-Bold.otf) format('opentype');&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
/* Framework */&lt;br /&gt;
html {&lt;br /&gt;
	--body-font: Montserrat, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
	--background-color: #15191D;&lt;br /&gt;
	--content-background: transparent; /*         #212121; */&lt;br /&gt;
	--filter:invert(1);&lt;br /&gt;
	--gp-icon:url(&amp;quot;https://commons.gamepedia.com/media/commons.gamepedia.com/3/38/Gamepedia_dark_transparent.png&amp;quot;);&lt;br /&gt;
	--header-color: transparent;    /*     #101010; */&lt;br /&gt;
	--heading-background: transparent;&lt;br /&gt;
	--heading-border: #F37F20;&lt;br /&gt;
	--heading-color: #B0E03B;&lt;br /&gt;
	--main-heading-color: #B0E03B;&lt;br /&gt;
	--message-background: #383838;&lt;br /&gt;
	--sidebar-header: #E0E0E0;&lt;br /&gt;
	--sidebar-link: #E0E0E0;&lt;br /&gt;
	--text-color: #E0E0E0;&lt;br /&gt;
	--border-color: #616C7A;&lt;br /&gt;
    background: #15191D url(https://rimworldwiki.com/images/8/8d/BGPlanet.jpg) no-repeat fixed center top / 100% auto;&lt;br /&gt;
    -webkit-background-size: cover;&lt;br /&gt;
    -moz-background-size: cover;&lt;br /&gt;
    -o-background-size: cover;&lt;br /&gt;
    background-size: cover;&lt;br /&gt;
	color: var(--text-color);&lt;br /&gt;
    font-family: var(--body-font);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* hide the title on the wiki main page */&lt;br /&gt;
body.page-Main_Page h1.firstHeading {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1, &lt;br /&gt;
h2 {&lt;br /&gt;
    border-bottom: 1px solid var(--text-color);&lt;br /&gt;
    font-family: var(--body-font);&lt;br /&gt;
	color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h3, &lt;br /&gt;
h4, &lt;br /&gt;
h5, &lt;br /&gt;
h6 {&lt;br /&gt;
    font-family: var(--body-font);&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* testing, should reduce need for {{clear}} */&lt;br /&gt;
div#content h1,&lt;br /&gt;
div#content h2,&lt;br /&gt;
div#content h3,&lt;br /&gt;
div#content h4,&lt;br /&gt;
div#content h5,&lt;br /&gt;
div#content h6 {&lt;br /&gt;
	overflow: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-page-base {&lt;br /&gt;
  background: var(--header-color);&lt;br /&gt;
  padding-top: 80px;&lt;br /&gt;
  height: 1.25em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*              testing */&lt;br /&gt;
#mw-head-base {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sidebar */&lt;br /&gt;
&lt;br /&gt;
div#mw-panel div.portal,&lt;br /&gt;
#mw-panel.collapsible-nav div.portal {&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    background: rgba(0,0,0,0.4);&lt;br /&gt;
	margin: 5px;&lt;br /&gt;
	padding-top: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-panel div.portal div.body ul li a,&lt;br /&gt;
div#mw-panel div.portal div.body ul li a:link,&lt;br /&gt;
div#mw-panel div.portal div.body ul li a:visited {&lt;br /&gt;
    color: var(--sidebar-link) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-panel div.portal h3,&lt;br /&gt;
div#mw-navigation div#mw-panel div.portal h3,&lt;br /&gt;
#mw-panel.collapsible-nav div.portal h3 a,&lt;br /&gt;
#mw-panel.collapsible-nav .portal.collapsed h3 a,&lt;br /&gt;
#mw-panel.collapsible-nav .portal.collapsed h3 {&lt;br /&gt;
    color: var(--sidebar-header);&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    text-transform: uppercase;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-panel {&lt;br /&gt;
    margin-top: -75px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Logo */&lt;br /&gt;
#p-logo a {&lt;br /&gt;
/*	background-size:contain;&lt;br /&gt;
    width: 500px;&lt;br /&gt;
    height: 80px; &lt;br /&gt;
*/&lt;br /&gt;
    margin-top: 70px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*                        Comment out temporarily&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs,&lt;br /&gt;
div.vectorTabs span,&lt;br /&gt;
div.vectorTabs ul,&lt;br /&gt;
div.vectorTabs ul li,&lt;br /&gt;
div.vectorTabs ul li.selected,&lt;br /&gt;
div#mw-head div.vectorMenu h3,&lt;br /&gt;
div.vectorMenu h3 span {&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    border: none;&lt;br /&gt;
	text-transform: uppercase;&lt;br /&gt;
	font-weight:bold;&lt;br /&gt;
	color:#fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs li a, div.vectorTabs li a span, div.vectorMenu li a { color:#fff; }&lt;br /&gt;
div.vectorMenu div.menu {&lt;br /&gt;
	border-color: #343434; &lt;br /&gt;
	background-color: #303030;&lt;br /&gt;
	top: 2.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs li.selected a, div.vectorTabs li.selected a:visited {&lt;br /&gt;
	background-color: var(--content-background); &lt;br /&gt;
}&lt;br /&gt;
/*  end       */&lt;br /&gt;
&lt;br /&gt;
div#content { &lt;br /&gt;
	margin-top: -0.4em; /* testing, before   0.1em; */&lt;br /&gt;
	border: none;&lt;br /&gt;
	background: rgba(0,0,0,0.80);&lt;br /&gt;
	color: #f0fff0;&lt;br /&gt;
	box-shadow: 0 0.1em 0.75em #D5D4D4;&lt;br /&gt;
}&lt;br /&gt;
/*          test...........&lt;br /&gt;
div#mw-head {&lt;br /&gt;
	margin-top: 20px; &lt;br /&gt;
}&lt;br /&gt;
* */&lt;br /&gt;
&lt;br /&gt;
#left-navigation, #right-navigation { &lt;br /&gt;
	margin-top: 3.6em; &lt;br /&gt;
}&lt;br /&gt;
div.vectorTabs span a {&lt;br /&gt;
	padding-top: 0.25em; &lt;br /&gt;
}&lt;br /&gt;
/*                      testing   &lt;br /&gt;
div.vectorMenu, div.vectorTabs ul li.mw-watchlink {&lt;br /&gt;
	margin-top: -0.8em; &lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
#p-search {&lt;br /&gt;
	margin-top: -0.1em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-search div#simpleSearch {&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    width: 12em;&lt;br /&gt;
}&lt;br /&gt;
div.vectorMenu h3 span::after {&lt;br /&gt;
	filter: invert(100%); &lt;br /&gt;
}&lt;br /&gt;
/*        */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Imported from Witcher 3 / Gamepedia Help Wiki */&lt;br /&gt;
&lt;br /&gt;
/* Tabs and menus */&lt;br /&gt;
#left-navigation {&lt;br /&gt;
    margin-left: 11em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#right-navigation {&lt;br /&gt;
    margin-right: 1em; /* was 5.5em */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs,&lt;br /&gt;
div.vectorTabs span,&lt;br /&gt;
div.vectorTabs li.selected,&lt;br /&gt;
div.vectorTabs ul,&lt;br /&gt;
div.vectorTabs ul li,&lt;br /&gt;
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&lt;br /&gt;
div.vectorTabs ul li {&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs li span {&lt;br /&gt;
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    background-image: linear-gradient(to bottom, #AB0000 0%, #15191D 100%); &lt;br /&gt;
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    border: 1px solid #4A040A;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 2px 10px;&lt;br /&gt;
    margin-top: 0.5em;&lt;br /&gt;
    height: 19px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs li a {&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    margin-top: -2px  /* testing, before:  -16px; */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head a,&lt;br /&gt;
div#mw-head div.vectorTabs a,&lt;br /&gt;
div#mw-head div.vectorMenu a,&lt;br /&gt;
.vectorTabs li a span,&lt;br /&gt;
div.vectorMenu h3 span {&lt;br /&gt;
    color: #c0c0c0 !important;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head li.new a,&lt;br /&gt;
div#mw-head li.new a:visited {&lt;br /&gt;
    color: #fc0000 !important;&lt;br /&gt;
    text-shadow: 1px 1px #000000;&lt;br /&gt;
    margin-top: -2px; /* testing */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorTabs ul li:first-child {&lt;br /&gt;
    border-image: none;&lt;br /&gt;
    border-left: medium none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head li.selected a,&lt;br /&gt;
div#mw-head li.selected a span,&lt;br /&gt;
div#mw-head div.vectorTabs li.selected a,&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
div.vectorMenu h3 span {&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding-top: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorMenu h3 span::after {&lt;br /&gt;
    top: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorMenu h3:hover span,&lt;br /&gt;
div.vectorMenu h3:focus span {&lt;br /&gt;
    color: #ffffff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head div.vectorMenu h4,&lt;br /&gt;
div#p-variants.vectorMenu #mw-vector-current-variant {&lt;br /&gt;
    color: #FFFFFF;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding-top: 0.2em;&lt;br /&gt;
    text-shadow: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs #ca-unwatch.icon a,&lt;br /&gt;
.vectorTabs #ca-watch.icon a {&lt;br /&gt;
    padding: 16px 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head div.vectorMenu h3 {&lt;br /&gt;
    background: #AB0000; &lt;br /&gt;
    background-image:-moz-linear-gradient(center top, #AB0000 0%, #4A040A 100%); &lt;br /&gt;
    background-image:-webkit-gradient(linear, center top, left bottom, color-stop(0%,#AB0000), color-stop(100%,#4A040A)); &lt;br /&gt;
    background-image:-webkit-linear-gradient(top, #AB0000 0%, #4A040A 100%); &lt;br /&gt;
    background-image:-o-linear-gradient(top, #AB0000 0%, #4A040A 100%); &lt;br /&gt;
    background-image:-ms-linear-gradient(top, #AB0000 0%, #4A040A 100%); &lt;br /&gt;
    background-image: linear-gradient(to bottom, #AB0000 0%, #4A040A 100%); &lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #4A040A;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 2px 10px;&lt;br /&gt;
    margin-top: 0.5em;&lt;br /&gt;
    margin-bottom: 0.5em;&lt;br /&gt;
    height: 19px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.vectorMenu div.menu {&lt;br /&gt;
    border: none;&lt;br /&gt;
    left: auto;&lt;br /&gt;
    margin-left: 5px;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 40px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head div.vectorMenu ul {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    border-right: 5px none;&lt;br /&gt;
    box-shadow: 0 0.1em 0.75em #d5d4d4;&lt;br /&gt;
}&lt;br /&gt;
/*           what does this do?   */&lt;br /&gt;
div#mw-head div.vectorMenu li a {&lt;br /&gt;
    color: #7AB1CC;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-head div.vectorMenu li a:hover {&lt;br /&gt;
    color: #c0c0c0;&lt;br /&gt;
}&lt;br /&gt;
/* End imported from Witcher 3 */&lt;br /&gt;
&lt;br /&gt;
/* Watchlist icon */&lt;br /&gt;
.vectorTabs #ca-watch.icon a {&lt;br /&gt;
	background-image: url(data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIxNiIgaGVpZ2h0PSIxNiI+IDxwYXRoIGZpbGw9IiNmZmYiIHN0cm9rZT0iI2YzN2YyMCIgc3Ryb2tlLXdpZHRoPSIuOTk5OTIiIGQ9Ik04LjEwMyAxLjE0NmwyLjE3NSA0LjQwOCA0Ljg2NC43MDctMy41MiAzLjQzMS44MzEgNC44NDUtNC4zNTEtMi4yODctNC4zNTEgMi4yODcuODMxLTQuODQ1LTMuNTItMy40MzEgNC44NjQtLjcwN3oiLz4gPC9zdmc+);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs #ca-watch.icon a:hover,&lt;br /&gt;
.vectorTabs #ca-watch.icon a:focus {&lt;br /&gt;
	background-image: url(data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHhtbG5zOnhsaW5rPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rIiB3aWR0aD0iMTYiIGhlaWdodD0iMTYiPiA8ZGVmcz4gPGxpbmVhckdyYWRpZW50IGlkPSJhIj4gPHN0b3Agb2Zmc2V0PSIwIiBzdG9wLWNvbG9yPSIjYzJlZGZmIi8+IDxzdG9wIG9mZnNldD0iLjUiIHN0b3AtY29sb3I9IiM2OGJkZmYiLz4gPHN0b3Agb2Zmc2V0PSIxIiBzdG9wLWNvbG9yPSIjZmZmIi8+IDwvbGluZWFyR3JhZGllbnQ+IDxsaW5lYXJHcmFkaWVudCBpZD0iYiIgeDE9IjEzLjQ3IiB4Mj0iNC41OTYiIHkxPSIxNC4zNjMiIHkyPSIzLjM5NyIgeGxpbms6aHJlZj0iI2EiIGdyYWRpZW50VW5pdHM9InVzZXJTcGFjZU9uVXNlIi8+IDwvZGVmcz4gPHBhdGggZmlsbD0iI2YzN2YyMCIgc3Ryb2tlPSIjZjM3ZjIwIiBzdHJva2Utd2lkdGg9Ii45OTk5MiIgZD0iTTguMTAzIDEuMTQ2bDIuMTc1IDQuNDA4IDQuODY0LjcwNy0zLjUyIDMuNDMxLjgzMSA0Ljg0NS00LjM1MS0yLjI4Ny00LjM1MSAyLjI4Ny44MzEtNC44NDUtMy41Mi0zLjQzMSA0Ljg2NC0uNzA3eiIvPiA8L3N2Zz4=);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs #ca-unwatch.icon a {&lt;br /&gt;
	background-image: url(data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHhtbG5zOnhsaW5rPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5L3hsaW5rIiB3aWR0aD0iMTYiIGhlaWdodD0iMTYiPiA8ZGVmcz4gPGxpbmVhckdyYWRpZW50IGlkPSJhIj4gPHN0b3Agb2Zmc2V0PSIwIiBzdG9wLWNvbG9yPSIjYzJlZGZmIi8+IDxzdG9wIG9mZnNldD0iLjUiIHN0b3AtY29sb3I9IiM2OGJkZmYiLz4gPHN0b3Agb2Zmc2V0PSIxIiBzdG9wLWNvbG9yPSIjZmZmIi8+IDwvbGluZWFyR3JhZGllbnQ+IDxsaW5lYXJHcmFkaWVudCBpZD0iYiIgeDE9IjEzLjQ3IiB4Mj0iNC41OTYiIHkxPSIxNC4zNjMiIHkyPSIzLjM5NyIgeGxpbms6aHJlZj0iI2EiIGdyYWRpZW50VW5pdHM9InVzZXJTcGFjZU9uVXNlIi8+IDwvZGVmcz4gPHBhdGggZmlsbD0iI2YzN2YyMCIgc3Ryb2tlPSIjZjM3ZjIwIiBzdHJva2Utd2lkdGg9Ii45OTk5MiIgZD0iTTguMTAzIDEuMTQ2bDIuMTc1IDQuNDA4IDQuODY0LjcwNy0zLjUyIDMuNDMxLjgzMSA0Ljg0NS00LjM1MS0yLjI4Ny00LjM1MSAyLjI4Ny44MzEtNC44NDUtMy41Mi0zLjQzMSA0Ljg2NC0uNzA3eiIvPiA8L3N2Zz4=);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs #ca-unwatch.icon a:hover,&lt;br /&gt;
.vectorTabs #ca-unwatch.icon a:focus {&lt;br /&gt;
	background-image: url(data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSIxNiIgaGVpZ2h0PSIxNiI+IDxwYXRoIGZpbGw9IiNmZmYiIHN0cm9rZT0iI2YzN2YyMCIgc3Ryb2tlLXdpZHRoPSIuOTk5OTIiIGQ9Ik04LjEwMyAxLjE0NmwyLjE3NSA0LjQwOCA0Ljg2NC43MDctMy41MiAzLjQzMS44MzEgNC44NDUtNC4zNTEtMi4yODctNC4zNTEgMi4yODcuODMxLTQuODQ1LTMuNTItMy40MzEgNC44NjQtLjcwN3oiLz4gPC9zdmc+);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.vectorTabs #ca-unwatch.icon a,&lt;br /&gt;
.vectorTabs #ca-watch.icon a {&lt;br /&gt;
	background-size: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.catlinks {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
/*    background-image: -moz-linear-gradient(center top , #15191D 60%, #000000 100%) repeat scroll 0 0;&lt;br /&gt;
    background-image: -webkit-gradient(linear, center top, left bottom, color-stop(60%,#6ba70d), color-stop(100%,#000000));&lt;br /&gt;
    background-image: -webkit-linear-gradient(top, #15191D 60%, #000000 100%);&lt;br /&gt;
    background-image: -o-linear-gradient(top, #15191D 60%, #000000 100%);&lt;br /&gt;
    background-image: -ms-linear-gradient(top, #15191D 60%, #000000 100%);&lt;br /&gt;
    background-image: linear-gradient(to bottom, #15191D 60%, #000000 100%);*/&lt;br /&gt;
    border: 1px solid #404040;&lt;br /&gt;
    margin-bottom: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Footer */&lt;br /&gt;
div#footer ul li {&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Smokie Gradient */&lt;br /&gt;
/*&lt;br /&gt;
.smokie {&lt;br /&gt;
    background:#f4a638;&lt;br /&gt;
    background:-moz-linear-gradient(top,  #ff9600, #dfdd38 50%, #c0d43b 100%);&lt;br /&gt;
    background:-webkit-gradient(linear, left top, left bottom, color-stop (0% #ff9600), color-stop(50%,#dfdd38), color-stop(100%,#c0d43b ));&lt;br /&gt;
    background:-webkit-linear-gradient(top, #ff9600 0%, #dfdd38 50%, #c0d43b 100%);&lt;br /&gt;
    background:-o-linear-gradient(top, #ff9600 0%, #dfdd38 50%, #c0d43b  100%);&lt;br /&gt;
    background:-ms-linear-gradient(top, #ff9600 0%, #dfdd38 50%, #c0d43b  100%);&lt;br /&gt;
    background:linear-gradient(to bottom, #ff9600 0%, #dfdd38 50%, #c0d43b  100%);&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
/* Style for horizontal lists (separator following item).&lt;br /&gt;
   IE8-specific classes are assigned in [[MediaWiki:Common.js/IEFixes.js]].&lt;br /&gt;
   @source mediawiki.org/wiki/Snippets/Horizontal_lists&lt;br /&gt;
   @revision 6 (2014-05-09)&lt;br /&gt;
   @author [[User:Edokter]]&lt;br /&gt;
 */&lt;br /&gt;
.hlist dl,&lt;br /&gt;
.hlist ol,&lt;br /&gt;
.hlist ul {&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
/* Display list items inline */&lt;br /&gt;
.hlist dd,&lt;br /&gt;
.hlist dt,&lt;br /&gt;
.hlist li {&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    display: inline;&lt;br /&gt;
}&lt;br /&gt;
/* Display nested lists inline */&lt;br /&gt;
.hlist.inline,&lt;br /&gt;
.hlist.inline dl,&lt;br /&gt;
.hlist.inline ol,&lt;br /&gt;
.hlist.inline ul,&lt;br /&gt;
.hlist dl dl, .hlist dl ol, .hlist dl ul,&lt;br /&gt;
.hlist ol dl, .hlist ol ol, .hlist ol ul,&lt;br /&gt;
.hlist ul dl, .hlist ul ol, .hlist ul ul {&lt;br /&gt;
    display: inline;&lt;br /&gt;
}&lt;br /&gt;
/* Generate interpuncts */&lt;br /&gt;
.hlist dt:after {&lt;br /&gt;
    content: &amp;quot;: &amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd:after,&lt;br /&gt;
.hlist li:after {&lt;br /&gt;
    content: &amp;quot; · &amp;quot;;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd:last-child:after,&lt;br /&gt;
.hlist dt:last-child:after,&lt;br /&gt;
.hlist li:last-child:after {&lt;br /&gt;
    content: none;&lt;br /&gt;
}&lt;br /&gt;
/* For IE8 */&lt;br /&gt;
.hlist dd.hlist-last-child:after,&lt;br /&gt;
.hlist dt.hlist-last-child:after,&lt;br /&gt;
.hlist li.hlist-last-child:after {&lt;br /&gt;
    content: none;&lt;br /&gt;
}&lt;br /&gt;
/* Add parentheses around nested lists */&lt;br /&gt;
.hlist dd dd:first-child:before, .hlist dd dt:first-child:before, .hlist dd li:first-child:before,&lt;br /&gt;
.hlist dt dd:first-child:before, .hlist dt dt:first-child:before, .hlist dt li:first-child:before,&lt;br /&gt;
.hlist li dd:first-child:before, .hlist li dt:first-child:before, .hlist li li:first-child:before {&lt;br /&gt;
    content: &amp;quot; (&amp;quot;;&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd dd:last-child:after, .hlist dd dt:last-child:after, .hlist dd li:last-child:after,&lt;br /&gt;
.hlist dt dd:last-child:after, .hlist dt dt:last-child:after, .hlist dt li:last-child:after,&lt;br /&gt;
.hlist li dd:last-child:after, .hlist li dt:last-child:after, .hlist li li:last-child:after {&lt;br /&gt;
    content: &amp;quot;) &amp;quot;;&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
/* For IE8 */&lt;br /&gt;
.hlist dd dd.hlist-last-child:after, .hlist dd dt.hlist-last-child:after, .hlist dd li.hlist-last-child:after,&lt;br /&gt;
.hlist dt dd.hlist-last-child:after, .hlist dt dt.hlist-last-child:after, .hlist dt li.hlist-last-child:after,&lt;br /&gt;
.hlist li dd.hlist-last-child:after, .hlist li dt.hlist-last-child:after, .hlist li li.hlist-last-child:after {&lt;br /&gt;
    content: &amp;quot;) &amp;quot;;&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
/* Put ordinals in front of ordered list items */&lt;br /&gt;
.hlist ol {&lt;br /&gt;
    counter-reset: listitem;&lt;br /&gt;
}&lt;br /&gt;
.hlist ol &amp;gt; li {&lt;br /&gt;
    counter-increment: listitem;&lt;br /&gt;
}&lt;br /&gt;
.hlist ol &amp;gt; li:before {&lt;br /&gt;
    content: &amp;quot; &amp;quot; counter(listitem) &amp;quot; &amp;quot;;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.hlist dd ol &amp;gt; li:first-child:before,&lt;br /&gt;
.hlist dt ol &amp;gt; li:first-child:before,&lt;br /&gt;
.hlist li ol &amp;gt; li:first-child:before {&lt;br /&gt;
    content: &amp;quot; (&amp;quot; counter(listitem) &amp;quot; &amp;quot;;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* This governs the sections on the Community portal */&lt;br /&gt;
.cpbox {&lt;br /&gt;
    display: flex;&lt;br /&gt;
    flex-direction: row-reverse;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cpbox #admins {&lt;br /&gt;
    box-sizing: border-box;&lt;br /&gt;
    width: calc(33% - 10px);&lt;br /&gt;
    margin: 5px;&lt;br /&gt;
    flex-grow: 1;&lt;br /&gt;
    min-width: 300px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cpbox #help {&lt;br /&gt;
    box-sizing: border-box;&lt;br /&gt;
    width: calc(67% - 10px);&lt;br /&gt;
    margin: 5px;&lt;br /&gt;
    flex-grow: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Classes permitting setting of alignment on desktop only or differently on desktop and mobile */&lt;br /&gt;
/* (See .mobileleft, .mobilecenter, .mobileright in MediaWiki:Mobile.css for the mobile equivalents */&lt;br /&gt;
.desktopleft {&lt;br /&gt;
    text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.desktopcenter {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.desktopright {&lt;br /&gt;
    text-align: right;&lt;br /&gt;
}&lt;br /&gt;
.mwe-popups.flipped-y, .mwe-popups.flipped-x-y { margin-top: -30px; }&lt;br /&gt;
&lt;br /&gt;
/* Front page styles */&lt;br /&gt;
.fpmain {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbanner {&lt;br /&gt;
    background: rgba(0, 0, 0, 0.25);&lt;br /&gt;
    border: 1px solid #82A8AF;&lt;br /&gt;
    box-shadow: 0 2px 5px #687478;&lt;br /&gt;
    color: #9CCAD2;&lt;br /&gt;
    margin: 0 5px 5px 5px;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
    min-height: 80px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbannertable {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
    border: none;&lt;br /&gt;
    display: table;&lt;br /&gt;
    width: 100%; &lt;br /&gt;
    min-height: 75px;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbannercell {&lt;br /&gt;
    display: table-cell; &lt;br /&gt;
    text-align: center; &lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbannerblock {&lt;br /&gt;
    border: none;&lt;br /&gt;
    color: #FFFFFF;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    text-shadow: 0 0 8px rgba(255, 255, 255, 0.75);&lt;br /&gt;
    font-size: 132%;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    margin: 0 0 10px 0;&lt;br /&gt;
    padding: 0 0 5px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpmidsections {&lt;br /&gt;
    float: left;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbox {&lt;br /&gt;
    background: rgba(170, 170, 170, 0.05);&lt;br /&gt;
    border: 1px solid #F37F20;&lt;br /&gt;
    box-shadow: 0 0 2px #F37F20;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
    margin: 5px 5px 5px 5px;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
    overflow: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbox .body { padding: 0 10px 10px; }&lt;br /&gt;
&lt;br /&gt;
.fpbox .mainheading {&lt;br /&gt;
    border: none;&lt;br /&gt;
    border-bottom: 1px solid #F37F20;&lt;br /&gt;
    color: var(--main-heading-color);&lt;br /&gt;
    font-size: 150%;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    margin: 0 0 10px 0;&lt;br /&gt;
    padding: 0 0 5px 0;&lt;br /&gt;
    overflow: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbox .heading {&lt;br /&gt;
    background: var(--heading-background);&lt;br /&gt;
    border: none;&lt;br /&gt;
    color: var(--heading-color);&lt;br /&gt;
    font-size: 132%;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    margin: 0 0 10px 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
    overflow: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbox .heading::after {&lt;br /&gt;
	content:'';&lt;br /&gt;
	display:block;&lt;br /&gt;
	margin:0 auto;&lt;br /&gt;
	width: 95%;&lt;br /&gt;
	padding-top:5px;&lt;br /&gt;
	border-bottom: 1px solid var(--heading-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpmain .columns .leftcol {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpmain .columns .rightcol {&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpsection1, .fpsection2, .fpsection3, .fpsection4 {&lt;br /&gt;
    float: left;&lt;br /&gt;
    clear: both; &lt;br /&gt;
    width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.fp2columnonly, div.fp3columnonly {&lt;br /&gt;
    display: none; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 790px) {&lt;br /&gt;
  .fpsection1 {&lt;br /&gt;
    float: left;&lt;br /&gt;
    clear: none;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .fpmidsections {&lt;br /&gt;
    clear: none;&lt;br /&gt;
    float: right;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .fpsection4 {&lt;br /&gt;
    float: left;&lt;br /&gt;
    clear: none;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  div.fp2columnonly {&lt;br /&gt;
    display: block; &lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 990px) {&lt;br /&gt;
  .fpmain .columns .leftcol {&lt;br /&gt;
    float: left;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .fpmain .columns .rightcol {&lt;br /&gt;
    float: right;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media (min-width: 1390px) {&lt;br /&gt;
  .fpmidsections {&lt;br /&gt;
    clear: none;&lt;br /&gt;
    float: right;&lt;br /&gt;
    width: 66.667%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .fpsection1 {&lt;br /&gt;
    clear: none;&lt;br /&gt;
    width: 33.333%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .fpsection2 {&lt;br /&gt;
    clear: none;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  .fpsection3 {&lt;br /&gt;
    clear: none;&lt;br /&gt;
    width: 50%;&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
  .fpsection4 {&lt;br /&gt;
    clear: left;&lt;br /&gt;
    width: 33.333%;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  div.fp2columnonly {&lt;br /&gt;
    display: none; &lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  div.fp3columnonly {&lt;br /&gt;
    display: block; &lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpbox.plain {&lt;br /&gt;
    border: none;&lt;br /&gt;
    box-shadow: none;&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpimagelist ul {&lt;br /&gt;
    list-style-type: none;&lt;br /&gt;
    list-style-image: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpvideos {&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.fpvideo {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    margin: 0 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.columns {&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  margin: 10px 0 0 0;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.columns .leftcol {&lt;br /&gt;
  float: left;&lt;br /&gt;
  width: 50%;&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.columns .centercol {&lt;br /&gt;
  float: left;&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.columns .rightcol {&lt;br /&gt;
  float: right;&lt;br /&gt;
  width: 50%;&lt;br /&gt;
  margin: 0;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* E0E0E0 is the actual colour, in the bottom line */&lt;br /&gt;
ul {&lt;br /&gt;
    list-style-type: disc;&lt;br /&gt;
    list-style-image: url(data:image/svg+xml,%3C%3Fxml%20version%3D%221.0%22%20encoding%3D%22UTF-8%22%3F%3E%0A%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20version%3D%221.1%22%20width%3D%225%22%20height%3D%2213%22%3E%0A%3Ccircle%20cx%3D%222.5%22%20cy%3D%229.5%22%20r%3D%222.5%22%20fill%3D%22%23E0E0E0%22%2F%3E%0A%3C%2Fsvg%3E%0A);&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
pre,&lt;br /&gt;
.mw-code,&lt;br /&gt;
code {&lt;br /&gt;
  border: 1px dashed #616C7A;&lt;br /&gt;
  border-radius: 4px;&lt;br /&gt;
  background: rgba(171,171,171,0.1);&lt;br /&gt;
  color: var(--text-color);&lt;br /&gt;
  white-space: pre-wrap;&lt;br /&gt;
  word-wrap: break-word;&lt;br /&gt;
  overflow: auto;&lt;br /&gt;
}&lt;br /&gt;
pre code {&lt;br /&gt;
	border: 0;&lt;br /&gt;
}&lt;br /&gt;
pre + pre,&lt;br /&gt;
div.mw-code + div.mw-code {&lt;br /&gt;
	margin-top: -1px;&lt;br /&gt;
}&lt;br /&gt;
.mw-highlight { background: none; }&lt;br /&gt;
&lt;br /&gt;
.toc,&lt;br /&gt;
#toc,&lt;br /&gt;
div.toc,&lt;br /&gt;
div#toc,&lt;br /&gt;
div.mw-warning,&lt;br /&gt;
.toccolours {&lt;br /&gt;
  border-color: var(--border-color);&lt;br /&gt;
  background: var(--background-color);&lt;br /&gt;
  color: var(--text-color);&lt;br /&gt;
  margin: 0 0 10px 0;&lt;br /&gt;
  padding: 3px 6px;&lt;br /&gt;
}&lt;br /&gt;
.tocnumber {&lt;br /&gt;
	color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
ul#filetoc {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
    border: 1px solid #616C7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Anchors */&lt;br /&gt;
a, &lt;br /&gt;
a:link,&lt;br /&gt;
a:active,&lt;br /&gt;
a:visited,&lt;br /&gt;
div#content a.extiw,&lt;br /&gt;
div#content a.extiw:visited,&lt;br /&gt;
div#content a.external, &lt;br /&gt;
div#content a.external:visited,&lt;br /&gt;
.external a,&lt;br /&gt;
.external a:link,&lt;br /&gt;
.external a:active,&lt;br /&gt;
.external a:visited,&lt;br /&gt;
#mw-indicator-mw-helplink a {&lt;br /&gt;
    color: #E6D404 !important;  /*yellow-ish link colour */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a:hover {&lt;br /&gt;
	text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#global-wrapper #preftoc li.selected a {&lt;br /&gt;
	color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* thumbnails and galleries and image file history */&lt;br /&gt;
div.thumb {&lt;br /&gt;
    border: 1px solid #394147;&lt;br /&gt;
    margin: 2px;&lt;br /&gt;
    margin-left: 6px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumb.tleft {&lt;br /&gt;
    margin: 2px 10px 2px 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
img.thumbborder {&lt;br /&gt;
    border: 1px solid #394147;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.thumbinner {&lt;br /&gt;
    background-color: #0A0B0C;&lt;br /&gt;
    border: medium none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
li.gallerybox div.thumb {&lt;br /&gt;
    background-color: #0A0B0C;&lt;br /&gt;
    background-image: -moz-linear-gradient(center top , #15181A 0%, #0A0B0C 100%);&lt;br /&gt;
    background-image: -webkit-gradient(linear, center top, left bottom, color-stop(0%,#15181A), color-stop(100%,#0A0B0C));&lt;br /&gt;
    background-image: -webkit-linear-gradient(top, #15181a 0%, #0A0B0C 100%);&lt;br /&gt;
    background-image: -o-linear-gradient(top, #15181a 0%, #0A0B0C 100%);&lt;br /&gt;
    background-image: -ms-linear-gradient(top, #15181a 0%, #0A0B0C 100%);&lt;br /&gt;
    background-image: linear-gradient(to bottom, #15181a 0%, #0A0B0C 100%);&lt;br /&gt;
    border: 1px solid #394147;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
html .thumbimage {&lt;br /&gt;
    background-color: rgba(0, 0, 0, 0);&lt;br /&gt;
    border: 1px solid #394147;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tright div.tleft {&lt;br /&gt;
    border: 1px solid #394147 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.tright {&lt;br /&gt;
    clear: right;&lt;br /&gt;
    float: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#file img,&lt;br /&gt;
.gallerybox .thumb img,&lt;br /&gt;
.filehistory a img {&lt;br /&gt;
    background: url(&amp;quot;https://rimworldwiki.com/images/c/c5/Dark_checker.png&amp;quot;) repeat scroll 0 0 rgba(0, 0, 0, 0);&lt;br /&gt;
    -webkit-filter: drop-shadow(0px 0px 10px #666666);&lt;br /&gt;
    filter: drop-shadow(0px 0px 3.5px #666666) drop-shadow(1px 1px 1px #666666);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
img.highlight,&lt;br /&gt;
.highlight img,&lt;br /&gt;
.highlight a img {&lt;br /&gt;
    background: rgba(0,0,0,0);&lt;br /&gt;
    -webkit-filter: drop-shadow(0px 0px 10px #666666);&lt;br /&gt;
    filter: drop-shadow(0px 0px 3.5px #666666) drop-shadow(1px 1px 1px #666666);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.ambox,&lt;br /&gt;
table.ambox {&lt;br /&gt;
    background-color: #282828;&lt;br /&gt;
    border-bottom-color: #383838;&lt;br /&gt;
    border-right-color: #383838;&lt;br /&gt;
    border-top-color: #383838;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    font-size: 95%;&lt;br /&gt;
    margin: 0 auto 2px auto;&lt;br /&gt;
    width: 80%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-gray {&lt;br /&gt;
    border-left-color: #383838;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox.ambox-tiny {&lt;br /&gt;
    font-size: 90%;&lt;br /&gt;
    margin: 2px 0;&lt;br /&gt;
    width: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox + .ambox {&lt;br /&gt;
     margin-top: -2px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-text {&lt;br /&gt;
     padding: 0.25em 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-image {&lt;br /&gt;
     padding: 2px 0px 2px 0.5em;&lt;br /&gt;
     text-align: center;&lt;br /&gt;
     width: 60px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-tiny .ambox-image {&lt;br /&gt;
     padding: 2px 0.5em;&lt;br /&gt;
     text-align: left;&lt;br /&gt;
     width: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ambox colors */&lt;br /&gt;
.ambox-blue {&lt;br /&gt;
     border-left: 10px solid #1e90ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-red {&lt;br /&gt;
     border-left: 10px solid #b22222;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-orange {&lt;br /&gt;
     border-left: 10px solid #f28500;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-yellow {&lt;br /&gt;
     border-left: 10px solid #f4c430;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-purple {&lt;br /&gt;
     border-left: 10px solid #9932cc;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-gray {&lt;br /&gt;
     border-left: 10px solid #bba;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ambox-green {&lt;br /&gt;
     border-left: 10px solid #228b22;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ambox small text */&lt;br /&gt;
.amsmalltext {&lt;br /&gt;
     font-size: smaller;&lt;br /&gt;
     margin-left: 0.8em;&lt;br /&gt;
     margin-top: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Navboxes in general */&lt;br /&gt;
/* Lore navboxes */&lt;br /&gt;
&lt;br /&gt;
.navbox_title {&lt;br /&gt;
    background: #4A040A;&lt;br /&gt;
    color: #ffffff;&lt;br /&gt;
    font-size:90%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Newer Navbox template style */&lt;br /&gt;
table.navbox {&lt;br /&gt;
    border: 1px solid #676767;&lt;br /&gt;
    clear: both;&lt;br /&gt;
    font-size: 88%;&lt;br /&gt;
    margin: auto;&lt;br /&gt;
    padding: 1px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    width: 100%; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Border between adjacent navboxes */&lt;br /&gt;
table.navbox + table.navbox {&lt;br /&gt;
    margin-top: -1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox-title,&lt;br /&gt;
.navbox-abovebelow,&lt;br /&gt;
table.navbox th {&lt;br /&gt;
    padding-left: 1em;&lt;br /&gt;
    padding-right: 1em;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox-group {&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding-left: 1em;&lt;br /&gt;
    padding-right: 1em;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Base background */&lt;br /&gt;
.navbox, .navbox-subgroup {&lt;br /&gt;
    background: #0f0f0f;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox-list {&lt;br /&gt;
    border-color: #0f0f0f;   /* Must match background color */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Level 1 color */&lt;br /&gt;
.navbox-title,&lt;br /&gt;
table.navbox th {&lt;br /&gt;
    background: var(--background-color);&lt;br /&gt;
    color: #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Level 2 styling */&lt;br /&gt;
.navbox-abovebelow,&lt;br /&gt;
.navbox-group,&lt;br /&gt;
.navbox-subgroup .navbox-title {&lt;br /&gt;
    background: #1c1b1b;&lt;br /&gt;
    color: #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Level 3 styling */&lt;br /&gt;
.navbox-subgroup .navbox-group,&lt;br /&gt;
.navbox-subgroup .navbox-abovebelow {&lt;br /&gt;
    background: #242222;&lt;br /&gt;
    color: #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Even row striping */&lt;br /&gt;
.navbox-even {&lt;br /&gt;
    background: #1C1E20;&lt;br /&gt;
    color: #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Odd row striping */&lt;br /&gt;
.navbox-odd {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
.collapseButton {&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
    width: auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox .collapseButton {&lt;br /&gt;
    width: 6em;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
.navbar {&lt;br /&gt;
    font-size: 88%;&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbox .navbar {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    float: left;&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
table.collapsed tr.collapsible {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
/* End of new Navbox styling */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.template-documentation {&lt;br /&gt;
	border: none;&lt;br /&gt;
	background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
/* !important to override inline coding */&lt;br /&gt;
#documentation-meta-data {&lt;br /&gt;
	background-color: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*                          THIS STUFF CAN BE CHANGED OR REMOVED */&lt;br /&gt;
/* Infobox template style */&lt;br /&gt;
.infobox {&lt;br /&gt;
    background-color: rgba(0, 0, 0, 0);&lt;br /&gt;
    border: 1px solid #505050;&lt;br /&gt;
    float: right;&lt;br /&gt;
    font-size: 89%; &lt;br /&gt;
    margin-bottom: 0.5em;&lt;br /&gt;
    padding: 0.2em;&lt;br /&gt;
    width: 300px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox td.infoboxlabel {&lt;br /&gt;
    border: 2px solid inherit; &lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding: 0.5px 7px;&lt;br /&gt;
    text-align: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxname {&lt;br /&gt;
    background-color: #f58120;&lt;br /&gt;
    color: #000;&lt;br /&gt;
    font-size: 110%;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxdescription {&lt;br /&gt;
    background-color: #f58120;&lt;br /&gt;
    color: #000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox img {&lt;br /&gt;
	max-width: 250px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* old infoboxes above */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Imported infobox code from Witcher 3, remove unneeded stuff later */&lt;br /&gt;
/* INFOBOXES: game or book depended color style */&lt;br /&gt;
/*.infoboxtable {&lt;br /&gt;
    background: #000000; &lt;br /&gt;
    background-image: -moz-linear-gradient(center top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: -webkit-gradient(linear, center top, left bottom, color-stop(60%,#1A1D20), color-stop(100%,#0A0B0C)); &lt;br /&gt;
    background-image: -webkit-linear-gradient(top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: -o-linear-gradient(top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: -ms-linear-gradient(top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: linear-gradient(to bottom, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    border: 1px solid #404040; &lt;br /&gt;
    color: #ffffff;&lt;br /&gt;
    float: right;&lt;br /&gt;
    font-size: 89%; &lt;br /&gt;
    margin-bottom: 0.5em; &lt;br /&gt;
    margin-left: 1em; &lt;br /&gt;
    padding: 0.2em; &lt;br /&gt;
    width: 300px;&lt;br /&gt;
}*/&lt;br /&gt;
&lt;br /&gt;
/* TESTING (original above) */&lt;br /&gt;
.infoboxtable {&lt;br /&gt;
    background: #15191D; &lt;br /&gt;
    background-image: -moz-linear-gradient(center top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: -webkit-gradient(linear, center top, left bottom, color-stop(60%,#1A1D20), color-stop(100%,#0A0B0C)); &lt;br /&gt;
    background-image: -webkit-linear-gradient(top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: -o-linear-gradient(top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: -ms-linear-gradient(top, #1A1D20 60%, #0A0B0C 100%); &lt;br /&gt;
    background-image: linear-gradient(to bottom, #15191D 60%, #232323 100%); &lt;br /&gt;
    border: 1px solid #404040; &lt;br /&gt;
    color: #E6E6E6;&lt;br /&gt;
    float: right;&lt;br /&gt;
    font-size: 89%; &lt;br /&gt;
    margin-bottom: 0.5em; &lt;br /&gt;
    margin-left: 1em; &lt;br /&gt;
    padding: 0.2em; &lt;br /&gt;
    width: 300px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* yet more testing */&lt;br /&gt;
.infoboxtable .value {&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    border: 1px solid #616C7A;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
/*    color: #ffffff;&lt;br /&gt;
    padding: 0px 2px;&lt;br /&gt;
    font-weight: normal;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxtable th img {&lt;br /&gt;
    filter: drop-shadow(0px 0px 5px white);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxtable th.gradient,&lt;br /&gt;
.infoboxtable td.gradient,&lt;br /&gt;
table td.gradient {&lt;br /&gt;
    background-image: radial-gradient(closest-side,#ccc 10%,#15191D);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxtable td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxtable td &amp;gt; div {&lt;br /&gt;
    background-color: rgb(41, 43, 46); &lt;br /&gt;
    border-radius: 5px; &lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding: 0.5px 7px;&lt;br /&gt;
    text-align: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxname {&lt;br /&gt;
    font-size: 110%; &lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    padding: 0.5em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Infobox-Icons */&lt;br /&gt;
div.icons {&lt;br /&gt;
    display: table-cell;&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.icons img,&lt;br /&gt;
div.icons span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
} &lt;br /&gt;
&lt;br /&gt;
div.icons span {&lt;br /&gt;
    width: 280px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.icons img {&lt;br /&gt;
    margin-top: -0.5em;&lt;br /&gt;
    margin-bottom: -0.5em;&lt;br /&gt;
}&lt;br /&gt;
/* end Infobox-Icons */&lt;br /&gt;
&lt;br /&gt;
.infoboxdetails,&lt;br /&gt;
.infoboxdescription {&lt;br /&gt;
    padding: 0em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infoboxname,&lt;br /&gt;
.infoboxdetails,&lt;br /&gt;
.infoboxdescription {&lt;br /&gt;
    background: #15191D; &lt;br /&gt;
    background-image: -moz-linear-gradient(center top, #C0C0C0 0%, #505050 100%); &lt;br /&gt;
    background-image: -webkit-gradient(linear, center top, left bottom, color-stop(0%,#C0C0C0), color-stop(100%,#505050)); &lt;br /&gt;
    background-image: -webkit-linear-gradient(top, #C0C0C0 0%, #505050 100%); &lt;br /&gt;
    background-image: -o-linear-gradient(top, #C0C0C0 0%, #505050 100%); &lt;br /&gt;
    background-image: -ms-linear-gradient(top, #C0C0C0 0%, #505050 100%); &lt;br /&gt;
    background-image: linear-gradient(to bottom, #6A512E 0%, #15191D 100%); &lt;br /&gt;
    color: #E6E6E6; &lt;br /&gt;
    /* extra from org */&lt;br /&gt;
    text-align: center;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Collapsing sections in infoboxes */&lt;br /&gt;
.section-collapse {&lt;br /&gt;
    border-color: #ffffff;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 2px 2px 0 0;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    height: 7px;&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 5px;&lt;br /&gt;
    transform: rotate(-45deg);&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    width: 7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.section-collapsed {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapsed-icon {&lt;br /&gt;
   margin-top: -2px;&lt;br /&gt;
   transform: rotate(135deg);&lt;br /&gt;
}&lt;br /&gt;
/* End infobox import W3 */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
fieldset { &lt;br /&gt;
	border-color: var(--border-color);&lt;br /&gt;
}&lt;br /&gt;
#global-wrapper #preferences legend {&lt;br /&gt;
	color: #F37F20; &lt;br /&gt;
}&lt;br /&gt;
.client-js #preferences fieldset {&lt;br /&gt;
	background: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Copied from Witcher 3 wiki */&lt;br /&gt;
/* Preferences */&lt;br /&gt;
#preftoc {&lt;br /&gt;
    background-color: #1C1E20;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    margin: 0 0 4px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#preftoc,&lt;br /&gt;
#preftoc li,  &lt;br /&gt;
#preferences, &lt;br /&gt;
#preftoc li a {&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    color: #666666;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#preftoc li.selected a {&lt;br /&gt;
    background-color: #1C1E20;&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    border-color: #404040 #404040 #1c1e20;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 1px;&lt;br /&gt;
    color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#preferences {&lt;br /&gt;
    background-color: #1C1E20;&lt;br /&gt;
    border: 1px solid #404040;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#preferences fieldset {&lt;br /&gt;
    border-color: #404040;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#preferences legend {&lt;br /&gt;
    color: #e0e0e0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* page history */&lt;br /&gt;
.mw-changeslist-legend,&lt;br /&gt;
.mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend {&lt;br /&gt;
    border: 1px solid #404040;&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pagehistory li {&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    border: 1px solid #404040;&lt;br /&gt;
    padding: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#pagehistory li.selected {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
    background-image: none;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
    border: 1px dashed #616C7A;&lt;br /&gt;
    padding: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.diff,&lt;br /&gt;
td.diff-otitle,&lt;br /&gt;
.td.diff-ntitle {&lt;br /&gt;
    background: none repeat scroll 0 0 transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.diff-addedline {&lt;br /&gt;
	border-color: #0c5500;&lt;br /&gt;
}&lt;br /&gt;
.diff-addedline .diffchange {&lt;br /&gt;
	background: #0c5500;&lt;br /&gt;
}&lt;br /&gt;
.diff-deletedline {&lt;br /&gt;
	border-color: #bb000a;&lt;br /&gt;
}&lt;br /&gt;
.diff-deletedline .diffchange {&lt;br /&gt;
	background: #bb000a;&lt;br /&gt;
}&lt;br /&gt;
td.diff-context {&lt;br /&gt;
    background: none repeat scroll 0 0 transparent;&lt;br /&gt;
    color: #c0c0c0;&lt;br /&gt;
    border-color: #616C7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.usermessage &amp;gt; a {&lt;br /&gt;
    color: #008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div#mw-js-message {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    border: 1px solid #616C7A;&lt;br /&gt;
}&lt;br /&gt;
/* end from Witcher 3 wiki */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Copied from Witcher 3 */&lt;br /&gt;
/* messages and popups */&lt;br /&gt;
div.noarticletext {&lt;br /&gt;
    background: none repeat scroll 0 0 #1C1E20;&lt;br /&gt;
    border: 1px solid #434647;&lt;br /&gt;
    color: #D5D4D4;&lt;br /&gt;
    padding: 0.2em 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* colour fix for advanced search options box */&lt;br /&gt;
fieldset#mw-searchoptions {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
    border-color: var(--border-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-search-profile-tabs {&lt;br /&gt;
    background-color: var(--background-color);&lt;br /&gt;
    border: 1px solid #616C7A;&lt;br /&gt;
    margin-top: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-search-profile-tabs div.search-types ul li.current a {&lt;br /&gt;
    color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
div.mw-warning-with-logexcerpt {&lt;br /&gt;
    border: 2px solid #7AB1CC;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.not-patrolled {&lt;br /&gt;
    background-color: #454545;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* MsUpload color fixes */&lt;br /&gt;
#msupload-list .file .file-name:hover {&lt;br /&gt;
    background-color: rgba(0, 0, 0, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.msupload-check-span {&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Notifications */&lt;br /&gt;
.mw-echo-ui-notificationItemWidget:hover {&lt;br /&gt;
    background-color: #303030;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-echo-ui-notificationItemWidget-unread:hover {&lt;br /&gt;
	background-color: #404040;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-notification,&lt;br /&gt;
.mw-echo-ui-notificationsInboxWidget-toolbarWrapper {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.autocomment {&lt;br /&gt;
    color: #EFEFEF;&lt;br /&gt;
}&lt;br /&gt;
/* end from Witcher 3 */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* [[Template:Message]] */&lt;br /&gt;
table.gpmbox {&lt;br /&gt;
    background:var(--message-background);&lt;br /&gt;
    color:var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scalable img, img.scalable {&lt;br /&gt;
    max-width: 100%;&lt;br /&gt;
    height:auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* class for adding a contrasting glow to an image */&lt;br /&gt;
.glow {&lt;br /&gt;
    background: rgba(0,0,0,0);&lt;br /&gt;
    -webkit-filter: drop-shadow(0px 0px 10px #666);&lt;br /&gt;
    filter: drop-shadow(0px 0px 3.5px #666) drop-shadow(1px 1px 1px #666);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Added and removed character counts */&lt;br /&gt;
.mw-plusminus-neg {&lt;br /&gt;
    color: #da2d2d;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-plusminus-pos {&lt;br /&gt;
    color: #039603;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*                      Apparently for Extension:SyntaxHighlight */&lt;br /&gt;
/* GeSHi syntax highlighting */&lt;br /&gt;
.mw-highlight .kw1 {&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-highlight .nf {&lt;br /&gt;
    color: #02abab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Operators */&lt;br /&gt;
.mw-highlight .p,&lt;br /&gt;
.mw-highlight .o {color: var(--text-color); font-weight: bold;}&lt;br /&gt;
&lt;br /&gt;
/* Comments */&lt;br /&gt;
.mw-highlight .c {color: #8d9e6b; font-weight: bold;}&lt;br /&gt;
&lt;br /&gt;
/* HTML Tags */&lt;br /&gt;
.mw-highlight .nt {color: #89a228;}&lt;br /&gt;
&lt;br /&gt;
/* IDs */&lt;br /&gt;
.mw-highlight .nn {color: #9a9ac3;}&lt;br /&gt;
&lt;br /&gt;
/* Classes */&lt;br /&gt;
.mw-highlight .nc {color: #7676ff;}&lt;br /&gt;
&lt;br /&gt;
/* Pseudo-classes */&lt;br /&gt;
.mw-highlight .nd {color: #cf82ff;}&lt;br /&gt;
&lt;br /&gt;
/* Properties */&lt;br /&gt;
.mw-highlight .k, &lt;br /&gt;
.mw-highlight .kp {color: var(--text-color); font-weight: normal;}&lt;br /&gt;
&lt;br /&gt;
/* Keywords */&lt;br /&gt;
.mw-highlight .nb {color: #ff5858;}&lt;br /&gt;
&lt;br /&gt;
/* Text values, strings */&lt;br /&gt;
.mw-highlight .kc,&lt;br /&gt;
.mw-highlight .s1,&lt;br /&gt;
.mw-highlight .s2,&lt;br /&gt;
.mw-highlight .sx,&lt;br /&gt;
.mw-highlight .n {color: #03a503;}&lt;br /&gt;
&lt;br /&gt;
/* Numeric values */&lt;br /&gt;
.mw-highlight .mi,&lt;br /&gt;
.mw-highlight .mf {color: #02abab; font-weight: bold;}&lt;br /&gt;
&lt;br /&gt;
/* Units */&lt;br /&gt;
.mw-highlight .kt {color: #a57184;}&lt;br /&gt;
&lt;br /&gt;
/* #Color values */&lt;br /&gt;
.mw-highlight .mh {color: #7d9c0e;}&lt;br /&gt;
&lt;br /&gt;
/* !important */&lt;br /&gt;
.mw-highlight .cp {color: #F37F20;}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#searchlog th {&lt;br /&gt;
    background: var(--background-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#searchlog,&lt;br /&gt;
#searchlog th,&lt;br /&gt;
#searchlog td {&lt;br /&gt;
    border: 1px solid #808080;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Thumbnails */&lt;br /&gt;
html .thumbimage {&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* JSON */&lt;br /&gt;
.mw-json { color: #fff; }&lt;br /&gt;
.mw-json tr { background-color: rgba(105,105,105,0.2); }&lt;br /&gt;
.mw-json th { background-color: #000; }&lt;br /&gt;
.mw-json .value, .mw-json-single-value { background-color: #424242; }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Wikitable */&lt;br /&gt;
/* ======= Table Styles  ============== */&lt;br /&gt;
&lt;br /&gt;
table.wikitable,&lt;br /&gt;
table.cargoTable,&lt;br /&gt;
table.TablePager, &lt;br /&gt;
table.mw_metadata,&lt;br /&gt;
table.mw_metadata td,&lt;br /&gt;
table.mw-abuselog-details {&lt;br /&gt;
    border: 1px solid #616C7A;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
    border-spacing: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.dataTable thead .sorting_asc {}&lt;br /&gt;
table.dataTable thead .sorting_desc {}&lt;br /&gt;
&lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; th,&lt;br /&gt;
table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; th,&lt;br /&gt;
table.cargoTable &amp;gt; tr &amp;gt; th,&lt;br /&gt;
table.cargoTable &amp;gt; * tr &amp;gt; th,&lt;br /&gt;
table.TablePager th,&lt;br /&gt;
table.mw_metadata th,&lt;br /&gt;
table.mw-abuselog-details th { &lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; th, &lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; td, &lt;br /&gt;
table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; th, &lt;br /&gt;
table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; td,&lt;br /&gt;
table.cargoTable &amp;gt; tr &amp;gt; th, &lt;br /&gt;
table.cargoTable &amp;gt; tr &amp;gt; td, &lt;br /&gt;
table.cargoTable &amp;gt; * &amp;gt; tr &amp;gt; th, &lt;br /&gt;
table.cargoTable &amp;gt; * &amp;gt; tr &amp;gt; td,&lt;br /&gt;
table.TablePager td,&lt;br /&gt;
table.TablePager th,&lt;br /&gt;
table.mw_metadata td,&lt;br /&gt;
table.mw_metadata th,&lt;br /&gt;
table.mw-abuselog-details td,&lt;br /&gt;
table.mw-abuselog-details th { &lt;br /&gt;
    border: 1px solid #616C7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable:not(.jquery-tablesorter) tr:nth-child(even) td,&lt;br /&gt;
table.wikitable.jquery-tablesorter tbody tr:nth-child(odd) td,&lt;br /&gt;
table.cargoTable:not(.jquery-tablesorter) tr:nth-child(even) td,&lt;br /&gt;
table.cargoTable.jquery-tablesorter tbody tr:nth-child(odd) td {&lt;br /&gt;
    background-color: rgba(114,70,8,.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable tr:nth-child(even) {&lt;br /&gt;
    background: rgba(0,0,0,0.5);&lt;br /&gt;
}&lt;br /&gt;
table.wikitable tr:nth-child(odd) {&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.cargoTable tr:nth-child(even),&lt;br /&gt;
table.cargoTable.noMerge tr:nth-child(even) {&lt;br /&gt;
    background: rgba(0,0,0,0.5);&lt;br /&gt;
}&lt;br /&gt;
table.cargoTable tr:nth-child(odd),&lt;br /&gt;
table.cargoTable.noMerge tr:nth-child(odd){&lt;br /&gt;
    background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.TablePager tr:hover td {&lt;br /&gt;
    background-color: rgba(255,255,255,.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* --- Table sections --- */&lt;br /&gt;
&lt;br /&gt;
table.wikitable &amp;gt; tr &amp;gt; th.section,&lt;br /&gt;
table.wikitable &amp;gt; * &amp;gt; tr &amp;gt; th.section,&lt;br /&gt;
table.cargoTable &amp;gt; tr &amp;gt; th.section,&lt;br /&gt;
table.cargoTable &amp;gt; * &amp;gt; tr &amp;gt; th.section {&lt;br /&gt;
    background-color: rgba(42,26,3,0.6);&lt;br /&gt;
    color: #DCC086;&lt;br /&gt;
    font-style: italic;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    font-family: &amp;quot;EBGaramond12-Regular&amp;quot; !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable th.section a,&lt;br /&gt;
table.cargoTable th.section a {&lt;br /&gt;
    color: #c28042 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable th.section .sidenote,&lt;br /&gt;
table.cargoTable th.section .sidenote  {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    right: 1em;&lt;br /&gt;
    bottom: 0.5em;&lt;br /&gt;
    font-size: 11px;&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
    color:#BDA472;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.copyright-icon { filter:var(--filter); }&lt;br /&gt;
&lt;br /&gt;
/* Fix for making areas more readable in either Hydra or Hydradark */&lt;br /&gt;
.bg-highlight {&lt;br /&gt;
    background-color: rgba(80, 80, 80, 0.2);&lt;br /&gt;
    border: 1px solid #080808;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Gamepedia images tweak */&lt;br /&gt;
/*&lt;br /&gt;
.gamepedia-icon {&lt;br /&gt;
    background-image: var(--gp-icon);&lt;br /&gt;
    background-size: 100%;&lt;br /&gt;
    background-repeat: no-repeat;&lt;br /&gt;
    width: 500px;&lt;br /&gt;
    height: 111px;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
/* for &amp;quot;edit this page&amp;quot; tab and &amp;quot;discussion&amp;quot; tab etc */&lt;br /&gt;
.pagetab {&lt;br /&gt;
     border-style: solid solid none;&lt;br /&gt;
     border-width: thin;&lt;br /&gt;
     border-color: #808080;&lt;br /&gt;
     padding:0.25ex 1ex 0ex;&lt;br /&gt;
     font-size: 95%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Expand section arrow tweak */&lt;br /&gt;
.mw-ui-icon.mw-ui-icon-before::before,&lt;br /&gt;
.mw-ui-icon.mw-ui-icon-element::before {&lt;br /&gt;
    filter: var(--filter);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Flow - Structured Discussion extension */&lt;br /&gt;
.flow-post {&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.flow-topic-titlebar {&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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    background: var(--background-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.flow-component.flow-board-page.flow-full-height-side-rail .flow-board-header::before {&lt;br /&gt;
/*    box-shadow: -2px 0 0 0 rgba(0,0,0,0.1);  */&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* delay before this takes effect, so try to fix it */&lt;br /&gt;
.mw-ui-button.mw-ui-quiet:hover {&lt;br /&gt;
    background-color: #2D3034;&lt;br /&gt;
}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/* Visual editor */&lt;br /&gt;
.oo-ui-decoratedOptionWidget .oo-ui-iconElement-icon,&lt;br /&gt;
.oo-ui-decoratedOptionWidget .oo-ui-indicatorElement-indicator,&lt;br /&gt;
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    filter: var(--filter);&lt;br /&gt;
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&lt;br /&gt;
.oo-ui-popupToolGroup-handle .oo-ui-iconElement-icon,&lt;br /&gt;
.oo-ui-popupToolGroup.oo-ui-labelElement.oo-ui-indicatorElement .oo-ui-popupToolGroup-handle .oo-ui-labelElement-label,&lt;br /&gt;
.oo-ui-barToolGroup &amp;gt; .oo-ui-toolGroup-tools &amp;gt; .oo-ui-tool.oo-ui-iconElement &amp;gt; .oo-ui-tool-link .oo-ui-iconElement-icon {&lt;br /&gt;
    filter: var(--filter);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Notifications */&lt;br /&gt;
.mw-echo-ui-notificationsInboxWidget-toolbarWrapper,&lt;br /&gt;
.mw-echo-ui-crossWikiNotificationItemWidget-group,&lt;br /&gt;
.mw-echo-ui-bundleNotificationItemWidget-group {&lt;br /&gt;
	background: inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Special:BotPasswords */&lt;br /&gt;
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	background-color: inherit;&lt;br /&gt;
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.mw-htmlform-ooui .mw-htmlform-matrix tbody tr:nth-child(2n) td {&lt;br /&gt;
	background-color: rgba(128,128,128,0.5);&lt;br /&gt;
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    filter: drop-shadow(0px 0px 3.5px #666) drop-shadow(1px 1px 1px #666);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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    background-color: var(--background-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ve-ui-mwSaveDialog-license {&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
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&lt;br /&gt;
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    box-shadow: 0 2px 2px 0 rgba(128,128,128,0.4);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-popupToolGroup .oo-ui-tool-link .oo-ui-tool-title,&lt;br /&gt;
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.oo-ui-listToolGroup .oo-ui-tool.oo-ui-widget-enabled:hover,&lt;br /&gt;
.oo-ui-popupToolGroup.oo-ui-widget-enabled &amp;gt; .oo-ui-popupToolGroup-handle:hover,&lt;br /&gt;
.oo-ui-barToolGroup.oo-ui-widget-enabled &amp;gt; .oo-ui-toolGroup-tools &amp;gt; .oo-ui-tool.oo-ui-widget-enabled:hover,&lt;br /&gt;
.oo-ui-widget.oo-ui-widget-enabled.oo-ui-optionWidget.oo-ui-decoratedOptionWidget.oo-ui-outlineOptionWidget.oo-ui-outlineOptionWidget-level-0.oo-ui-iconElement.oo-ui-labelElement:hover {&lt;br /&gt;
    background-color: rgba(128,128,128,0.4);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ve-ui-specialCharacterDialog .oo-ui-outlineOptionWidget,&lt;br /&gt;
.ve-ui-specialCharacterPage, &lt;br /&gt;
.ve-ui-specialCharacterPage h3 { &lt;br /&gt;
	color: var(--text-color);&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
ol.references li:target, sup.reference:target { background-color: rgba(128,128,128,0.5); }&lt;br /&gt;
&lt;br /&gt;
/* PageForms edit screen fix */&lt;br /&gt;
div.editSchemaSection .sectionHeader {&lt;br /&gt;
	    color: #000;&lt;br /&gt;
}&lt;br /&gt;
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.keysDark {&lt;br /&gt;
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  box-shadow: 0.1em 0.2em 0.2em rgb(221, 221, 221); &lt;br /&gt;
  border-radius: .2em; &lt;br /&gt;
  background-image: linear-gradient(to bottom, rgb(238, 238, 238), rgb(249, 249, 249), rgb(238, 238, 238)); &lt;br /&gt;
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/******************************&lt;br /&gt;
* End Template:Key coloration *&lt;br /&gt;
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/* Community Portal */&lt;br /&gt;
.communityportal {&lt;br /&gt;
	background: transparent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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    background: rgba(243,127,32,0.3);&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Navbox&amp;diff=114474</id>
		<title>Template talk:Navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Navbox&amp;diff=114474"/>
		<updated>2022-10-28T17:12:46Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About recoding ==&lt;br /&gt;
It looks like the problem is in the stylesheet, specifically the &amp;quot;.navbar&amp;quot; part. I can't find such code in either Vector.css nor Common.css, so it probably sits deeper, in the extension itself. After fiddling about with Firefox Inspector, I ''think'' this should solve it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;.navbar {&lt;br /&gt;
min-height: 20px;&lt;br /&gt;
margin-bottom: 5px;&lt;br /&gt;
float: left;&lt;br /&gt;
}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because min-height and margin-bottom is set in the extension, we probably need to overwrite it with some value, so the tag must be set. 20 and 5px look decent on my end, but this can ofc be altered if you want a thicker bar. Then float to get the v-t-e 'buttons' over to the left. These changes must be done to the stylesheet, which should be Vector.css. I can't make these changes myself, so a moderator must do it. Am not sure if the collapsed &amp;quot;Hide&amp;quot; button will mess things up, as I'm not able to test it properly on my end due to custom CSS that apparently can't be toggled off. It's possible that everything is put over to the left when hiding the navbox for some reason. Maybe we'd need more granular code in that case. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 17:03, 28 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Navbox&amp;diff=114473</id>
		<title>Template talk:Navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Navbox&amp;diff=114473"/>
		<updated>2022-10-28T17:04:05Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Suggested fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About recoding ==&lt;br /&gt;
It looks like the problem is in the stylesheet, specifically the &amp;quot;.navbar&amp;quot; part. I can't find such code in either Vector.css nor Common.css, so it's probably sits deeper, in the extension itself. After fiddling about with Firefox Inspector, I ''think'' this should solve it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;.navbar {&lt;br /&gt;
min-height: 20px;&lt;br /&gt;
margin-bottom: 5px;&lt;br /&gt;
float: left;&lt;br /&gt;
}&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because min-height and margin-bottom is set in the extension, we probably need to overwrite it with some value, so the tag must be set. 20 and 5px look decent on my end, but this can ofc be altered if you want a thicker bar. Then float to get the v-t-e 'buttons' over to the left. These changes must be done to the stylesheet, which should be Vector.css. I can't make these changes myself, so a moderator must do it. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 17:03, 28 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5h6b706yzythdal&amp;topic_postId=x5ne5jwx0hf7qop9&amp;topic_revId=x5ne5jwx0hf7qop9&amp;action=single-view</id>
		<title>Topic:X5h6b706yzythdal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5h6b706yzythdal&amp;topic_postId=x5ne5jwx0hf7qop9&amp;topic_revId=x5ne5jwx0hf7qop9&amp;action=single-view"/>
		<updated>2022-10-25T06:33:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X5h6b706yzythdal&amp;amp;topic_showPostId=x5ne5jwx0hf7qop9#flow-post-x5ne5jwx0hf7qop9&quot;&gt;commented&lt;/a&gt; on &quot;Proposed table format&quot; (&lt;em&gt;Not bought the DLC yet so my perspective will be a little different. 1) I get the reasoning about horizontal space, but think it would be...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=111624</id>
		<title>Raid points</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raid_points&amp;diff=111624"/>
		<updated>2022-10-21T10:18:16Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Wealth independant mode */ spelling fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|Raids}}{{Verified|1.3.3101}}&amp;lt;!--If you are not User:MortalSmurph, please see Template; Verified before changing this value--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Raid Points''' determine the size of [[Raids]]. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Raid Points are spent by the [[storyteller]] to purchase raiders based on Combat Power. The combat power of each enemy type can be seen in tables on the [[Raider]] page. More points to spend mean more enemies that appear.&lt;br /&gt;
&lt;br /&gt;
The minimum Raid Points value is 35. The maximum is 10,000. The size of 10,000 Raid Point raids is approximately 250 [[Tribes#Pawns|Tribals]], 100 [[Pirates#Pawns|Pirates]], 66 [[Scyther]]s, or 25 [[Centipede]]s.  The Storyteller Randy Random and quests can allow raids to be larger in size.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Raid Points = ([[#Wealth points|Wealth Points]] + [[#Pawn points|Pawn Points]]) * ([[#Difficulty|Difficulty]]) * ([[#Starting factor|Starting Factor]]) * ([[#Adaption factor|Adaption Factor]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Raid Points are calculated using a formula based on your colony's wealth, colonist count and combat animals, threat scale, starting factor, and adaption factor. While simple at first glance, each variable, in turn, has its own process of calculation which significantly complicates the outcome.  Despite this complexity, the two most significant player controlled factors can be identified as total colony wealth and total colonist count. This is the motivation behind [[wealth management]] strategies.&lt;br /&gt;
&lt;br /&gt;
Each map and [[caravan]] is calculated mostly independently.  Once a caravan leaves the map tile those colonists and items no longer count towards the Raid Points of the map tile.  Separate colonies have separate and independently calculated Raid Point totals.  The &amp;quot;Adaption Factor&amp;quot; is an exception and is shared across multiple settlements.&lt;br /&gt;
&lt;br /&gt;
==Viewing raid points==&lt;br /&gt;
&lt;br /&gt;
One can view their raid points by turning on [[Development mode]].  Hit the 3rd button, &amp;quot;Open the View Settings&amp;quot;, and check &amp;quot;Write Storyteller&amp;quot;.  Then, back on the main Rimworld screen, hit the Magnifying Glass button.  &amp;quot;Base Points&amp;quot; is the Raid Point total. &lt;br /&gt;
[[File:Raid base points.png|frameless|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Wealth points ==&lt;br /&gt;
A player can view their Wealth by hitting the [[History]] menu and going to the [[History#Statistics|Statistics]] tab.  The game considers &amp;quot;Colony Wealth (buildings)&amp;quot; at only 50% for the purpose of calculating Raid Points.  Instead of using &amp;quot;Colony Wealth (this map)&amp;quot;, the game uses &amp;quot;Storyteller Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Storyteller Wealth&amp;quot; = (Colony Wealth (items) + Colony Wealth (people and animals) + ( (Colony Wealth (buildings)) * 0.5 )&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;Storyteller Wealth&amp;quot; is linearly interpolated on a graph to create a &amp;quot;Wealth Points&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 14, 400, 700, 1000 |y1=0, 0, 2400, 3600, 4200}} || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 14,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2,400 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3,600 || style=&amp;quot;text-align:right&amp;quot; | 700,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 4,200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}  &lt;br /&gt;
{{Clear}}&lt;br /&gt;
At 14,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;0 Wealth Points&amp;quot;.  At 400,000 &amp;quot;Storyteller Wealth&amp;quot; there are &amp;quot;2,400 Wealth Points&amp;quot;.  Halfway in between 14,000 and 400,000 is 207,000.  At 207,000 wealth, there are 1,200 points, which is the halfway mark between the two defined locations on the graph.  &lt;br /&gt;
&lt;br /&gt;
At 1 million &amp;quot;Storyteller Wealth&amp;quot;, and all values over 1 million, there are 4,200 Raid Points.  Further wealth has no affect on Raid Points.&lt;br /&gt;
&lt;br /&gt;
==Pawn points==&lt;br /&gt;
&amp;quot;Pawn Points&amp;quot; is a points total given based on your Colonist count and Trainable [[Animals]] count.  This &amp;quot;Pawn Points&amp;quot; is an addition to any points that colonists and animals give based on their Market Value via &amp;quot;Wealth Points.&amp;quot;  Only free colonists of the player's faction on the map tile count.  [[Prisoner]]s, even those from the player faction that can be released back into the colony at anytime, do not count for Pawn Points.  Temporary colonists, called &amp;quot;Quest Lodgers&amp;quot;, from other factions don't count.  [[Slaves]]{{IdeologyIcon}} count like 75% of a colonist.&lt;br /&gt;
&lt;br /&gt;
The game gives each colonist an amount of points based on a chart and the &amp;quot;Storyteller Wealth&amp;quot; number.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Points || Storyteller Wealth&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Storyteller Wealth (1000's) |yAxisTitle=Points|type=line|x= 0, 10, 400, 1000 |y1=15, 15, 140, 200}}&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 140 || style=&amp;quot;text-align:right&amp;quot; | 400,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 200 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
From 0 to 10,000 &amp;quot;Storyteller Wealth&amp;quot;, each Colonist counts for 15 points.  At 400,000 wealth, each colonist counts for 140 points.  In between 10k to 400k and 400k to 1 million the points of each Colonist is linearly interpolated between 15 to 140 and 140 to 200 respectively.&lt;br /&gt;
&lt;br /&gt;
Tamed animals that can learn &amp;quot;Attack&amp;quot; count for 8% of their Combat Power; this value is not scaled by Storyteller Wealth.  Attack doesn't have to be trained, only possible to be trained.  Animal Combat Power is only listed in the XML files and not shown in game.  &amp;quot;Combat Power&amp;quot; is not affected by the age of the animal: baby animals that can attack count as adults for &amp;quot;Pawn Points&amp;quot;.  Downed animals do not count.&lt;br /&gt;
&lt;br /&gt;
Colonists and animals in cryptosleep only count for 30%.  &lt;br /&gt;
&lt;br /&gt;
Dead Colonists that still show as unburied colonists do not count. &lt;br /&gt;
&lt;br /&gt;
Pawn Points may consider colonist and animals health in some way.  In testing, no effect on Pawn Points was found when various colonist limbs were removed or other health afflictions were added.  Pawns unconscious and unable to walk due to brain scars and/or reduced consciousness still appear to count fully towards Pawn Points.  &lt;br /&gt;
&lt;br /&gt;
Code exists to evaluate pawn health for the purpose of Raid Points.  The Health aspect may not function.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
{{See also|AI Storytellers}}&lt;br /&gt;
Difficulty is solely the &amp;quot;Threat Scale&amp;quot; number.  Threat Scale is determined by the Storyteller settings. The Threat Scales for the pre-set difficulties are listed below, however choosing &amp;quot;Custom&amp;quot; difficulty allows Threat Scale to range from 0% to 500%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty !! Threat Scale&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful|| 0.10&lt;br /&gt;
|-&lt;br /&gt;
| Community builder|| 0.30&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story|| 0.60 &lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive|| 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust|| 1.55 	&lt;br /&gt;
|-&lt;br /&gt;
| Losing is fun|| 2.20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Starting factor==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Starting Factor&amp;quot; factor means that the start of the game is made easier.  After 40 days, there is essentially no &amp;quot;Days Passed&amp;quot; factor because the factor is 1.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Days Passed&amp;quot; factor is a defined chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || Starting Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10 || style=&amp;quot;text-align:right&amp;quot; | 0.7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
At 10 Days, and earlier, the factor is .7.  At 40 Days, and all dates after, the factor is 1.&lt;br /&gt;
&lt;br /&gt;
==Adaption factor==&lt;br /&gt;
&lt;br /&gt;
Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly.  Time passed since the deaths of colonists, and time past since the downing of colonists are the major aspects that Adaption Factor considers.  Slaves and Quest Lodgers are considered colonists for the purposes of the Adaption Factor.&lt;br /&gt;
&lt;br /&gt;
Think of the &amp;quot;Adaption Factor&amp;quot; like the classic workplace sign that says &amp;quot;Days Since Last Injury: 10&amp;quot;.  The differences from this analogy to the &amp;quot;Adaption Factor&amp;quot; is that the &amp;quot;Adaption Factor&amp;quot; does not reset entirely on injuries.  Instead, a number of days are subtracted from the total and how many days are subtracted gets quite complicated.  In Rimworld, in this analogy, the sign can read &amp;quot;Days Since Last Injury: Negative 30&amp;quot;.  Also, the &amp;quot;Days Since Last Injury&amp;quot; don't necessarily go up 1 per day in Rimworld.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Impact&amp;quot; in the custom Storyteller Settings adjusts how much the game considers the &amp;quot;Adaption Factor&amp;quot;.  If &amp;quot;Adaption Impact&amp;quot; is set to 0% the &amp;quot;Adaption Factor&amp;quot; is effectively turned off.  The Adaption Factor has a maximum range of 0.4 to 1.47.  By default &amp;quot;Losing is Fun&amp;quot; has &amp;quot;Adaption Impact&amp;quot; set to 40%.  At &amp;quot;40% Adaption Impact&amp;quot; has an effective minimum and maximum range of the Adaption Factor is 0.75 to 1.19.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Growth Rate&amp;quot; in the custom difficulty options controls how fast the &amp;quot;Adaption Factor&amp;quot; grows over time.  On &amp;quot;Losing is Fun&amp;quot;, the &amp;quot;Adaption Growth Rate&amp;quot; is set to the maximum speed.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; starts at 0.8.  The &amp;quot;AdaptDays&amp;quot; starts at 0.  There is a grace period of 30 days before the &amp;quot;AdaptDays&amp;quot; can go above 0.  Every 12 hours (or 30,000 game ticks), the game checks how many &amp;quot;AdaptDays&amp;quot; to add.  The game takes the current &amp;quot;AdaptDays&amp;quot; and looks at the following chart.  Each value shown is halved.  The halving occurs because the check is done every 12 hours, which means it happens twice a day.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Graph || Current AdaptDays || AdaptDays Added&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | {{GraphChart|width=400|height=100|xAxisTitle=Current AdaptDays |yAxisTitle=AdaptDays Added|type=line|x= -30, -0.01, 0, 59.99, 60, 119.99, 120  |y1= 3, 3, 1, 1, 0.5, 0.5, 0.25}} || style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -0.01 || style=&amp;quot;text-align:right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 59.99 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 119.99 || style=&amp;quot;text-align:right&amp;quot; | 0.5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a colonist dies an amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's the Chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
		&lt;br /&gt;
When a colonist is downed a different amount of &amp;quot;AdaptDays&amp;quot; are removed based on your population.  Here's that chart:&lt;br /&gt;
	      &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Population || AdaptDays Removed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1 || style=&amp;quot;text-align:right&amp;quot; | 8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 3 || style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 11 || style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 20 || style=&amp;quot;text-align:right&amp;quot; | 3.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Adapt Days&amp;quot; have a minimum value of -60 and a maximum value of 100.  &amp;quot;AdaptDays&amp;quot; are taken to a chart to determine &amp;quot;Adaption Factor&amp;quot;.  Here's that chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Current AdaptDays || Adaption Factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | -30 || style=&amp;quot;text-align:right&amp;quot; | 0.4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.8&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30 || style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 60 || style=&amp;quot;text-align:right&amp;quot; | 1.2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 120 || style=&amp;quot;text-align:right&amp;quot; | 1.6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The chart goes beyond the maximum potential &amp;quot;AdaptDays&amp;quot; value.   Even though the chart goes up to 180 &amp;quot;AdaptDays&amp;quot; and 2.0 &amp;quot;Adaption Factor&amp;quot;, &amp;quot;Adaption Factor&amp;quot; cannot reach that point.  At the maximum value of 100 &amp;quot;AdaptDays&amp;quot;, the &amp;quot;Adaption Factor&amp;quot; is 1.47.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Adaption Factor&amp;quot; is shared across multiple map tiles.&lt;br /&gt;
&lt;br /&gt;
==Wealth independent mode==&lt;br /&gt;
{{See also|AI_Storytellers#Adaptation{{!}}Adaptation}}&lt;br /&gt;
&amp;quot;Wealth Independent&amp;quot; mode is another option in the &amp;quot;custom&amp;quot; section of the &amp;quot;Storyteller Settings&amp;quot;.  Rather than tracking &amp;quot;StorytellerWealth&amp;quot;, an amount of wealth is assigned based on time passed on that specific map tile:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Days Passed || StorytellerWealth&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 180 || style=&amp;quot;text-align:right&amp;quot; | 180,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 720 || style=&amp;quot;text-align:right&amp;quot; | 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1,800 || style=&amp;quot;text-align:right&amp;quot; | 2,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This chart is for the default choice of &amp;quot;Years until Max Threat: 12&amp;quot;.  Changing the &amp;quot;Years Until Maximum Threat&amp;quot; slider sets the year that the 1,000,000 wealth value will be assigned.  For example, if 1 Year is chosen, then on day 60 (end of year 1), 1 Million Wealth will be assigned.  If the year 20 is chosen, on day 1,200 (end of year 20), 1 million wealth will be assigned.  &lt;br /&gt;
&lt;br /&gt;
The Wealth Independent Mode timer is exclusive to each map tile.  Each map tile starts the timer at 0.  Changing map tiles will reset the Wealth Independent mode timer.&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Storyteller now ignores Hit Points of buildings for purposes of wealth calculation.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - Added a 0.75x factor to pawn points for colony slaves when calculating threat point (wealth points was already adjusted for slaves). This means having slaves won't attract larger threats as much as colonists.&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Apparel_Material_Table&amp;diff=110614</id>
		<title>Template talk:Apparel Material Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Apparel_Material_Table&amp;diff=110614"/>
		<updated>2022-10-09T14:48:27Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tables should be sorted at some pages ==&lt;br /&gt;
&lt;br /&gt;
Examples: [[Duster#Material_table]], [[Parka#Material_table]].&lt;br /&gt;
&lt;br /&gt;
I would consider removing the templates and sort things manually if this isn't possible with MediaWiki... [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 12:04, 9 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: What? It is sorted alphabetically be material? [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:07, 9 October 2022 (UTC)&lt;br /&gt;
:: I don't mean alphabetically.&lt;br /&gt;
:: Sort by heat insulation for Duster and cold insulation for Parka.&lt;br /&gt;
:: [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 12:20, 9 October 2022 (UTC)&lt;br /&gt;
::: You can do that by left clicking on the headings. All the columns are sortable. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 13:36, 9 October 2022 (UTC)&lt;br /&gt;
:::: I know this. Tables should be presorted and users shouldn't click anything to the see the most sensible sorting for some topic.&lt;br /&gt;
:::: MediaWiki wasn't great long time ago in this regard.&lt;br /&gt;
:::: I don't know about now... [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 13:51, 9 October 2022 (UTC)&lt;br /&gt;
::::: The template could be changed to make it sorted in other ways, or sorted based on the specific item or class of item its called for, or it can be manually set for each or specific pages. However, there is no point in making it inconsistent across pages when different items will have different nominal &amp;quot;important stats&amp;quot; especially when a reader may not have the same priorities as you or may just want to check the stats of a specific item. For example, you identify heat insulation as the important stat for Dusters, but for a large part of the player base dusters are used primarily as additional armor over a flak vest and sorting by sharp armor would be ideal for them. Its better to just let the reader sort how they like and be consistent when they don't [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 14:13, 9 October 2022 (UTC)&lt;br /&gt;
:::::: I see no problem with having more than one table which are presorted in a sensible way.&lt;br /&gt;
:::::: These tables had 5 columns at most so 5 tables isn't too crazy in my opinion. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 14:21, 9 October 2022 (UTC)&lt;br /&gt;
::::::: I don't see the problem, as tables can be sorted whichever way a user wants anyway? And for a default sorting, it makes most sense to have it alphabetically like right now, as different users will have different preferences -- not least depending on what biome you play on (in this case with dusters). Or in increasing rarity/sturdiness I suppose, when I look at materials. It's similar to in-game, which makes sense here IMO. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 14:46, 9 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Apparel_Material_Table&amp;diff=110613</id>
		<title>Template talk:Apparel Material Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Apparel_Material_Table&amp;diff=110613"/>
		<updated>2022-10-09T14:46:59Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Tables should be sorted at some pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tables should be sorted at some pages ==&lt;br /&gt;
&lt;br /&gt;
Examples: [[Duster#Material_table]], [[Parka#Material_table]].&lt;br /&gt;
&lt;br /&gt;
I would consider removing the templates and sort things manually if this isn't possible with MediaWiki... [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 12:04, 9 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: What? It is sorted alphabetically be material? [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 12:07, 9 October 2022 (UTC)&lt;br /&gt;
:: I don't mean alphabetically.&lt;br /&gt;
:: Sort by heat insulation for Duster and cold insulation for Parka.&lt;br /&gt;
:: [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 12:20, 9 October 2022 (UTC)&lt;br /&gt;
::: You can do that by left clicking on the headings. All the columns are sortable. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 13:36, 9 October 2022 (UTC)&lt;br /&gt;
:::: I know this. Tables should be presorted and users shouldn't click anything to the see the most sensible sorting for some topic.&lt;br /&gt;
:::: MediaWiki wasn't great long time ago in this regard.&lt;br /&gt;
:::: I don't know about now... [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 13:51, 9 October 2022 (UTC)&lt;br /&gt;
::::: The template could be changed to make it sorted in other ways, or sorted based on the specific item or class of item its called for, or it can be manually set for each or specific pages. However, there is no point in making it inconsistent across pages when different items will have different nominal &amp;quot;important stats&amp;quot; especially when a reader may not have the same priorities as you or may just want to check the stats of a specific item. For example, you identify heat insulation as the important stat for Dusters, but for a large part of the player base dusters are used primarily as additional armor over a flak vest and sorting by sharp armor would be ideal for them. Its better to just let the reader sort how they like and be consistent when they don't [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 14:13, 9 October 2022 (UTC)&lt;br /&gt;
:::::: I see no problem with having more than one table which are presorted in a sensible way.&lt;br /&gt;
:::::: These tables had 5 columns at most so 5 tables isn't too crazy in my opinion. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 14:21, 9 October 2022 (UTC)&lt;br /&gt;
::::::: I don't see the problem, as tables can be sorted whichever way a user wants anyway? And for a default sorting, it makes most sense to have it alphabetically like right now, as different users will have different preferences -- not least depending on what biome you play on (in this case with dusters). [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 14:46, 9 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4oic1lyz6532lxp&amp;topic_revId=x4oic1lyz6532lxp&amp;action=single-view</id>
		<title>Topic:X4ogsh5vlvycyhsd</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4oic1lyz6532lxp&amp;topic_revId=x4oic1lyz6532lxp&amp;action=single-view"/>
		<updated>2022-10-09T14:43:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;amp;topic_showPostId=x4oic1lyz6532lxp#flow-post-x4oic1lyz6532lxp&quot;&gt;commented&lt;/a&gt; on &quot;Internal links don&amp;#039;t work&quot; (&lt;em&gt;On this, yeah I think you are correct, and it&amp;#039;s largely redundant. Takes up a lot of space on the page, but doesn&amp;#039;t really contribute all...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4oi3shnkdgxr1ql&amp;topic_revId=x4oi3shnkdgxr1ql&amp;action=single-view</id>
		<title>Topic:X4ogsh5vlvycyhsd</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4oi3shnkdgxr1ql&amp;topic_revId=x4oi3shnkdgxr1ql&amp;action=single-view"/>
		<updated>2022-10-09T14:39:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;amp;topic_showPostId=x4oi3shnkdgxr1ql#flow-post-x4oi3shnkdgxr1ql&quot;&gt;commented&lt;/a&gt; on &quot;Internal links don&amp;#039;t work&quot; (&lt;em&gt;Thank you, that is nice to hear :) It&amp;#039;s good to see more contributors these days, as it felt like a one-person job back then, and I sadly...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=110611</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=110611"/>
		<updated>2022-10-09T14:33:47Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Extensions and MediaWiki out of date */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?&lt;br /&gt;
:::New members can't even create their own(!) user page or user talk page.&lt;br /&gt;
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.&lt;br /&gt;
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?&lt;br /&gt;
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.&lt;br /&gt;
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human.   [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I have 10 edits but I still can't create new pages :| --[[User:Bitbyte|Bitbyte]] ([[User talk:Bitbyte|talk]]) 10:07, 20 August 2021 (UTC)&lt;br /&gt;
::::&amp;amp;#8627; I checked your user rights/groups. The system currently has you as an autoconfirmed user. If page creation is working yet it'll just take a little more time.&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uploading images doesn't work even after 10 edits ==&lt;br /&gt;
&lt;br /&gt;
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately the upgrading of user privileges is automated and annoyingly slow. I think an administrator could do it manually, but by its likely to have resolved itself by the time they see and respond to this. Give it time and should allow you to do it. Personally I think the user account requirements are a little overbearing and act as disincentives to casual editors but there's not much I can do to fix them. In the mean time, if I can help let me know. Side note, don't forget to sign your posts with 4 ~'s like this:&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;  [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:01, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Roger that! Thank you [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 05:57, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Btw, good work on [[Body Parts]]. I've never had cause to look closely at it, and god it was a mess [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 06:21, 27 September 2020 (UTC)&lt;br /&gt;
::::Aw, you're too kind! I was a copy-editor for my school's yearbook and currently am for my company's newsletter; god knows I've spent enough time benefiting from this wiki to give some of my skills back. I'm still working up the gumption to tackle the page on supported mods... which still references 1.1 😂😭 [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 22:33, 28 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Greetings, from the unofficial Rimworld Discord server! ==&lt;br /&gt;
&lt;br /&gt;
We're currently experiencing an issue with troubleshooter burnout, due to people coming into the server and refusing to read any of the pins or FAQ information, &lt;br /&gt;
sometimes refusing to do as we ask to help figure out their issues, and just a general flood that is starting to overwhelm our volunteers.&lt;br /&gt;
&lt;br /&gt;
It's been proposed during discussions about the issue, that we put something on the internet that is actually searchable, such as on a wiki or what have you, &lt;br /&gt;
to facilitate people potentially doing basic troubleshooting tasks themselves, before coming to us with the issue. We were hoping you'd be amenable to having &lt;br /&gt;
a page created on the official wiki, specifically for modding troubleshooting. The hope is that, with something people can actually look up themselves, &lt;br /&gt;
it would stem the tide a little, or at least give us something outside the Discord to point at. How say you all, if I may inquire?&lt;br /&gt;
&lt;br /&gt;
Hope you're all safe and well.&lt;br /&gt;
Trisscar&lt;br /&gt;
&lt;br /&gt;
Edit: I should mention we'd be the ones maintaining it, not expecting yall to take on more work outta the blue. Figured asking permission was an idea though. XD&lt;br /&gt;
&lt;br /&gt;
:The wiki hosts a number of pages about modding (though some are admittedly outdated) and guides are common as well. I see no reason it shouldn't be on here, ultimately the wiki is meant to be an aid to the user base. Any pages will still be under the normal rules and moderation ofc and dedicated wikis like the SoS2 and Bestiary wikis are still better places for actual mod content, but what this proposes seems sound. &lt;br /&gt;
:You won't have page creation privileges yet because you're a new user (you need a min num of edits, can't change that on my end), so I've created your user page so you can experiment. If you have a specific page you'd like created, let me know by linking it here, or stickking something on my talk page. It should probably be the in [[Modding Tutorials]] namespace, for example  [[Modding Tutorials/Example page name]]. :Lastly you can sign posts with 4 ~'s like this &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 20:33, 13 December 2020 (UTC) Wiki Mod.&lt;br /&gt;
&lt;br /&gt;
::Ahh aight, thanks much. I'll get the troubleshooters talking about what we want in there and get to editing shortly. [[User:Trisscar|Trisscar]] ([[User talk:Trisscar|talk]]) 02:40, 15 December 2020 (UTC)Trisscar&lt;br /&gt;
&lt;br /&gt;
:::Good luck and if you have any issues don't hesitate to ask [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:10, 15 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to help out? ==&lt;br /&gt;
* Upload and add some images! Visit '''[[Special:Upload]]'''. Add them &amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[:Category:Images]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
The only problem is it's not possible to create new pages...&lt;br /&gt;
&lt;br /&gt;
This image [https://i.imgur.com/w49Uz19.png] should go in [[Fine stone tile]] with the caption &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Fine tiles (from left to right: [[sandstone blocks|sandstone]], [[granite blocks|granite]], [[limestone blocks|limestone]], [[slate blocks|slate]], [[marble blocks|marble]]).&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[User talk:SyntaxTerror|Şÿℵדαχ₮ɘɼɾ๏ʁ]]&amp;lt;/span&amp;gt; 14:24, 7 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You can only upload files or create new pages once you're autoconfirmed by the bot. That happens a little while after you make 10 edits. Its annoying but unfortunately not something I can change. If you prefer I can upload the file once I'm somewhere I can easily convert from webp to something the wiki recognizes (another annoying thing I can't fix), but feel free to make the requisite edits yourself if you're willing. If you have any further issues, feel free to post kn my talk page or message me on discord, I'm fairly active on the Unofficial Rimworld Discord as well. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 23:01, 7 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Done, feel free to change it as you feel appropriate. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:55, 8 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks [[User:Harakoni|Harakoni]], I wasn't aware of the autoconfirmed thingy. I guess it it sthe same thing for my own user page.&lt;br /&gt;
:::You edit on [[Fine stone tile]] looks fine.&lt;br /&gt;
:::Regards, &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[User talk:SyntaxTerror|Şÿℵדαχ₮ɘɼɾ๏ʁ]]&amp;lt;/span&amp;gt; 11:34, 8 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extensions and MediaWiki out of date ==&lt;br /&gt;
I'm a little surprised that the wiki hasn't been updated with more recent versions of extension and core software. Almost all the extensions I checked out, plus the MediaWiki version itself, is around 4 years out of date. Don't know if that has security implications too, but something should probably be done about it? &lt;br /&gt;
&lt;br /&gt;
Secondly, and this is just a small point really given all that could be done here, but I noticed a note about cover on many pages, such as [[autocannon turret]]. That note is incorrect, because that isn't how cover works for those items/buildings. The cover that is mentioned in definitions if the cover you get behind that &amp;quot;thing&amp;quot;, it's not the cover that thing gets itself. I saw a video reference about a bloke shooting at a miniturret or whatever, which was supposed to show that the cover is incorrect. But that isn't how the whole thing works. You always needed sandbags to protect autocannons and such, and that hasn't changed I suppose (not played since 1.0 version). But try to cover behind an autocannon (cross your fingers it doesn't blow up), and it should give you cover protection. The percentage depends on the angle iirc, but it is 50% in the game files. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 16:21, 14 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: [[User:Pangaea]] - the need to update is known about, the issue is that it is not something the active staff can do. Tynan has been made aware, and hopefully it will be resolved. Thanks for pointing it out though. &lt;br /&gt;
: As for the cover bug from turrets, you've misunderstood the issue being described. There are two distinct concepts here. There is:&lt;br /&gt;
:# The cover the turret itself provides when a pawn stands behind it. This works fine and it will provide the cover that is listed in its definitions, in the infobox in game, and on the wiki page (though as you say, actually doing so might be ill advised given it might explode; And&lt;br /&gt;
:# The cover something like sandbags provides TO the turret itself. This does not work. Placing a turret behind sandbags does not protect the turret (except for &amp;quot;wild&amp;quot; shots but those are by far the minority). This is contrary to expectations AND to the accuracy percentages you get when you select a drafted pawn, and then mouse over the turret. The game tells you that turrets benefit fully from cover, but empirical testing demonstrates that is not the case. &lt;br /&gt;
: We might need to make that clearer. If this was confusing to you, it is likely confusing to others. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 07:08, 22 September 2022 (UTC)&lt;br /&gt;
::Thank you for the thorough reply. In that case I misunderstood what you/the wiki tried to convey with those notes about turrets. Think I also saw mention of it recently in the 1.4 discussion, that this may be partly solved. I wasn't aware that it didn't work correctly, and assumed turrets benefited from cover. I haven't built a single one since I started playing again in 1.3, so had no real-life experience. About the updates, I'm aware this has to be done by the admins, and hopefully that gets done by whomever Tynan has in charge of such tasks. I also want to add that the wiki as a whole isn't well-suited for mobile reading, which for better or worse, has become important these days. I'm sure there must be extensions for that, so if you have a line to Tynan or others in charge, please mention that as well. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 14:33, 9 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
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		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4ogsh5vlzwf6lql&amp;topic_revId=x4ogta172a6c7szx&amp;action=single-view"/>
		<updated>2022-10-09T14:16:27Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;amp;topic_showPostId=x4ogsh5vlzwf6lql#flow-post-x4ogsh5vlzwf6lql&quot;&gt;post&lt;/a&gt; on &quot;Internal links don&amp;#039;t work&quot;&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4ogsh5vlzwf6lql&amp;topic_revId=x4ogsh5vlzwf6lql&amp;action=single-view</id>
		<title>Topic:X4ogsh5vlvycyhsd</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;topic_postId=x4ogsh5vlzwf6lql&amp;topic_revId=x4ogsh5vlzwf6lql&amp;action=single-view"/>
		<updated>2022-10-09T14:16:03Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:X4ogsh5vlvycyhsd&amp;amp;topic_showPostId=x4ogsh5vlzwf6lql#flow-post-x4ogsh5vlzwf6lql&quot;&gt;commented&lt;/a&gt; on &quot;Internal links don&amp;#039;t work&quot; (&lt;em&gt;The internal links of the [#whatever] type doesn&amp;#039;t work, at least in this article. I didn&amp;#039;t change them, but it would be preferable to ha...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=110599</id>
		<title>Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=110599"/>
		<updated>2022-10-09T14:12:17Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Body Parts (Summary) */ Changed the source/ref, as it was hidden behind a login screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Part efficiency, other body types etc}}&lt;br /&gt;
{{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously imply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even artifical body parts, such as prosthetic limbs and [[bionics]].&lt;br /&gt;
&lt;br /&gt;
Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.&lt;br /&gt;
&lt;br /&gt;
Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Body Part Groups==&lt;br /&gt;
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{:Table of Human Body Part Groups}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Body Parts (Summary)==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&lt;br /&gt;
*Brain injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;&amp;gt;Please see ''BodyParts_General.xml''. The chance is set to 9999999.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{:Table of Human Body Parts}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.&lt;br /&gt;
&lt;br /&gt;
===Head===&lt;br /&gt;
*Health: 25&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain.&lt;br /&gt;
&lt;br /&gt;
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever.&lt;br /&gt;
&lt;br /&gt;
====Skull====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. The skull cannot be destroyed by damage but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
=====Brain=====&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].&lt;br /&gt;
&lt;br /&gt;
====Eyes====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Eye&lt;br /&gt;
*Left Eye&lt;br /&gt;
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively. A destroyed or lost eye causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
====Ears====&lt;br /&gt;
*Health: 12&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Ear&lt;br /&gt;
*Left Ear&lt;br /&gt;
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement.  Damaged or lost ears can be replaced with a [[bionic ear]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
Loud noises like gunshots do not inflict pain or damage on the ears.&lt;br /&gt;
&lt;br /&gt;
====Nose====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become [[disfigured]], which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
====Jaw====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Required for [[#Talking|Talking]] and important for [[#Eating|Eating]]. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a [[bionic tongue]]. A destroyed or lost tongue causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
====Tongue====&lt;br /&gt;
A destroyed or lost jaw causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
===Torso===&lt;br /&gt;
*Health: 40&lt;br /&gt;
*Core Part&lt;br /&gt;
*Lethal if destroyed&lt;br /&gt;
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.&lt;br /&gt;
&lt;br /&gt;
====Neck====&lt;br /&gt;
*Health: 25&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Technically part of the torso. It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].&lt;br /&gt;
&lt;br /&gt;
====Clavicle====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Clavicle&lt;br /&gt;
*Left Clavicle&lt;br /&gt;
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are considered a part of the arm, and will be removed (along with the rest of the natural arm) if a prosthesis is installed. Clavicles cannot be destroyed by damage but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Spine====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired with [[healer mech serum]] or [[luciferium]].&lt;br /&gt;
&lt;br /&gt;
====Pelvis====&lt;br /&gt;
*Health: 25&lt;br /&gt;
The pelvis is critical for [[#Moving|moving]], and damage will result in the pawn becoming incapable of walking. The pelvis cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Sternum====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Ribcage====&lt;br /&gt;
*Health: 30&lt;br /&gt;
&lt;br /&gt;
The ribcage cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Lung====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Lung&lt;br /&gt;
*Left Lung&lt;br /&gt;
*Lethal if both lungs lost.&lt;br /&gt;
&lt;br /&gt;
Colonists have two lungs: a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Stomach====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. [[Gut worms]] can infect the stomach and increase hunger and pain.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
*Health: 15&lt;br /&gt;
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.&lt;br /&gt;
&lt;br /&gt;
Injuries to the heart can heal, but due to low health value, getting shot in the heart can also be instantaniously fatal. Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Kidney====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Kidney&lt;br /&gt;
*Left Kidney&lt;br /&gt;
*Lethal if both lost&lt;br /&gt;
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
===Arm===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Arm&lt;br /&gt;
*Left Arm&lt;br /&gt;
Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple [[Prosthetic arm|prosthesis]] or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthesis will completely replace the arm, including hands, fingers, and constituent bones.&lt;br /&gt;
&lt;br /&gt;
====Humerus====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Humerus&lt;br /&gt;
*Left Humerus&lt;br /&gt;
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm completely unusable. Like the rest of the arm's constituent parts, it is fully replaced by a prosthesis.&lt;br /&gt;
&lt;br /&gt;
====Radius====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Radius&lt;br /&gt;
*Left Radius&lt;br /&gt;
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.&lt;br /&gt;
&lt;br /&gt;
====Hand====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[Wooden hand]], for a partial recovery of effectiveness, a [[power claw]] for full effectiveness and a melee weapon in exchange for -8% movement speed, or [[Field hand]] {{RoyaltyIcon}}, for full effectiveness and  improved [[Plant Work Speed]] in exchange for -8% movement speed. Alternatively, the whole arm can be replaced, hand included.&lt;br /&gt;
=====Fingers=====&lt;br /&gt;
*Health: 8&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Thumb&lt;br /&gt;
*Right Index Finger&lt;br /&gt;
*Right Middle Finger&lt;br /&gt;
*Right Ring Finger&lt;br /&gt;
*Right Pinky&lt;br /&gt;
*Left Thumb&lt;br /&gt;
*Left Index Finger&lt;br /&gt;
*Left Middle Finger&lt;br /&gt;
*Left Ring Finger&lt;br /&gt;
*Left Pinky&lt;br /&gt;
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).&lt;br /&gt;
&lt;br /&gt;
Losing a finger will cause the colonist to lose 8% manipulation.&lt;br /&gt;
&lt;br /&gt;
===Leg===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Leg&lt;br /&gt;
*Left Leg&lt;br /&gt;
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. If a prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes. &lt;br /&gt;
&lt;br /&gt;
====Tibia====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Tibia&lt;br /&gt;
*Left Tibia&lt;br /&gt;
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.&lt;br /&gt;
&lt;br /&gt;
====Femur====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Femur&lt;br /&gt;
*Left Femur&lt;br /&gt;
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.&lt;br /&gt;
&lt;br /&gt;
====Foot====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Foot&lt;br /&gt;
*Left Foot&lt;br /&gt;
Humans have two feet, needed for [[moving]]. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.&lt;br /&gt;
&lt;br /&gt;
=====Toes=====&lt;br /&gt;
*Health: 8&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Little Toe&lt;br /&gt;
*Right Fourth Toe&lt;br /&gt;
*Right Middle Toe&lt;br /&gt;
*Right Second Toe&lt;br /&gt;
*Right Big Toe&lt;br /&gt;
*Left Little Toe&lt;br /&gt;
*Left Fourth Toe&lt;br /&gt;
*Left Middle Toe&lt;br /&gt;
*Left Second Toe&lt;br /&gt;
*Left Big Toe&lt;br /&gt;
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.&lt;br /&gt;
&lt;br /&gt;
Losing a toe will cause a colonist to lose 4% of its moving capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be.&lt;br /&gt;
&lt;br /&gt;
=== Part Efficiency ===&lt;br /&gt;
A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.&lt;br /&gt;
&lt;br /&gt;
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.&lt;br /&gt;
&lt;br /&gt;
=== Wooden Parts ===&lt;br /&gt;
The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%.&lt;br /&gt;
&lt;br /&gt;
A word of warning: installing these counts as an operation (that can be botched) and requires anesthetics.&lt;br /&gt;
&lt;br /&gt;
=== Prostheses ===&lt;br /&gt;
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{Icon Small|steel}} Steel and {{Icon Small|component}} Components to build. They can be built on a Machining Table after the Prosthetic research is complete.&lt;br /&gt;
&lt;br /&gt;
Part efficiency varies from 50-85%, depending on part.&lt;br /&gt;
&lt;br /&gt;
=== Harvested Parts ===&lt;br /&gt;
As RimWorld has no concept of body part rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.&lt;br /&gt;
&lt;br /&gt;
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the &amp;quot;donor&amp;quot; and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.&lt;br /&gt;
&lt;br /&gt;
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. &lt;br /&gt;
&lt;br /&gt;
They typically have 125% part efficiency, making them direct upgrades for most body parts. If there are no replacement parts between harvested and bionic parts, the organ cannot be sensibly replaced (like a brain) or replacements offer no benefit.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Bionics ===&lt;br /&gt;
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.&lt;br /&gt;
&lt;br /&gt;
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Archotech ===&lt;br /&gt;
Archotech prostheses are only available through quest rewards, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, but can only be acquired through trade or quests. They cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
=== List of body parts ===&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Body parts system added.&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics&lt;br /&gt;
* Beta 19/ 1.0 - Combined ribs into rib cage&lt;br /&gt;
* 1.1 - Stomach is no longer a vital organ.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]] [[Category:Medical Item|#Body Parts]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Human&amp;diff=110597</id>
		<title>Template:Animal Health Table/Human</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animal_Health_Table/Human&amp;diff=110597"/>
		<updated>2022-10-09T14:06:22Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Eye injuries can heal (but not always)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Part Name!! Health!! Quantity!!Coverage&amp;lt;ref&amp;gt;Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.&amp;lt;/ref&amp;gt;!!Target Chance&amp;lt;ref&amp;gt;Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different [[damage types]] propagate damage in different ways. See that page for details.&amp;lt;/ref&amp;gt;!!Subpart of||Internal!!Group&amp;lt;ref&amp;gt;What apparel coverage covers this body part.&amp;lt;/ref&amp;gt;!!Capacity&amp;lt;ref&amp;gt;Note that [[capacities]] can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.&amp;lt;/ref&amp;gt;!!Effect if Destroyed/Removed&lt;br /&gt;
|- id=&amp;quot;BPT torso&amp;quot;&lt;br /&gt;
![[#Torso|Torso]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*40}}||1||100%||15%||''N/A''&amp;lt;ref&amp;gt;This is the part that everything else connects to to be considered 'connected'.&amp;lt;/ref&amp;gt;||{{Cross}}||Torso||-||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT neck&amp;quot;&lt;br /&gt;
![[#Neck|Neck]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||7.5%||1.5%||[[#BPT torso|Torso]]||{{Cross}}||Neck||[[Breathing]]&amp;lt;br&amp;gt;[[Eating]]&amp;lt;br&amp;gt;[[Talking]] ||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT head&amp;quot;&lt;br /&gt;
![[#Head|Head]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||80%||1.7%||[[#BPT neck|Neck]]||{{Cross}}||UpperHead&amp;lt;br&amp;gt;FullHead&amp;lt;br&amp;gt;HeadAttackTool|| - ||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT skull&amp;quot;&lt;br /&gt;
![[#Skull|Skull]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||18.0%||0.22%||[[#BPT head|Head]]||{{Check}}||UpperHead&amp;lt;br&amp;gt;Eyes&amp;lt;br&amp;gt;FullHead|| - ||Cannot be destroyed &amp;lt;br&amp;gt; Increasing Pain based on damage.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT brain&amp;quot;&lt;br /&gt;
![[#Brain|Brain]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}||1||80.0%||0.86%||[[#BPT skull|Skull]]||{{Check}}||UpperHead&amp;lt;br&amp;gt;Eyes&amp;lt;br&amp;gt;FullHead||[[Consciousness]]||Death&amp;lt;br&amp;gt;Damage always results in [[Health#Scarring|scarring]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT eye&amp;quot;&lt;br /&gt;
![[#Eye|Eye]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}||2||7.0%||0.42%||[[#BPT head|Head]]||{{Cross}}||Eyes&amp;lt;br&amp;gt;FullHead||[[Sight]]||-25% Sight. -100% if both lost.&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty.&amp;lt;br&amp;gt;0% Hit Chance against [[Damage Types#Blunt|Blunt]] damage. &lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT ear&amp;quot;&lt;br /&gt;
![[#Ear|Ear]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*12}}||2||7.0%||0.42%||[[#BPT head|Head]]||{{Cross}}||UpperHead&amp;lt;br&amp;gt;FullHead||[[Hearing]]||-25% Hearing. -100% if both lost.&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT nose&amp;quot;&lt;br /&gt;
![[#Nose|Nose]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}||1||10.0%||0.6%||[[#BPT head|Head]]||{{Cross}}||FullHead||-||-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT jaw&amp;quot;&lt;br /&gt;
![[#Jaw|Jaw]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||15.0%||0.9%||[[#BPT head|Head]]||{{Cross}}||Teeth&amp;lt;br&amp;gt;FullHead||[[Eating]]&amp;lt;br&amp;gt;[[Talking]]||-100% Talking and -90% Eating&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT tongue&amp;quot;&lt;br /&gt;
![[#Tongue|Tongue]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}&amp;lt;ref name=&amp;quot;No coverage&amp;quot;&amp;gt;This part has no coverage and cannot be damaged.&amp;lt;/ref&amp;gt;||1||0%||0%||[[#BPT jaw|Jaw]]||{{Check}}||FullHead||[[Eating]]&amp;lt;br&amp;gt;[[Talking]]||-100% Talking and -50% Eating&amp;lt;br&amp;gt;-15 [[Disfigured]] [[Social]] penalty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT waist&amp;quot;&lt;br /&gt;
![[#Waist|Waist]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*10}}&amp;lt;ref name=&amp;quot;No coverage&amp;quot;/&amp;gt;||1||0%||0%||[[#BPT torso|Torso]]||{{Cross}}||Waist|| - ||N/A&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT spine&amp;quot;&lt;br /&gt;
![[#Spine|Spine]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Moving]]||-100% Moving&amp;lt;ref&amp;gt;If Moving drops below 16% a pawn cannot move. A pawn that cannot move cannot work.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT ribcage&amp;quot;&lt;br /&gt;
![[#Ribcage|Ribcage]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||1||3.6%||3.6%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Breathing]]|| Cannot be destroyed &amp;lt;br&amp;gt; Up to -48% Breathing&amp;lt;Br&amp;gt; Increasing Pain based on damage.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT sternum&amp;quot;&lt;br /&gt;
![[#Sternum|Sternum]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||1.5%||1.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Breathing]]||Cannot be destroyed &amp;lt;br&amp;gt; Up to -48% Breathing &amp;lt;br&amp;gt; Increasing Pain based on damage.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT heart&amp;quot;&lt;br /&gt;
![[#Heart|Heart]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*15}}||1||2%||2%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Blood Pumping]]||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT lung&amp;quot;&lt;br /&gt;
![[#Lung|Lung]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*15}}||2||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Breathing]]||-50% Breathing. Death if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT stomach&amp;quot;&lt;br /&gt;
![[#Stomach|Stomach]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Metabolism]]||-50% Metabolism&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT liver&amp;quot;&lt;br /&gt;
![[#Liver|Liver]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Blood Filtration]]&amp;lt;br&amp;gt;[[Metabolism]]||Death&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT kidney&amp;quot;&lt;br /&gt;
![[#Kidney|Kidney]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*15}}||2||1.7%||1.7%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Blood Filtration]]||-50% Blood Filtration. Death if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT shoulder&amp;quot;&lt;br /&gt;
![[#Shoulder|Shoulder]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||2||12.0%||1.7%||[[#BPT torso|Torso]]||{{Cross}}||Shoulders||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT arm&amp;quot;&lt;br /&gt;
![[#Arm|Arm]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||2||77.0%||6.1%||[[#BPT shoulder|Shoulder]]||{{Cross}}||Arms||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT clavicle&amp;quot;&lt;br /&gt;
![[#Clavicle|Clavicle]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||9%||1.1%||[[#BPT shoulder|Shoulder]]||{{Check}}||Torso||[[Manipulation]]||Cannot be destroyed &amp;lt;br&amp;gt; Up to -48% Manipulation &amp;lt;br&amp;gt; Increasing Pain based on damage taken.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT humerus&amp;quot;&lt;br /&gt;
![[#Humerus|Humerus]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||0.92%||[[#BPT arm|Arm]]||{{Check}}||Arms||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT radius&amp;quot;&lt;br /&gt;
![[#Radius|Radius]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||2||10.0%||0.92%||[[#BPT arm|Arm]]||{{Check}}||Arms||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT hand&amp;quot;&lt;br /&gt;
![[#Hand|Hand]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*20}}||2||14.0%||0.83%||[[#BPT arm|Arm]]||{{Cross}}||Hands||[[Manipulation]]||-50% Manipulation. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT pinky finger&amp;quot;&lt;br /&gt;
![[#Pinky Finger|Pinky Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||6.0%||0.08%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive&amp;gt;Only the relevant choice of LeftHand OR RightHand will apply, not both.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT ring finger&amp;quot;&lt;br /&gt;
![[#Ring Finger|Ring Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||7.0%||0.09%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT middle finger&amp;quot;&lt;br /&gt;
![[#Middle Finger|Middle Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||8.0%||0.1%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;MiddleFingers||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT index finger&amp;quot;&lt;br /&gt;
![[#Index Finger|Index Finger]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||7.0%||0.09%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT thumb&amp;quot;&lt;br /&gt;
![[#Thumb|Thumb]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||8.0%||0.1%||[[#BPT hand|Hand]]||{{Cross}}||Hands&amp;lt;br&amp;gt;LeftHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;&amp;lt;br&amp;gt;RightHand&amp;lt;ref name=&amp;quot;Mutually Exclusive/&amp;gt;||[[Manipulation]]||-8% Manipulation. -16% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT pelvis&amp;quot;&lt;br /&gt;
![[#Pelvis|Pelvis]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||1||2.5%||2.5%||[[#BPT torso|Torso]]||{{Check}}||Torso||[[Moving]]||Cannot be destroyed &amp;lt;br&amp;gt; Up to -96% Moving.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT leg&amp;quot;&lt;br /&gt;
![[#Leg|Leg]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*30}}||2||14.0%||9.8%||[[#BPT torso|Torso]]||{{Cross}}||Legs||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT femur&amp;quot;&lt;br /&gt;
![[#Femur|Femur]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||1.4%||[[#BPT leg|Leg]]||{{Check}}||Legs||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT tibia&amp;quot;&lt;br /&gt;
![[#Tibia|Tibia]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||1.4%||[[#BPT leg|Leg]]||{{Check}}||Legs||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT foot&amp;quot;&lt;br /&gt;
![[#Foot|Foot]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*25}}||2||10.0%||0.85%||[[#BPT leg|Leg]]||{{Cross}}||Feet||[[Moving]]||-50% Moving. -100% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT little toe&amp;quot;&lt;br /&gt;
![[#Little Toe|Little Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||6.0%||0.08%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT fourth toe&amp;quot;&lt;br /&gt;
![[#Fourth Toe|Fourth Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||7.0%||0.10%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT middle toe&amp;quot;&lt;br /&gt;
![[#Middle Toe|Middle Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||8.0%||0.11%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT second toe&amp;quot;&lt;br /&gt;
![[#Second Toe|Second Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||9.0%||0.13%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;BPT big toe&amp;quot;&lt;br /&gt;
![[#Big Toe|Big Toe]]&lt;br /&gt;
|{{#expr: {{#var:HealthScale|}}*8}}||2||9.0%||0.13%||[[#BPT foot|Foot]]||{{Cross}}||Feet||[[Moving]]||-4% Moving. -8% if both lost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Customized table templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=110594</id>
		<title>Body Parts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Body_Parts&amp;diff=110594"/>
		<updated>2022-10-09T14:00:41Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Heart injuries can heal, and other minor corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{Stub|reason=Part efficiency, other body types etc}}&lt;br /&gt;
{{imagemargin|[[File:bodypart_preview.png|right]]|30px}}'''Body parts''' are - as the name would obviously imply - the parts of an organic or [[Mechanoid|autonomous]] [[Pawn|creature]]. These parts include limbs, organs and even artifical body parts, such as prosthetic limbs and [[bionics]].&lt;br /&gt;
&lt;br /&gt;
Given the procedural and random generation of individuals in ''RimWorld'', some people may have scars or some sort of disability regarding one or more limbs, which can cause constant pain or even a complete loss of function. Limbs are able to take serious damage, causing severe disabilities and problems for an individual, which in turn can negate the ability to perform certain tasks. Some damage may be so severe that permanent disability and/or heavy blood loss can be suffered, leading to death if not quickly dealt with.&lt;br /&gt;
&lt;br /&gt;
Artificially intelligent creatures, such as mechanoids, also have body parts that can be damaged in the same ways that an organic creature can. Wearing armor and certain types of clothing can protect limbs from damage.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Body Part Groups==&lt;br /&gt;
Each individual body part (such as clavicle) is a sub-unit of a Body Part Group (such as Torso). [[Armor]] and [[Clothing]] cover and protect all the body parts in that specific group. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{:Table of Human Body Part Groups}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Body Parts (Summary)==&lt;br /&gt;
Being biological creatures, humans have a lot of body parts that work together to make them tick.&lt;br /&gt;
&lt;br /&gt;
*Brain injuries instantly scar and never heal.&amp;lt;ref name=&amp;quot;instantScarring&amp;quot;&amp;gt;[http://ludeon.com/mantis/view.php?id=1049 Confirmed by json on the bugtracker.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{:Table of Human Body Parts}}&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
This section includes the full names and descriptions of each body part in the above tables, including special notes or other extra information.&lt;br /&gt;
&lt;br /&gt;
===Head===&lt;br /&gt;
*Health: 25&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Container of the skull, eyes, ears, nose, and jaw. Technically, you don't need the head itself to live, but it is necessary to contain the brain.&lt;br /&gt;
&lt;br /&gt;
While humans can survive headshots, damage to the brain is still a serious issue. A single gunshot typically destroys the brain due to its low health, but a slightly lower power weapon like the [[assault rifle]] can hit the brain and not kill the colonist. However, brain tissue ''always'' [[Health#Scarring|scars]] and sufficient damage may render a colonist unconscious forever.&lt;br /&gt;
&lt;br /&gt;
====Skull====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Contains the brain. It's worth noting that an injury cannot hit the brain without hitting the skull as well. The skull cannot be destroyed by damage but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
=====Brain=====&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
The most important organ of a colonist. It's required for [[#Consciousness|consciousness]], [[#Sight|sight processing]], [[#Hearing|hearing processing]], [[#Moving|moving]], and [[#Working|working]].&lt;br /&gt;
&lt;br /&gt;
====Eyes====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Eye&lt;br /&gt;
*Left Eye&lt;br /&gt;
Eyes are required for [[#Sight|seeing]]. Eyes have a high chance to be permanently injured (scar) when damaged. Lost or damaged eyes can be surgically replaced with a [[Bionic eye|bionic]] or [[Archotech eye|archotech]] equivalent, though these are expensive and uncraftable respectively. A destroyed or lost eye causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
====Ears====&lt;br /&gt;
*Health: 12&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Ear&lt;br /&gt;
*Left Ear&lt;br /&gt;
Ears are required for [[#Hearing|hearing]] things in the world. Losing both ears results in total deafness. Hearing helps in trade price improvement.  Damaged or lost ears can be replaced with a [[bionic ear]]. A destroyed or lost ear causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
Loud noises like gunshots do not inflict pain or damage on the ears.&lt;br /&gt;
&lt;br /&gt;
====Nose====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Though required for smelling, there is no smelling system in place for RimWorld. A damaged or destroyed nose is the least of your worries in terms of injury, but will cause the colonist to become [[disfigured]], which will cause -15 opinion from all other colonists. It can be replaced with an [[aesthetic nose]] with the [[Royalty]] DLC.&lt;br /&gt;
&lt;br /&gt;
====Jaw====&lt;br /&gt;
*Health: 10&lt;br /&gt;
Required for [[#Talking|Talking]] and important for [[#Eating|Eating]]. Colonists can still eat without a tongue, but at very slow pace. Lost or damaged tongues can be surgically replaced with a [[bionic tongue]]. A destroyed or lost tongue causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
====Tongue====&lt;br /&gt;
A destroyed or lost jaw causes a pawn to be considered [[disfigured]].&lt;br /&gt;
&lt;br /&gt;
===Torso===&lt;br /&gt;
*Health: 40&lt;br /&gt;
*Core Part&lt;br /&gt;
*Lethal if destroyed&lt;br /&gt;
The torso is the core part of a colonist. It is the container for the rest of the major organs of a colonist, and destroying it effectively destroys/disconnects the rest of the colonist's organs. A majority of human characters will die from torso injury/destruction long before they die of anything else.&lt;br /&gt;
&lt;br /&gt;
====Neck====&lt;br /&gt;
*Health: 25&lt;br /&gt;
*Lethal if destroyed/removed.&lt;br /&gt;
Technically part of the torso. It connects the head to the torso. Neck damage makes colonists bleed out very fast. Loss of the neck results in death due to disconnecting the [[#Brain|brain]] from the core part, the [[#Torso|torso]].&lt;br /&gt;
&lt;br /&gt;
====Clavicle====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Clavicle&lt;br /&gt;
*Left Clavicle&lt;br /&gt;
The clavicles are the bones between the [[#Neck|neck]] and shoulder, and are required for the colonist's arms to function. Clavicles are considered a part of the arm, and will be removed (along with the rest of the natural arm) if a prosthesis is installed. Clavicles cannot be destroyed by damage but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Spine====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Colonists need their spine for [[#Moving|moving]] and working. Shattering the spine results in complete paralysis, presumably below the neck. It can be replaced with a [[bionic spine]] or repaired with [[healer mech serum]] or [[luciferium]].&lt;br /&gt;
&lt;br /&gt;
====Pelvis====&lt;br /&gt;
*Health: 25&lt;br /&gt;
The pelvis is critical for [[#Moving|moving]], and damage will result in the pawn becoming incapable of walking. The pelvis cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Sternum====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Front part of the [[#Rib|rib cage]]. The sternum cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Ribcage====&lt;br /&gt;
*Health: 30&lt;br /&gt;
&lt;br /&gt;
The ribcage cannot be destroyed by damage, but will cause pain until healed.&lt;br /&gt;
&lt;br /&gt;
====Lung====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Lung&lt;br /&gt;
*Left Lung&lt;br /&gt;
*Lethal if both lungs lost.&lt;br /&gt;
&lt;br /&gt;
Colonists have two lungs: a right lung and left lung. Currently, colonists can [[#Breathing|breathe]] and survive fine with just one lung. Losing both lungs is instantaneous death, as the colonist will immediately suffocate. Lungs tend to bleed out very fast when damaged, but are generally survivable injuries. Lungs can be harvested and transplanted, so a damaged or lost lung can be replaced. Pirate traders occasionally have organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Stomach====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Stomachs act like colonists' jaws in many ways, as the loss of the stomach results in an inability to [[#Eating|eat]]. A colonist without a stomach can still eat, though very slowly. [[Gut worms]] can infect the stomach and increase hunger and pain.&lt;br /&gt;
&lt;br /&gt;
====Heart====&lt;br /&gt;
*Health: 15&lt;br /&gt;
The heart is needed for [[#Blood Pumping|blood pumping]] in colonists. Complete destruction of the heart results in instant death.&lt;br /&gt;
&lt;br /&gt;
Injuries to the heart can heal, but due to low health value, getting shot in the heart can also be instantaniously fatal. Hearts can be harvested and transplanted - albeit at the cost of the donor's life - so a damaged heart can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
====Kidney====&lt;br /&gt;
*Health: 15&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Kidney&lt;br /&gt;
*Left Kidney&lt;br /&gt;
*Lethal if both lost&lt;br /&gt;
Kidneys are required for [[#Blood Filtration|blood filtration]]. Like lungs, losing one isn't life-threatening, but losing both results in death. A loss of blood filtration efficiency also results in ''drastically'' reduced [[disease]] resistance, so kidney damage can lead to colonists that survive a firefight later dying of malaria or the flu. Kidneys can be harvested and transplanted, so a damaged or lost kidney can be replaced. Slave traders occasionally have these organs for sale.&lt;br /&gt;
&lt;br /&gt;
===Arm===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Arm&lt;br /&gt;
*Left Arm&lt;br /&gt;
Arms are required for working, and are containers for the [[#Hand|hands]] and subsequent bones. One-armed colonists can still work, though much slower. A lost or damaged arm can be replaced either with a simple [[Prosthetic arm|prosthesis]] or a more expensive bionic arm. Simple versions are only 50% as effective whereas bionic versions are 20% ''more'' efficient than a natural limb. Any arm prosthesis will completely replace the arm, including hands, fingers, and constituent bones.&lt;br /&gt;
&lt;br /&gt;
====Humerus====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Humerus&lt;br /&gt;
*Left Humerus&lt;br /&gt;
Upper bones of the arm. While these are usually minor injuries (as bone injuries never scar), shattering one's humerus renders the entire arm completely unusable. Like the rest of the arm's constituent parts, it is fully replaced by a prosthesis.&lt;br /&gt;
&lt;br /&gt;
====Radius====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Radius&lt;br /&gt;
*Left Radius&lt;br /&gt;
Forearm bones, similar to [[#Humerus|humerus]] in terms of injury and shattering, with a loss of working ability for the appropriate arm if shattered.&lt;br /&gt;
&lt;br /&gt;
====Hand====&lt;br /&gt;
*Health: 20&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Hand&lt;br /&gt;
*Left Hand&lt;br /&gt;
Hands are the containers for fingers, and are required for working. One handed colonists can still work fine, just slower. A lost or damaged hand can be replaced with a [[Wooden hand]], for a partial recovery of effectiveness, a [[power claw]] for full effectiveness and a melee weapon in exchange for -8% movement speed, or [[Field hand]] {{RoyaltyIcon}}, for full effectiveness and  improved [[Plant Work Speed]] in exchange for -8% movement speed. Alternatively, the whole arm can be replaced, hand included.&lt;br /&gt;
=====Fingers=====&lt;br /&gt;
*Health: 8&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Thumb&lt;br /&gt;
*Right Index Finger&lt;br /&gt;
*Right Middle Finger&lt;br /&gt;
*Right Ring Finger&lt;br /&gt;
*Right Pinky&lt;br /&gt;
*Left Thumb&lt;br /&gt;
*Left Index Finger&lt;br /&gt;
*Left Middle Finger&lt;br /&gt;
*Left Ring Finger&lt;br /&gt;
*Left Pinky&lt;br /&gt;
Colonists have ten fingers, consisting of the thumbs, index, middle, ring, and pinky fingers. Loss of any of these results in a small penalty to working (though it's usually so small it's difficult to notice).&lt;br /&gt;
&lt;br /&gt;
Losing a finger will cause the colonist to lose 8% manipulation.&lt;br /&gt;
&lt;br /&gt;
===Leg===&lt;br /&gt;
*Health: 30&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Leg&lt;br /&gt;
*Left Leg&lt;br /&gt;
Every colonist has two legs. A lost or damaged leg can be replaced either with a simple prosthesis or a more expensive bionic leg. Simple versions are only 85% as effective whereas bionic versions are 25% ''more'' efficient than a natural limb. If a prosthesis can't be located, peg legs are also available, but they are only barely functional. Any prosthetic leg will completely replace the entire leg, including the feet and toes. &lt;br /&gt;
&lt;br /&gt;
====Tibia====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Tibia&lt;br /&gt;
*Left Tibia&lt;br /&gt;
Lower leg bone (aka shinbone), required for [[moving]]. When shattered, results in a complete loss of function of the leg containing the bone.&lt;br /&gt;
&lt;br /&gt;
====Femur====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Femur&lt;br /&gt;
*Left Femur&lt;br /&gt;
Upper leg bone between hip and knee, the same in terms of injury as the [[#Tibia|tibia]], with a loss of [[moving]] capacity on being shattered.&lt;br /&gt;
&lt;br /&gt;
====Foot====&lt;br /&gt;
*Health: 25&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Foot&lt;br /&gt;
*Left Foot&lt;br /&gt;
Humans have two feet, needed for [[moving]]. Injuries to the foot slow movement, and loss of both feet prevent it entirely. They are also the container for the toes.&lt;br /&gt;
&lt;br /&gt;
=====Toes=====&lt;br /&gt;
*Health: 8&lt;br /&gt;
Includes :&lt;br /&gt;
*Right Little Toe&lt;br /&gt;
*Right Fourth Toe&lt;br /&gt;
*Right Middle Toe&lt;br /&gt;
*Right Second Toe&lt;br /&gt;
*Right Big Toe&lt;br /&gt;
*Left Little Toe&lt;br /&gt;
*Left Fourth Toe&lt;br /&gt;
*Left Middle Toe&lt;br /&gt;
*Left Second Toe&lt;br /&gt;
*Left Big Toe&lt;br /&gt;
Injuries to the toes are among the most minor a colonist can sustain. They hurt a colonist's [[moving]] capacity by a small amount.&lt;br /&gt;
&lt;br /&gt;
Losing a toe will cause a colonist to lose 4% of its moving capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replacements ==&lt;br /&gt;
As there are many ways to lose or permanently impair body parts, there are also several ways to replace them. The options vary in difficulty of crating/acquiring, but most importantly in how effective the replacement part will be.&lt;br /&gt;
&lt;br /&gt;
=== Part Efficiency ===&lt;br /&gt;
A un-injured, naturally grown body part has an efficiency of 100%. Replacement options however can have very variable efficiency, going from 50% to above 100%.&lt;br /&gt;
&lt;br /&gt;
Replacement parts come in rough tech levels, which have a part efficiency range. Parts that were available on the previous tech level tend to have higher part efficiency then those that become first available.&lt;br /&gt;
&lt;br /&gt;
=== Wooden Parts ===&lt;br /&gt;
The low tech variant available even to Tribals. It also has the smallest group of available replacement parts, and is only rarely an option. Part efficiency varies from 60-80%.&lt;br /&gt;
&lt;br /&gt;
A word of warning: installing these counts as an operation (that can be botched) and requires anesthetics.&lt;br /&gt;
&lt;br /&gt;
=== Prostheses ===&lt;br /&gt;
Prosthetic body parts are roughly equivalent to early 21st century prostheses. They only require {{Icon Small|steel}} Steel and {{Icon Small|component}} Components to build. They can be built on a Machining Table after the Prosthetic research is complete.&lt;br /&gt;
&lt;br /&gt;
Part efficiency varies from 50-85%, depending on part.&lt;br /&gt;
&lt;br /&gt;
=== Harvested Parts ===&lt;br /&gt;
As RimWorld has no concept of body part rejection or the difficulty of the implantation, this is a surprisingly low-tech option. All harvested body parts have 100% efficiency. For most organs, this is the earliest available replacement option. It only requires medicine as anesthetic.&lt;br /&gt;
&lt;br /&gt;
Operations not specifically aimed at harvesting (like Amputation or installing replacements) generally do not yield these body parts - they have to be intentionally harvested. Both the &amp;quot;donor&amp;quot; and the colony as a whole may receive negative [[Mood]] for a harvesting operation. There is no voluntary donation mechanic.&lt;br /&gt;
&lt;br /&gt;
Traders may have body parts not normally available for harvesting (like limbs) and generally sidestep any mood effects for acquiring the body part.&lt;br /&gt;
&lt;br /&gt;
=== Bionics ===&lt;br /&gt;
Bionics are cybernetics as they are found in Science Fiction. Bionics require {{Icon Small|plasteel}} Plasteel, {{Icon Small|advanced component}} Advanced Components and Bionics research, and are generally crafted at a Fabrication bench. &lt;br /&gt;
&lt;br /&gt;
They typically have 125% part efficiency, making them direct upgrades for most body parts. If there are no replacement parts between harvested and bionic parts, the organ cannot be sensibly replaced (like a brain) or replacements offer no benefit.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Bionics ===&lt;br /&gt;
These bionics tend to be more simple replacements than upgrades. They often improve one ability drastically and in unique ways, but always come with some sort of downside. These downsides include vulnerability to EMP, a below 100% part efficiency (which somewhat lessens the primary bonus), cancer and other side effects.&lt;br /&gt;
&lt;br /&gt;
Many of these are tied to the [[Royalty DLC]], but a few have been available in the base game for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Archotech ===&lt;br /&gt;
Archotech prostheses are only available through quest rewards, and offer 150% efficiency to the replaced part. They are a direct upgrade to bionic parts, but can only be acquired through trade or quests. They cannot be crafted.&lt;br /&gt;
&lt;br /&gt;
=== List of body parts ===&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] - Body parts system added.&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Organ harvesting, transplanting and prosthetics&lt;br /&gt;
* Beta 19/ 1.0 - Combined ribs into rib cage&lt;br /&gt;
* 1.1 - Stomach is no longer a vital organ.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]] [[Category:Medical Item|#Body Parts]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=108980</id>
		<title>RimWorld Wiki talk:Community portal</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki_talk:Community_portal&amp;diff=108980"/>
		<updated>2022-09-14T16:22:14Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: 4-ish years out of date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page Creation Permissions ==&lt;br /&gt;
What does it take to get page creation permissions?&lt;br /&gt;
[[User:Lilwhitemouse|Lilwhitemouse]] ([[User talk:Lilwhitemouse|talk]]) 14:42, 29 November 2018 (UTC)&lt;br /&gt;
:Also interested in finding out this info, especially ''TALK'' pages. The &amp;quot;[[Community portal]]&amp;quot; says under '''Want to discuss stuff?''' &amp;quot;If you want to discuss anything specific to an article, you can use the Discussion page for that article.&amp;quot;, but if an article's talk page is still empty that's not really possible: unregistered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate. You can try logging in.&amp;lt;/span&amp;gt; and newly-registered users are shown &amp;lt;span style=&amp;quot;background-color: #ffb50d; border: 1px solid #7f7f7f; font-family: monospace,monospace; font-size: 0.87em; padding: 0.2em&amp;quot;&amp;gt;🔒 You currently are not able to participate, because you do not have the required rights.&amp;lt;/span&amp;gt; -- so it's easier to just vandalize right away (editing articles) than to talk about what we want to improve. :-( -- [[User:Noob hoarder|Noob hoarder]] ([[User talk:Noob hoarder|talk]]) 22:09, 11 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The answer is everywhere (it's the most FAQ):&lt;br /&gt;
::Under '''&amp;quot;How to help out&amp;quot;''' within this same page:&lt;br /&gt;
::*You can also create &amp;quot;New pages&amp;quot; for missing pages but your account must have at least 10 edits a priori, this is configuration to prevent vandal bots. If you don't meet the count yet, just perform any of the above mentioned tasks to rise your count.&lt;br /&gt;
::In [[:Help:Basics]]: &lt;br /&gt;
::*Under '''&amp;quot;Creating New Articles&amp;quot;''': With a brand new account, you will need at least 10 edits to be able to make a new article. This is an anti-spam bot measure.&lt;br /&gt;
::Check out the Special Pages area to see articles that could use links, pictures, categories, etc. Fixing up grammar and spelling on pages is always appreciated as well, and is also an easy way to get your 10 edits.&lt;br /&gt;
::...and also...&lt;br /&gt;
::*...in '''my talk page''': [[User talk:Yoshida Keiji]]. 15:55, 12 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I do get that vandal bots are a problem to public sites, but what good is it to allow a bot to vandalize actual, useful, important articles but not empty discussion pages?&lt;br /&gt;
:::New members can't even create their own(!) user page or user talk page.&lt;br /&gt;
:::Maybe pseudo-empty discussion page stubs (»Use this discussion page to discuss the article's content, propose changes etc.«) that auto-vivify along with every article could help? Coming from other wikis I also find it ''very'' strange that I'm required to edit the actual articles in order to be allowed to suggest edits to articles. It just feels wrong to trample all over someone's work instead of being able to add a section to the discussion page politely proposing a change along with a proper explanation on how this change would benefit the article. When editing the article right away any reasoning behind the change is lost, discussion is impossible. Previous authors just see their work »corrected«, maybe don't intuit the reason for the change, feel offended, revert it (also without proper discussion) and contribute to an atmosphere of mutual disrespect and hostility that was never intended and would have been prevented if only the discussion page had been doing its job: being open for discussion.&lt;br /&gt;
:::If auto-vivification is too hard to implement, maybe permissions could be fine-tuned to allow for creation of discussion pages and only need ten edits for actual articles?&lt;br /&gt;
:::If that, too, isn't an option, maybe long-standing users could give the wiki a once-over and create a discussion page for each and every article? I'd certainly volunteer to help with that once I have the edits to be allowed to. Except, of course, if discussion is explicitly not wanted, in which case I'd love to be pointed to the reasoning behind such sentiment.&lt;br /&gt;
:::Another idea involving manual labour: privileged users seeing the first edit of a new member could just upgrade them. Bots don't make meaningful changes to an article, so if the first edit seems well thought through it's likely its author is a human.   [[User:Olfan|Olfan]] ([[User talk:Olfan|talk]]) 10:12, 5 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I have 10 edits but I still can't create new pages :| --[[User:Bitbyte|Bitbyte]] ([[User talk:Bitbyte|talk]]) 10:07, 20 August 2021 (UTC)&lt;br /&gt;
::::&amp;amp;#8627; I checked your user rights/groups. The system currently has you as an autoconfirmed user. If page creation is working yet it'll just take a little more time.&lt;br /&gt;
&lt;br /&gt;
== Getting edit permissions for MediaWiki:Common.css ==&lt;br /&gt;
What's the process for getting permission to update the CSS?  I've been playing around with trying a 300px width version of the default infobox and I think it looks significantly better:&lt;br /&gt;
[[File:Css update infobox comparison.png|thumb|center]]&lt;br /&gt;
[[User:FixSomeBugs|FixSomeBugs]] ([[User talk:FixSomeBugs|talk]]) 15:46, 26 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for &amp;quot;Weapon&amp;quot; pages ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 is out and I'm not sure if more will be added as to evaluate the usefulness of this at the time, but since we are editing such pages, this is my draft and I would like everybody else's opinions to polish this layout and make it standard to all related articles.[[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 02:28, 3 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:User:Yoshida Keiji/Sandbox3]]&lt;br /&gt;
&lt;br /&gt;
== Formatting guideline for Biome guides ==&lt;br /&gt;
&lt;br /&gt;
Discuss what would you expect from Biome specific guides, the content, the parameters in which it shall be focused on, what it must have and what nots. How would you give points based on a score system to determine whether an article shall be part of the Community with members consentient by including it in mainspace or if it shall remain a user exclusive article that solely exposes the views of a single person rather everybody. [[File:LongRangeMineralScanner.png|25px]][[User:Yoshida Keiji|'''Yoshida Keiji''']]([[User_talk:Yoshida_Keiji|Let's talk]][[File:beer b.png|25px]])[[File:LongRangeMineralScanner.png|25px]] 12:43, 21 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts for the future (frontpage, templates, SMW) ==&lt;br /&gt;
&lt;br /&gt;
Since this wiki doesn't have an Admin noticeboard, this talk page appears to be the best spot to raise issues or thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
Recently I've uploaded ''a couple'' of pictures, extracted uncompressed from the game files. I tried to name them sensibly before uploading. Partly as a result of that, there are now de facto duplicates here and there, in various quality. We can try to deal with that, or just let it be. I've also started categorising images. It makes it easier to find them later, and use them in articles, if users can look through categories.&lt;br /&gt;
&lt;br /&gt;
Because most &amp;quot;things&amp;quot; have 3-4 images now (east, north, south), the initial idea was to add them to a small gallery on pages. It helps to fill out some pages, and later we can add &amp;quot;live&amp;quot; shots of the animals and such as well. There is much I didn't upload, however, such as hair styles, body differences, and loads of interface images.&lt;br /&gt;
&lt;br /&gt;
=== Frontpage ===&lt;br /&gt;
Yesterday [[User:PigeonGuru|PigeonGuru]] prompted me about the intent of the image uploads, and I touched on some more topics, including an idea for changing the frontpage. This is (probably) the page new users see first. Hope I don't step on any toes here, but I do think it could be improved. It's usually a good idea to have a brief intro or summary of the game, and those links to policy and consent and suchlike looks a little ''off'' for the frontpage, at least in such a prominent position. I see there have been quite some storms in here with edit wars, so that is probably why, but maybe it could be placed elsewhere?&lt;br /&gt;
&lt;br /&gt;
My background is from Gamepedia, a wiki farm for gaming wikis, where I happened to take the lead in changing lots of stuff on the Pillars of Eternity wiki, including transitioning it from Semantic Mediawiki (SMW) to Cargo. Their sort-of default design for wikis is a dynamic setup that alters where segments are placed on the frontpage based on the width of the user's browser, using fairly simple Javascript in the .js file. I would like to try out something similar here as well -- if that is something that would be agreeable to the leadership. First in my own userspace of course. I'm not a design or CSS wizard, so it takes me time, but I'd like to try it out nevertheless. But I'd like to hear some feedback or ideas for how it can be done.&lt;br /&gt;
&lt;br /&gt;
RimWorld is a dark-themed game with, suffice to say, some pretty darn dark behaviours at times (like the hats meme). I'm not sure how much extra work it would be, how badly if would affect tables and so on, but it might be fitting with a dark-coloured theme for the wiki as well, to better reflect the look in-game. Unfortunately the game doesn't really have much art assets to go on in terms of UI (it is very basic with boxes and suchlike), but otherwise we could have used some of that here, for infoboxes, stylised headings and the like. Any thoughts about this? Would it be a total no-go? I did look through the history of the frontpage a few weeks back, and it looked to have had basically the same design from the start. Have people sort of built brick by brick since then, or was it decided to have it like that, and we shouldn't change it?&lt;br /&gt;
&lt;br /&gt;
:I don't think there was much of a &amp;quot;decision&amp;quot; regarding the frontpage, nobody just ever bothered changing it. I'm in favour of having a short description of the game on the frontpage. As far as the theme for RimWorld, it's as light or dark as the player wants to make it. Some colonies are all rainbows and kittens, others consist of nothing but organ-harvesting psychopaths. It reflects more on the player than on the game. --[[User:Mehni|Mehni]] ([[User talk:Mehni|talk]]) 18:06, 12 July 2019 (UTC) P.S. Welcome, and thank you for your additions.&lt;br /&gt;
&lt;br /&gt;
=== Templates ===&lt;br /&gt;
Dear Cthulu... I've been sat here for ''hours'' trying to wrap my puny head around it, and it still doesn't make all that much sense. Like the main author [[User:Spdskatr|Spdskatr]] says in the Define/doc: &amp;lt;code&amp;gt;This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in Template:Infobox/Thing.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are loads of templates that do various things, including tiny stuff like closing a table, or making a heading. The chain-transclusions make it ''very'' hard to read and understand for regular users, or even quite experienced ones like myself. There are some errors here and there on pages, and many others still use the infobox main template instead, but given the above, it's hard to try to fix things. For all I know, it will break something else.&lt;br /&gt;
&lt;br /&gt;
It is honestly tempting to start anew (and copying the relevant bits of code) instead of keep banging my head against the wall and not really getting anywhere. If we were to start over, I'd suggest to use one template for each thing instead of super-templates with loads of sub-templates and chaining. It's much easier to deal with both for users and staff -- because it's more easily understood. This is kind of a nightmare example, but imagine trying to wrap your head [https://tyranny.gamepedia.com/index.php?title=Template:Infobox&amp;amp;action=edit around this] as a new user :D&lt;br /&gt;
&lt;br /&gt;
Another dark horse here, however, is the SMW. That too is hard to get a good grip on, because it appears to be dealt with in other templates as well. More chaining.&lt;br /&gt;
&lt;br /&gt;
=== Cargo ===&lt;br /&gt;
That brings me to another possibility: Using [https://www.mediawiki.org/wiki/Extension:Cargo Cargo] instead of SMW. Especially on the management/overview side, it is much better to use than SMW. Essentially it's a MySQL database, so it's easy to get an overview of everything, instead of the complex setup of triplets from SMW, and no proper database or table where users or admins can look at the data, check it, and fix it. Managing both the templates and the data would be easier. &lt;br /&gt;
&lt;br /&gt;
Usually SMW is also a drain on performance, though I don't know if that is the case here. As usual there are lots more property+query pages than content pages (and outdated entities), but we're not talking about millions here, so it may be manageable.&lt;br /&gt;
&lt;br /&gt;
I'm hesitant to suggest it ofc, because it's not a small task. I did it for Pillars of Eternity, alone, and it almost broke me, sapped me of energy. But having done it, I can use much of that code base (it largely remains intact I see, although I've not been active there for a year or two, and resigned as a wiki guardian). &lt;br /&gt;
&lt;br /&gt;
All in all this wouldn't be small matters of course, and a lot of work, but I do think it would benefit the wiki, and probably make it easier to update pages now that 1.0 is out, and there are likely to be fewer mass-changes going forward.&lt;br /&gt;
&lt;br /&gt;
Would be grand to hear some feedback about these ideas from the staff, ideally including [[User:Zesty|Zesty]]. If it's not agreeable by others, either as a whole or the individual ideas, then say so and we can end the discussion here. &lt;br /&gt;
&lt;br /&gt;
Thanks, [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 11:40, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:(Brief draft here that can be deleted later)&lt;br /&gt;
&lt;br /&gt;
:Obviously needs a ton of changes as the colours are all messed up, but perhaps it gives a rough idea of what I had in mind? [https://i.imgur.com/JSPCqHT.jpg Imgur image of draft]. Wanted to test out using the background from the game as the background here (I seriously love that image, it really sets the mood for the game). The central content div is slightly transparent so the background image is visible, but without distorting the reading experience too much (Well, that's the end goal). Happy accident that the logo fits fairly well in the top left corner. Not sure what that gradient is about, but that should be altered as well so the whole logo shows. --[[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 19:06, 11 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Interesting. Tried to check how quickly pages are generated by using ''Edit -&amp;gt; Show preview'' and looking at the parser stuff on the bottom. Pages that use the Define template is routinely about 1.0 to 1.2 seconds slower than pages that use the infobox main template. Yet both contain similar amounts of SMW data. So it seems like it's the template that slows thing down, and not necessarily SMW. See if you get similar results. It's a pretty big difference when one type of page generates in 0.3-ish seconds, and another type in 1.5 seconds. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 12:03, 12 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Anyone know how to disable the spammy 'thanks for X' notifications? ==&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/kywaGa4.png How do I disable these?] - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 10:12, 9 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Uploading images doesn't work even after 10 edits ==&lt;br /&gt;
&lt;br /&gt;
Hi, y'all. I joined the wiki today because I saw a few missing images for buildings from the Royalty expansion, and wanted to upload the assets I found to help the community out. I saw there was a 10-page edit requirement before you can create new pages (which images are apparently included in). I've edited 10 pages (more than just changing a piece of punctuation for most of it (^: ) but still can't upload images.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately the upgrading of user privileges is automated and annoyingly slow. I think an administrator could do it manually, but by its likely to have resolved itself by the time they see and respond to this. Give it time and should allow you to do it. Personally I think the user account requirements are a little overbearing and act as disincentives to casual editors but there's not much I can do to fix them. In the mean time, if I can help let me know. Side note, don't forget to sign your posts with 4 ~'s like this:&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;  [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:01, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Roger that! Thank you [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 05:57, 27 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Btw, good work on [[Body Parts]]. I've never had cause to look closely at it, and god it was a mess [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 06:21, 27 September 2020 (UTC)&lt;br /&gt;
::::Aw, you're too kind! I was a copy-editor for my school's yearbook and currently am for my company's newsletter; god knows I've spent enough time benefiting from this wiki to give some of my skills back. I'm still working up the gumption to tackle the page on supported mods... which still references 1.1 😂😭 [[User:Kfsass|Kfsass]] ([[User talk:Kfsass|talk]]) 22:33, 28 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Greetings, from the unofficial Rimworld Discord server! ==&lt;br /&gt;
&lt;br /&gt;
We're currently experiencing an issue with troubleshooter burnout, due to people coming into the server and refusing to read any of the pins or FAQ information, &lt;br /&gt;
sometimes refusing to do as we ask to help figure out their issues, and just a general flood that is starting to overwhelm our volunteers.&lt;br /&gt;
&lt;br /&gt;
It's been proposed during discussions about the issue, that we put something on the internet that is actually searchable, such as on a wiki or what have you, &lt;br /&gt;
to facilitate people potentially doing basic troubleshooting tasks themselves, before coming to us with the issue. We were hoping you'd be amenable to having &lt;br /&gt;
a page created on the official wiki, specifically for modding troubleshooting. The hope is that, with something people can actually look up themselves, &lt;br /&gt;
it would stem the tide a little, or at least give us something outside the Discord to point at. How say you all, if I may inquire?&lt;br /&gt;
&lt;br /&gt;
Hope you're all safe and well.&lt;br /&gt;
Trisscar&lt;br /&gt;
&lt;br /&gt;
Edit: I should mention we'd be the ones maintaining it, not expecting yall to take on more work outta the blue. Figured asking permission was an idea though. XD&lt;br /&gt;
&lt;br /&gt;
:The wiki hosts a number of pages about modding (though some are admittedly outdated) and guides are common as well. I see no reason it shouldn't be on here, ultimately the wiki is meant to be an aid to the user base. Any pages will still be under the normal rules and moderation ofc and dedicated wikis like the SoS2 and Bestiary wikis are still better places for actual mod content, but what this proposes seems sound. &lt;br /&gt;
:You won't have page creation privileges yet because you're a new user (you need a min num of edits, can't change that on my end), so I've created your user page so you can experiment. If you have a specific page you'd like created, let me know by linking it here, or stickking something on my talk page. It should probably be the in [[Modding Tutorials]] namespace, for example  [[Modding Tutorials/Example page name]]. :Lastly you can sign posts with 4 ~'s like this &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 20:33, 13 December 2020 (UTC) Wiki Mod.&lt;br /&gt;
&lt;br /&gt;
::Ahh aight, thanks much. I'll get the troubleshooters talking about what we want in there and get to editing shortly. [[User:Trisscar|Trisscar]] ([[User talk:Trisscar|talk]]) 02:40, 15 December 2020 (UTC)Trisscar&lt;br /&gt;
&lt;br /&gt;
:::Good luck and if you have any issues don't hesitate to ask [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 05:10, 15 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to help out? ==&lt;br /&gt;
* Upload and add some images! Visit '''[[Special:Upload]]'''. Add them &amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[:Category:Images]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
The only problem is it's not possible to create new pages...&lt;br /&gt;
&lt;br /&gt;
This image [https://i.imgur.com/w49Uz19.png] should go in [[Fine stone tile]] with the caption &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Fine tiles (from left to right: [[sandstone blocks|sandstone]], [[granite blocks|granite]], [[limestone blocks|limestone]], [[slate blocks|slate]], [[marble blocks|marble]]).&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[User talk:SyntaxTerror|Şÿℵדαχ₮ɘɼɾ๏ʁ]]&amp;lt;/span&amp;gt; 14:24, 7 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: You can only upload files or create new pages once you're autoconfirmed by the bot. That happens a little while after you make 10 edits. Its annoying but unfortunately not something I can change. If you prefer I can upload the file once I'm somewhere I can easily convert from webp to something the wiki recognizes (another annoying thing I can't fix), but feel free to make the requisite edits yourself if you're willing. If you have any further issues, feel free to post kn my talk page or message me on discord, I'm fairly active on the Unofficial Rimworld Discord as well. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 23:01, 7 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Done, feel free to change it as you feel appropriate. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:55, 8 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Thanks [[User:Harakoni|Harakoni]], I wasn't aware of the autoconfirmed thingy. I guess it it sthe same thing for my own user page.&lt;br /&gt;
:::You edit on [[Fine stone tile]] looks fine.&lt;br /&gt;
:::Regards, &amp;lt;span class=&amp;quot;nowrap&amp;quot;&amp;gt;[[User talk:SyntaxTerror|Şÿℵדαχ₮ɘɼɾ๏ʁ]]&amp;lt;/span&amp;gt; 11:34, 8 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extensions and MediaWiki out of date ==&lt;br /&gt;
I'm a little surprised that the wiki hasn't been updated with more recent versions of extension and core software. Almost all the extensions I checked out, plus the MediaWiki version itself, is around 4 years out of date. Don't know if that has security implications too, but something should probably be done about it? &lt;br /&gt;
&lt;br /&gt;
Secondly, and this is just a small point really given all that could be done here, but I noticed a note about cover on many pages, such as [[autocannon turret]]. That note is incorrect, because that isn't how cover works for those items/buildings. The cover that is mentioned in definitions if the cover you get behind that &amp;quot;thing&amp;quot;, it's not the cover that thing gets itself. I saw a video reference about a bloke shooting at a miniturret or whatever, which was supposed to show that the cover is incorrect. But that isn't how the whole thing works. You always needed sandbags to protect autocannons and such, and that hasn't changed I suppose (not played since 1.0 version). But try to cover behind an autocannon (cross your fingers it doesn't blow up), and it should give you cover protection. The percentage depends on the angle iirc, but it is 50% in the game files. [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 16:21, 14 September 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Vsua15oyjn9vor65&amp;topic_postId=vsua15oyjr7xwv4d&amp;topic_revId=vsua15oyjr7xwv4d&amp;action=single-view</id>
		<title>Topic:Vsua15oyjn9vor65</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Vsua15oyjn9vor65&amp;topic_postId=vsua15oyjr7xwv4d&amp;topic_revId=vsua15oyjr7xwv4d&amp;action=single-view"/>
		<updated>2020-08-27T11:42:23Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Vsua15oyjn9vor65&amp;amp;topic_showPostId=vsua15oyjr7xwv4d#flow-post-vsua15oyjr7xwv4d&quot;&gt;commented&lt;/a&gt; on &quot;User rights and (lack of) activity&quot; (&lt;em&gt;Hi again. Says something about my activity level that I didn&amp;#039;t notice the moderator rights had been dropped until now, and it apparently...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=67204</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=67204"/>
		<updated>2019-10-11T23:48:30Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* General Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
!Conflicting Traits&lt;br /&gt;
|-&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| +20 mood bonus when naked&lt;br /&gt;
-3 mood penalty for wearing any clothing (except headgear and belts)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin&lt;br /&gt;
+8 mood bonus for witnessing a stranger's death&amp;lt;br&amp;gt;&lt;br /&gt;
+13 mood bonus for killing strangers&amp;lt;br&amp;gt;&lt;br /&gt;
No mood penalty for wearing tainted clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Four times as likely to start a social fight&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.&lt;br /&gt;
| Sometimes tells others Kind Words&lt;br /&gt;
+5 mood bonus for anyone who has been told Kind Words by this colonist &amp;lt;br&amp;gt;&lt;br /&gt;
Will not Slight or Insult others&lt;br /&gt;
| Abrasive&lt;br /&gt;
Psychopath&lt;br /&gt;
|-&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, organ harvesting, butchering of humans or friendly chats&amp;lt;ref&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, they tried it... and they liked it.&lt;br /&gt;
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&lt;br /&gt;
+15 mood bonus after eating meal made with human flesh&lt;br /&gt;
+20 mood bonus after eating raw human flesh&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging them. That tends to rub people the wrong way.&lt;br /&gt;
| Has a tendency to slight and insult people&lt;br /&gt;
-15% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Too Smart&lt;br /&gt;
| NAME is too smart for their own good. They learn everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| Global learning speed +75%&lt;br /&gt;
Mental break threshold +12%&lt;br /&gt;
| Nerves&lt;br /&gt;
|-&lt;br /&gt;
! Fast Learner&lt;br /&gt;
| NAME has a knack for learning. He picks things up much faster than others.&lt;br /&gt;
| Global learning speed +75%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. They seem to dance around danger with preternatural grace.&lt;br /&gt;
| Melee dodge chance +15.0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. Their accuracy is greatly increased in melee combat, but they'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| Melee skill +4&lt;br /&gt;
&amp;lt;br&amp;gt;Shooting skill -4&lt;br /&gt;
&amp;lt;br&amp;gt; Melee dodge chance +4.0&lt;br /&gt;
&amp;lt;br&amp;gt;-20 mood penalty for wielding a ranged weapon&lt;br /&gt;
| Trigger Happy&lt;br /&gt;
&amp;lt;br&amp;gt;Careful Shooter&lt;br /&gt;
&amp;lt;br&amp;gt;Wimp&lt;br /&gt;
|-&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. They don't know why, they're just wired differently.&lt;br /&gt;
| +5 mood bonus for being in a little pain&lt;br /&gt;
+10 mood bonus for being in medium pain&lt;br /&gt;
&amp;lt;br&amp;gt;+15 mood bonus for being in severe pain&lt;br /&gt;
&amp;lt;br&amp;gt;+20 mood bonus for being in shock&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| Mood bonus for having artificial body parts, from +4 up to +13&lt;br /&gt;
-4 mood penalty for not having an artificial body part &amp;lt;br&amp;gt; +8 opinion of other colonists for each part installed on them, up to +40&lt;br /&gt;
| Body purist&lt;br /&gt;
|-&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| Heavy mood penalty for having artificial body parts, starting at -10, going down to -35&lt;br /&gt;
-8 opinion of other colonists for each part installed on them, down to -40&lt;br /&gt;
| Transhumanist&lt;br /&gt;
|-&lt;br /&gt;
! Night Owl&lt;br /&gt;
| NAME likes to work at night. They get a mood bonus if awake at night and mood loss if awake during the day. They doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| -10 mood penalty during day (11:00 - 18:00)&lt;br /&gt;
+16 mood bonus during night (23:00 - 06:00)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. They get a mood loss if they don't get what they want.&lt;br /&gt;
| -8/-8/-8/-6/-4 mood penalty for not having an impressive bedroom.&lt;br /&gt;
| Ascetic&lt;br /&gt;
Jealous&lt;br /&gt;
|-&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a less impressive bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| -8 mood penalty for not having the best bedroom.&lt;br /&gt;
| Ascetic&lt;br /&gt;
Greedy&lt;br /&gt;
|-&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME prefers to live in asceticism. They will be put in a poor mood if they have a bedroom that's too impressive. They also dislike fancy food and prefer to eat raw - and raw food won't bother them a bit.&lt;br /&gt;
| +5 mood bonus for having an awful bedroom&lt;br /&gt;
-5 mood penalty for having a slightly impressive or better bedroom.&amp;lt;br&amp;gt;&lt;br /&gt;
Mood not affected by food quality, prefers raw food.&lt;br /&gt;
| Greedy&lt;br /&gt;
Jealous&lt;br /&gt;
Gourmand&lt;br /&gt;
|-&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| Will only have romantic relationships with people of same gender.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| -25 opinion of men.&lt;br /&gt;
| Psychopath&lt;br /&gt;
|-&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| -25 opinion of women.&lt;br /&gt;
| Psychopath&lt;br /&gt;
|-&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. HE will lose unused skills at half the rate of other people.&lt;br /&gt;
| Skill loss rate x50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. HE takes much less damage than other people from the same blows. HE is extremely hard to kill.&lt;br /&gt;
| Take 50% damage&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. HE gets hungry quickly, and if HE is in a bad mood, HE will often satisfy HEself by eating.&lt;br /&gt;
| +50 % hunger rate &amp;lt;br&amp;gt; +4 cooking skill &amp;lt;br&amp;gt; Only possible mental break is food binge; can randomly change to such&lt;br /&gt;
| Ascetic&lt;br /&gt;
|-&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether HE's sleeping on a bed or on the ground, HE will be fully rested in about two thirds the usual time.&lt;br /&gt;
| +50 % rest gain rate&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Annoying Voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| -25 opinion from other colonists&lt;br /&gt;
-20% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Creepy Breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| -25 opinion from other colonists&lt;br /&gt;
-10% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. They will occasionally start fires and will never extinguish them.&lt;br /&gt;
| +5 mood bonus for having an incendiary weapon equipped&lt;br /&gt;
Incapable of firefighting&lt;br /&gt;
&amp;lt;br&amp;gt;Only possible mental break is fire starting spree; can randomly change to such&lt;br /&gt;
&amp;lt;br&amp;gt;-20% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;Hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize HIM.&lt;br /&gt;
| Pain shock threshold to 20%&lt;br /&gt;
-15% of the market value&lt;br /&gt;
| Brawler&lt;br /&gt;
|-&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays inside, and is not bothered by darkness.&lt;br /&gt;
| Mood not affected by Darkness&lt;br /&gt;
No Outdoors or Space need&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spectrum Traits==&lt;br /&gt;
&lt;br /&gt;
All traits in a given spectrum are mutually exclusive&lt;br /&gt;
&lt;br /&gt;
===Drug Desire===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that they can only go on a drug binge when drugs are present in the map.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Fascination&lt;br /&gt;
| NAME has an intense fascination with chemical sources of enjoyment. HE will consume much more of them, and is more likely to go on binges.&lt;br /&gt;
| Will randomly go on hard drug binges, and ignores drug policies.&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. HE will consume more of them, and is more likely to go on binges.&lt;br /&gt;
| Will randomly go on social drug binges, and ignores drug policies.&lt;br /&gt;
|-&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty &amp;lt;br&amp;gt;&lt;br /&gt;
-25 opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Industriousness===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| Work speed +35%&lt;br /&gt;
|-&lt;br /&gt;
! Hard Worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| Work speed +20%&lt;br /&gt;
|-&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| Work speed -20%&lt;br /&gt;
|-&lt;br /&gt;
!Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. HE moves slowly and rarely stays focused on a task.&lt;br /&gt;
| Work speed -35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Speed Traits===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| Movement speed +0.4 c/s&lt;br /&gt;
|-&lt;br /&gt;
! Fast Walker&lt;br /&gt;
| NAME likes to be where HE's going. HE walks quicker than most people.&lt;br /&gt;
| Movement speed +0.2 c/s&lt;br /&gt;
|-&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever HE goes anywhere.&lt;br /&gt;
| Movement speed -0.2 c/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Natural Mood===&lt;br /&gt;
These traits affect the colonist's base mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent +12 mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HIM down.&lt;br /&gt;
| Permanent +6 mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent -6 mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent -12 mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nerves===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Iron-Willed&lt;br /&gt;
| NAME's will is an iron shield. HE keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| Mental break threshold -18%&lt;br /&gt;
|-&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| Mental break threshold -9%&lt;br /&gt;
|-&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| Mental break threshold +8%&lt;br /&gt;
|-&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. HE is the first to break in any tough situation.&lt;br /&gt;
| Mental break threshold +15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Neurotic===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. HE will work harder than most to attain this state of affairs, but HIS nerves can get the better of HIM.&lt;br /&gt;
| Work speed +20%&lt;br /&gt;
Mental break threshold +8%&lt;br /&gt;
|-&lt;br /&gt;
! Very Neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. HE will work extremely hard to attain this state of affairs, but HIS nerves can easily get the better of HIM.&lt;br /&gt;
| Work speed +40%&lt;br /&gt;
Mental break threshold +14%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shooting Accuracy===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Careful Shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. HE shoots less often than others, but with more accuracy.&lt;br /&gt;
| Aiming time +25%&lt;br /&gt;
Shooting accuracy +25%&lt;br /&gt;
|-&lt;br /&gt;
! Trigger-Happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. HE shoots faster than others, but less accurately.&lt;br /&gt;
| Aiming time -50%&lt;br /&gt;
Shooting accuracy -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beauty===&lt;br /&gt;
These traits influences a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to HIM before HE even opens HIS mouth.&lt;br /&gt;
| +40 opinion from other colonists&lt;br /&gt;
+40% of the market value&lt;br /&gt;
|-&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like HIM.&lt;br /&gt;
| +20 opinion from other colonists&lt;br /&gt;
+20% of the market value&lt;br /&gt;
|-&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| -20 opinion from other colonists&lt;br /&gt;
-20% of the market value&lt;br /&gt;
|-&lt;br /&gt;
! Staggeringly Ugly&lt;br /&gt;
| NAME is staggeringly ugly. HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing.&lt;br /&gt;
| -40 opinion from other colonists&lt;br /&gt;
-40% of the market value&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psychic Sensitivity===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. HE is extremely sensitive to psychic phenomena.&lt;br /&gt;
| Psychic sensitivity +80%&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| Psychic sensitivity +40%&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. HE isn't as affected by psychic phenomena.&lt;br /&gt;
| Psychic Sensitivity -50%&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. HE just isn't affected by psychic phenomena.&lt;br /&gt;
| Psychic sensitivity -100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Immunity===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. HE will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| Immunity gain speed +30%&lt;br /&gt;
|-&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. HE gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| Medicine skill +4&amp;lt;br&amp;gt;Randomly catch diseases independently from rest of the colony&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Obsolete Traits==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Fate&lt;br /&gt;
|-&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| +14 mood bouns for having a bionic body part &amp;lt;br&amp;gt;-4 mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by Transhumanist&lt;br /&gt;
|-&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| -10 mood penalty for having a bionic body part&lt;br /&gt;
| Transhumanist&lt;br /&gt;
| Replaced by Body purist&lt;br /&gt;
|-&lt;br /&gt;
! Green Thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| +1 mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|-&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays indoors.&lt;br /&gt;
| No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by Undergrounder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=67124</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=67124"/>
		<updated>2019-10-05T07:49:26Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* General Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits grant special bonuses or conditions to your colonists in addition to adding flavor and allowing more complex player-conceived stories based on those characters.&lt;br /&gt;
&lt;br /&gt;
==General Traits==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
!Conflicting Traits&lt;br /&gt;
|-&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| +20 mood bonus when naked&lt;br /&gt;
-3 mood penalty for wearing any clothing (except headgear and belts)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin&lt;br /&gt;
+8 mood bonus for witnessing a stranger's death&amp;lt;br&amp;gt;&lt;br /&gt;
+13 mood bonus for killing strangers&amp;lt;br&amp;gt;&lt;br /&gt;
No mood penalty for wearing tainted clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Four times as likely to start a social fight&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.&lt;br /&gt;
| Sometimes tells others Kind Words&lt;br /&gt;
+5 mood bonus for anyone who has been told Kind Words by this colonist &amp;lt;br&amp;gt;&lt;br /&gt;
Will not Slight or Insult others&lt;br /&gt;
| Abrasive&lt;br /&gt;
Psychopath&lt;br /&gt;
|-&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| Mood not affected by sight of death, unburied colonists, prisoners sold into slavery, butchering of humans or friendly chats&amp;lt;ref&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, they tried it... and they liked it.&lt;br /&gt;
| +3/+5/+7/+8 mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&lt;br /&gt;
+15 mood bonus after eating meal made with human flesh&lt;br /&gt;
+20 mood bonus after eating raw human flesh&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging them. That tends to rub people the wrong way.&lt;br /&gt;
| Has a tendency to slight and insult people&lt;br /&gt;
-15% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Too Smart&lt;br /&gt;
| NAME is too smart for their own good. They learn everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| Global learning speed +75%&lt;br /&gt;
Mental break threshold +12%&lt;br /&gt;
| Nerves&lt;br /&gt;
|-&lt;br /&gt;
! Fast Learner&lt;br /&gt;
| NAME has a knack for learning. He picks things up much faster than others.&lt;br /&gt;
| Global learning speed +75%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. They seem to dance around danger with preternatural grace.&lt;br /&gt;
| Melee dodge chance +15.0&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. Their accuracy is greatly increased in melee combat, but they'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| Melee skill +4&lt;br /&gt;
&amp;lt;br&amp;gt;Shooting skill -4&lt;br /&gt;
&amp;lt;br&amp;gt; Melee dodge chance +4.0&lt;br /&gt;
&amp;lt;br&amp;gt;-20 mood penalty for wielding a ranged weapon&lt;br /&gt;
| Trigger Happy&lt;br /&gt;
&amp;lt;br&amp;gt;Careful Shooter&lt;br /&gt;
&amp;lt;br&amp;gt;Wimp&lt;br /&gt;
|-&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. They don't know why, they're just wired differently.&lt;br /&gt;
| +5 mood bonus for being in a little pain&lt;br /&gt;
+10 mood bonus for being in medium pain&lt;br /&gt;
&amp;lt;br&amp;gt;+15 mood bonus for being in severe pain&lt;br /&gt;
&amp;lt;br&amp;gt;+20 mood bonus for being in shock&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| Mood bonus for having artificial body parts, from +4 up to +13&lt;br /&gt;
-4 mood penalty for not having an artificial body part &amp;lt;br&amp;gt; +8 opinion of other colonists for each part installed on them, up to +40&lt;br /&gt;
| Body purist&lt;br /&gt;
|-&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| Heavy mood penalty for having artificial body parts, starting at -10, going down to -35&lt;br /&gt;
-8 opinion of other colonists for each part installed on them, down to -40&lt;br /&gt;
| Transhumanist&lt;br /&gt;
|-&lt;br /&gt;
! Night Owl&lt;br /&gt;
| NAME likes to work at night. They get a mood bonus if awake at night and mood loss if awake during the day. They doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| -10 mood penalty during day (11:00 - 18:00)&lt;br /&gt;
+16 mood bonus during night (23:00 - 06:00)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. They get a mood loss if they don't get what they want.&lt;br /&gt;
| -8/-8/-8/-6/-4 mood penalty for not having an impressive bedroom.&lt;br /&gt;
| Ascetic&lt;br /&gt;
Jealous&lt;br /&gt;
|-&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a less impressive bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| -8 mood penalty for not having the best bedroom.&lt;br /&gt;
| Ascetic&lt;br /&gt;
Greedy&lt;br /&gt;
|-&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME prefers to live in asceticism. They will be put in a poor mood if they have a bedroom that's too impressive. They also dislike fancy food and prefer to eat raw - and raw food won't bother them a bit.&lt;br /&gt;
| +5 mood bonus for having an awful bedroom&lt;br /&gt;
-5 mood penalty for having a slightly impressive or better bedroom.&amp;lt;br&amp;gt;&lt;br /&gt;
Mood not affected by food quality, prefers raw food.&lt;br /&gt;
| Greedy&lt;br /&gt;
Jealous&lt;br /&gt;
Gourmand&lt;br /&gt;
|-&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| Will only have romantic relationships with people of same gender.&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| -25 opinion of men.&lt;br /&gt;
| Psychopath&lt;br /&gt;
|-&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| -25 opinion of women.&lt;br /&gt;
| Psychopath&lt;br /&gt;
|-&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. HE will lose unused skills at half the rate of other people.&lt;br /&gt;
| Skill loss rate x50%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. HE takes much less damage than other people from the same blows. HE is extremely hard to kill.&lt;br /&gt;
| Take 50% damage&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. HE gets hungry quickly, and if HE is in a bad mood, HE will often satisfy HEself by eating.&lt;br /&gt;
| +50 % hunger rate &amp;lt;br&amp;gt; +4 cooking skill &amp;lt;br&amp;gt; Only possible mental break is food binge; can randomly change to such&lt;br /&gt;
| Ascetic&lt;br /&gt;
|-&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether HE's sleeping on a bed or on the ground, HE will be fully rested in about two thirds the usual time.&lt;br /&gt;
| +50 % rest gain rate&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Annoying Voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| -25 opinion from other colonists&lt;br /&gt;
-20% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Creepy Breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| -25 opinion from other colonists&lt;br /&gt;
-10% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. They will occasionally start fires and will never extinguish them.&lt;br /&gt;
| +5 mood bonus for having an incendiary weapon equipped&lt;br /&gt;
Incapable of firefighting&lt;br /&gt;
&amp;lt;br&amp;gt;Only possible mental break is fire starting spree; can randomly change to such&lt;br /&gt;
&amp;lt;br&amp;gt;-20% of the market value&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;Hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize HIM.&lt;br /&gt;
| Pain shock threshold to 20%&lt;br /&gt;
-15% of the market value&lt;br /&gt;
| Brawler&lt;br /&gt;
|-&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays inside, and is not bothered by darkness.&lt;br /&gt;
| Mood not affected by Darkness&lt;br /&gt;
No Outdoors or Space need&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spectrum Traits==&lt;br /&gt;
&lt;br /&gt;
All traits in a given spectrum are mutually exclusive&lt;br /&gt;
&lt;br /&gt;
===Drug Desire===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that they can only go on a drug binge when drugs are present in the map.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Fascination&lt;br /&gt;
| NAME has an intense fascination with chemical sources of enjoyment. HE will consume much more of them, and is more likely to go on binges.&lt;br /&gt;
| Will randomly go on hard drug binges, and ignores drug policies.&lt;br /&gt;
|-&lt;br /&gt;
! Chemical Interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. HE will consume more of them, and is more likely to go on binges.&lt;br /&gt;
| Will randomly go on social drug binges, and ignores drug policies.&lt;br /&gt;
|-&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals, and avoids alcohol and drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a -20 mood penalty &amp;lt;br&amp;gt;&lt;br /&gt;
-25 opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Industriousness===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| Work speed +35%&lt;br /&gt;
|-&lt;br /&gt;
! Hard Worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| Work speed +20%&lt;br /&gt;
|-&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| Work speed -20%&lt;br /&gt;
|-&lt;br /&gt;
!Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. HE moves slowly and rarely stays focused on a task.&lt;br /&gt;
| Work speed -35%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Speed Traits===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| Movement speed +0.4 c/s&lt;br /&gt;
|-&lt;br /&gt;
! Fast Walker&lt;br /&gt;
| NAME likes to be where HE's going. HE walks quicker than most people.&lt;br /&gt;
| Movement speed +0.2 c/s&lt;br /&gt;
|-&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever HE goes anywhere.&lt;br /&gt;
| Movement speed -0.2 c/s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Natural Mood===&lt;br /&gt;
These traits affect the colonist's base mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent +12 mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HIM down.&lt;br /&gt;
| Permanent +6 mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent -6 mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. HE has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent -12 mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nerves===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Iron-Willed&lt;br /&gt;
| NAME's will is an iron shield. HE keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| Mental break threshold -18%&lt;br /&gt;
|-&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| Mental break threshold -9%&lt;br /&gt;
|-&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| Mental break threshold +8%&lt;br /&gt;
|-&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. HE is the first to break in any tough situation.&lt;br /&gt;
| Mental break threshold +15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Neurotic===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. HE will work harder than most to attain this state of affairs, but HIS nerves can get the better of HIM.&lt;br /&gt;
| Work speed +20%&lt;br /&gt;
Mental break threshold +8%&lt;br /&gt;
|-&lt;br /&gt;
! Very Neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. HE will work extremely hard to attain this state of affairs, but HIS nerves can easily get the better of HIM.&lt;br /&gt;
| Work speed +40%&lt;br /&gt;
Mental break threshold +14%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shooting Accuracy===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Careful Shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. HE shoots less often than others, but with more accuracy.&lt;br /&gt;
| Aiming time +25%&lt;br /&gt;
Shooting accuracy +25%&lt;br /&gt;
|-&lt;br /&gt;
! Trigger-Happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. HE shoots faster than others, but less accurately.&lt;br /&gt;
| Aiming time -50%&lt;br /&gt;
Shooting accuracy -25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beauty===&lt;br /&gt;
These traits influences a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to HIM before HE even opens HIS mouth.&lt;br /&gt;
| +40 opinion from other colonists&lt;br /&gt;
+40% of the market value&lt;br /&gt;
|-&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like HIM.&lt;br /&gt;
| +20 opinion from other colonists&lt;br /&gt;
+20% of the market value&lt;br /&gt;
|-&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| -20 opinion from other colonists&lt;br /&gt;
-20% of the market value&lt;br /&gt;
|-&lt;br /&gt;
! Staggeringly Ugly&lt;br /&gt;
| NAME is staggeringly ugly. HIS face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at HIM while conversing.&lt;br /&gt;
| -40 opinion from other colonists&lt;br /&gt;
-40% of the market value&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psychic Sensitivity===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. HE is extremely sensitive to psychic phenomena.&lt;br /&gt;
| Psychic sensitivity +80%&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| Psychic sensitivity +40%&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. HE isn't as affected by psychic phenomena.&lt;br /&gt;
| Psychic Sensitivity -50%&lt;br /&gt;
|-&lt;br /&gt;
! Psychically Deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. HE just isn't affected by psychic phenomena.&lt;br /&gt;
| Psychic sensitivity -100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Immunity===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. HE will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| Immunity gain speed +30%&lt;br /&gt;
|-&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. HE gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| Medicine skill +4&amp;lt;br&amp;gt;Randomly catch diseases independently from rest of the colony&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Obsolete Traits==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Conflicting Traits&lt;br /&gt;
! Fate&lt;br /&gt;
|-&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| +14 mood bouns for having a bionic body part &amp;lt;br&amp;gt;-4 mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by Transhumanist&lt;br /&gt;
|-&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| -10 mood penalty for having a bionic body part&lt;br /&gt;
| Transhumanist&lt;br /&gt;
| Replaced by Body purist&lt;br /&gt;
|-&lt;br /&gt;
! Green Thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| +1 mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|-&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. PRONOUN will never feel cooped up or get cabin fever, no matter how long PRONOUN stays indoors.&lt;br /&gt;
| No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by Undergrounder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=67121</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=67121"/>
		<updated>2019-10-03T09:39:54Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Melee */ It is indeed -80% now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are several key mechanics in the combat system of the game.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|cover}}&lt;br /&gt;
Using the best [[cover]] available is key to winning a firefight. Select any pawn with a ranged weapon and hover over a target in their line of sight to see a popup that shows the shooter's chance to hit that target, including the target's measure of cover. Walls and natural rock provide the best cover and are great for flanking positions. [[Sandbags]] make for very effective cover. When placed in a U-shape or zigzag pattern, the extra bags will provide more cover for your defenders.&lt;br /&gt;
&lt;br /&gt;
Chunks of stone and steel slag near your base can be used by attackers as cover. This cover is far better than trees or bushes. Be sure to have your colonists clear away such debris to deprive ranged attackers of using it for cover.&lt;br /&gt;
&lt;br /&gt;
If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that if enemies advance they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
Ranged involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor penetration&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stopping power&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Burst count&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aim time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cooldown time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Accuracy&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Range&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each ranged weapon has 4 accuracy values corresponding to accuracy at close (3), short (12), medium (25) and long (40) ranges. Stopping power allows a ranged weapon to stagger whatever their projectile hits if the victim's body size is less than or equal to the stopping power value, slowing them down to 1/6th of their normal speed for {{ticks|95}} - explosives will stagger regardless though.&lt;br /&gt;
&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of damaging another target on the alternative cell it happens to land on. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged weapons with a forced miss radius will hit anything but the target within its miss radius, though there's a small chance that they'll occasionally use standard accuracy with smaller radii having higher chances. Forced miss radius also scales with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Projectiles can also hit other things that are between the target and the shooter, such as stray animals.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons.&lt;br /&gt;
&lt;br /&gt;
Pawns usually will not stack into a cell with other melee attackers, but if they do, only one pawn per cell may attack the same target. This does not apply to colony brawlers, as they can and may stack into a cell while melee attacking the same target sometimes.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. A colonist skilled in melee and equipped with an effective weapon will easily win any one-on-one melee battle. However, a brawler trying to close the gap to attack a gun-wielding attacker may get shot down before reaching their target. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
Blunt attacks also have a chance to stun enemies on hit. The chance of this is dependent on the damage of the attack and the toughness of the opponent, with attacks to the head being much more likely to stun.&lt;br /&gt;
&lt;br /&gt;
If a colonist has gone into a berserk mental break they will engage nearby targets. To subdue them with the least risk of causing serious injury, draft one or more colonists armed with nothing but bare fists or marginally blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
If a pawn has lost all the body parts that can melee attack (such as hands), they will resort to using a head butt attack.&lt;br /&gt;
&lt;br /&gt;
Sometimes, humanoid pawns that engage in melee combat may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
Pawns equipped with ranged weapons such as guns can defend themselves in melee by rifle-butting, pistol-whipping, or 'poking' enemies with them. This is more damaging than mere fists, but is typically not as good as dedicated melee weapons such as the [[longsword]].&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
&lt;br /&gt;
When a pawn attacks another, the chance that the attack hits is known as accuracy.&lt;br /&gt;
&lt;br /&gt;
*'''Melee accuracy''' is very straightforward, simply the chance that a pawn can land melee blows.&lt;br /&gt;
*'''Ranged accuracy''', on the other hand, is more complicated. The in-game accuracy is described per tile, meaning that the actual accuracy is much lower at a distance as the accuracy at that distance is calculated by the '''base accuracy to the power of the distance to the target.''' This is further multiplied by the weapon accuracy of that weapon at that distance.&lt;br /&gt;
**Many other factors are also taken into account, such as weather.&lt;br /&gt;
&lt;br /&gt;
A pawn's base accuracy is affected by skill, as well as sight and manipulation.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged it will always miss regardless of whether or not it is supposed to hit.&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
The various character roles play a big part in combat. Characters having great skill in at least 1 form of combat are ideal, use them first. Have colonists equip weapons at all time so they can defend themselves or respond quickly when drafted.&lt;br /&gt;
&lt;br /&gt;
It's often handy to keep one colonist with only [[firefighting]] duties nearby in case a fire breaks out. This extra character can extinguish fires leaving shooters to continue engaging attackers. They can also aid a defender if they catch fire and can't extinguish themselves.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries you can use your less combat-skilled colonists to take over while they retreat. If you need to, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire ===&lt;br /&gt;
Be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. Colonists can shoot over the shoulders of allies up to 2 tiles away from them, but any further and they may be hit.&lt;br /&gt;
&lt;br /&gt;
Colonists engaging enemies in melee also have a chance of being hit by their ranged counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Your defenders will slowly become tired and hungry, eventually leading to a mental break if you don't take them off draft. Undraft them so they may work on cleanup and repair. Select dropped items and corpses and unforbid to allow colonists to move them. Build graves, set up a dumping stockpile accepting corpses, or set a bill for butcher table or crematorium to dispose of bodies and prevent colonists from taking a mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Colonist morale ===&lt;br /&gt;
It's important to keep colonists' mood high and needs satisfied, to prevent them from breaking in the middle of combat, leading to more problems.&lt;br /&gt;
&lt;br /&gt;
A satisfying colony will keep soldiers' spirits high while they starve a sleepless night in the trenches.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Combat' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== Pause frequently! ==&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cow&amp;diff=67120</id>
		<title>Cow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cow&amp;diff=67120"/>
		<updated>2019-10-03T06:44:29Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;onlyinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|animal|&lt;br /&gt;
|name = Cow&lt;br /&gt;
|image = Cow.png&lt;br /&gt;
|description = &amp;quot;A very common domestic animal. It can produce large amounts of milk, or be slaughtered for delicious food.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 2.0&lt;br /&gt;
|healthscale = 1.5&lt;br /&gt;
|movespeed = 3.20&lt;br /&gt;
|attack1dmg = 6&lt;br /&gt;
|attack1type = bite&lt;br /&gt;
|attack1part = teeth&lt;br /&gt;
|attack1cool = 100&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|milk = 15&lt;br /&gt;
|milktime = 1&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = simple&lt;br /&gt;
|wildness = 0.05&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 20&lt;br /&gt;
|lifespan = 22&lt;br /&gt;
|offspring = 1-3&lt;br /&gt;
|maturityage = 0.45+&lt;br /&gt;
|marketvalue = 300&lt;br /&gt;
|meatname = beef&lt;br /&gt;
|massadult = 140&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|The '''cow''' is a large herbivore best known for its milk and tasty meat.}}&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Cows don't spawn in the wild and thus cannot be tamed. They can only be obtained via trading or received through the animal self-taming event. A cow can be milked for up to 15 units of milk per day (depending on your [[Characters|pawns]] animals skill) which means that a single cow can provide enough nutrition for one and a half meals a day if [[Meals|cooked]] into a simple meal, or three meals if cooked into a fine meal. This can be quite important, as it means that as long as you have enough food (either natural grass or [[haygrass]]) to keep your cattle fed, you can create a settlement that is entirely self sufficient for food even if your food crops become ruined or get destroyed.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Cows can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cover&amp;diff=67104</id>
		<title>Cover</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cover&amp;diff=67104"/>
		<updated>2019-09-25T02:05:43Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Saguaro cactus */ We should try to avoid links in headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Cover can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Rubble]], [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Natural cover''' is anything that can protect you on a newly generated map.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.&lt;br /&gt;
&lt;br /&gt;
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. &lt;br /&gt;
&lt;br /&gt;
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:&lt;br /&gt;
*'''a &amp;lt; 15°''' = 100% effectiveness&lt;br /&gt;
*'''15° &amp;lt; a &amp;lt; 27°''' = 80% effectiveness&lt;br /&gt;
*'''27° &amp;lt; a &amp;lt; 40°''' = 60% effectiveness&lt;br /&gt;
*'''40° &amp;lt; a &amp;lt; 52°''' = 40% effectiveness&lt;br /&gt;
*'''52° &amp;lt; a &amp;lt; 65°''' = 20% effectiveness&lt;br /&gt;
*'''a &amp;gt; 65°''' = 0% effectiveness&lt;br /&gt;
&lt;br /&gt;
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.&lt;br /&gt;
&lt;br /&gt;
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-left}}&lt;br /&gt;
!Contents:  !! High Cover !! Low Cover !! other/unknown&lt;br /&gt;
|-&lt;br /&gt;
! Artificial Cover&lt;br /&gt;
| * [[Cover#Door|Door]]&amp;lt;br/&amp;gt;* [[Cover#Walls|Walls]]&lt;br /&gt;
| * [[Cover#Sandbags|Sand Bags]]&lt;br /&gt;
| * [[Cover#Buildings|Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
! Natural Cover&lt;br /&gt;
| * [[Cover#Mountain walls|Mountain walls]]&amp;lt;br/&amp;gt;* [[Cover#Saguaro cactus|Saguaro cactus]]&lt;br /&gt;
| * [[Cover#Rubble|Rubble]] &amp;lt;br/&amp;gt;* [[Cover#Bushes|Bushes]]&lt;br /&gt;
| * [[Cover#Animals|Animals]]&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See: [[Cover List|complete list of objects that provide cover]]&lt;br /&gt;
&lt;br /&gt;
== Natural cover ==&lt;br /&gt;
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.&lt;br /&gt;
Pawns using walls as cover will fire from behind the corner of the wall.&lt;br /&gt;
&lt;br /&gt;
Walls provide up to 75% cover, but is heavily affected by direction.&lt;br /&gt;
&lt;br /&gt;
=== Rubble ===&lt;br /&gt;
[[Rubble]], in the form of rock chunks and steel slag chunks, is littered all over the map and will be used by attackers to gain an advantage over you. You can also use rubble for protection, but the random rubble placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.&lt;br /&gt;
&lt;br /&gt;
Rubble, in combination with a dumping area, can provide a free alternative to sandbag emplacements in the early game when Metal is scarce. Here is how it works:&lt;br /&gt;
* Create a Dumping zone in the desired shape. (Typically a 1 square thick wall)&lt;br /&gt;
* Designate the desired amount of rubble to be hauled.&lt;br /&gt;
* Wait for the rubble to be hauled.&lt;br /&gt;
* Place Colonists behind the wall for cover during a firefight.&lt;br /&gt;
&lt;br /&gt;
Rubble provides 50% cover, while Sandbags provide 65%, so it's advisable that you switch to Sandbags when you can afford them. Enemies can also use rubble to their advantage.&lt;br /&gt;
&lt;br /&gt;
=== Bushes ===&lt;br /&gt;
Bushes provide 25% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
Trees provide 25% cover. Prior to Alpha 17, they provided 43%.&lt;br /&gt;
&lt;br /&gt;
===Saguaro cactus===&lt;br /&gt;
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.&lt;br /&gt;
&lt;br /&gt;
===Pawns===&lt;br /&gt;
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.&lt;br /&gt;
&lt;br /&gt;
==Artificial cover==&lt;br /&gt;
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)&lt;br /&gt;
&lt;br /&gt;
=== Sandbags ===&lt;br /&gt;
[[Sandbags]] are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire—great for turrets and any shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers.&lt;br /&gt;
&lt;br /&gt;
Sandbags enclosing a turret make a great defensive hardpoint. But make sure to keep the turret repaired, as it will explode when destroyed and can damage nearby characters and structures. A good practice is to leave a 1 tile gap (or make it a hole with sandbags on the back of the tile too) in the back (most protected side) where a colonist can stand and repair the turret and still be mostly in cover, but be prepared to make the colonist run away when the sparks begin to fly from the turret...&lt;br /&gt;
&lt;br /&gt;
Sandbags provide 65% cover.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.&lt;br /&gt;
&lt;br /&gt;
=== Door ===&lt;br /&gt;
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.&lt;br /&gt;
&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Nutrient paste dispenser]]&lt;br /&gt;
* [[Geothermal generator]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Solar generator]]&lt;br /&gt;
* [[Improvised turret]] ('''will explode''' in a 3 tile radius if too damaged!)&lt;br /&gt;
* [[Research bench]]&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Shelf]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Plant pot]] (low cover)&lt;br /&gt;
* [[Torch lamp]] (low cover)&lt;br /&gt;
* [[Sun lamp]] (low cover)&lt;br /&gt;
* [[Standing lamp]] (low cover)&lt;br /&gt;
&lt;br /&gt;
== Full Cover List ==&lt;br /&gt;
Click to view a full list of things that provide cover, sorted by most effective.&lt;br /&gt;
{{collapse|&lt;br /&gt;
{{#ask:[[Cover Effectiveness::+]]|&lt;br /&gt;
|mainlabel=Name&lt;br /&gt;
|?Cover Effectiveness=Cover Effectiveness (%)&lt;br /&gt;
|?Max Hit Points Base=Hit Points&lt;br /&gt;
|sort=Cover Effectiveness&lt;br /&gt;
|order=descending&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
== Not Cover ==&lt;br /&gt;
The following things ''do not'' provide cover.&lt;br /&gt;
&lt;br /&gt;
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)&lt;br /&gt;
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)&lt;br /&gt;
* minified items&lt;br /&gt;
* power conduit; power switch&lt;br /&gt;
* graves&lt;br /&gt;
* dead bodies&lt;br /&gt;
* spots (i.e. sleeping spot, crafting spot)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=67103</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=67103"/>
		<updated>2019-09-25T02:01:17Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Combat log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are several key mechanics in the combat system of the game.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|cover}}&lt;br /&gt;
Using the best [[cover]] available is key to winning a firefight. Select any pawn with a ranged weapon and hover over a target in their line of sight to see a popup that shows the shooter's chance to hit that target, including the target's measure of cover. Walls and natural rock provide the best cover and are great for flanking positions. [[Sandbags]] make for very effective cover. When placed in a U-shape or zigzag pattern, the extra bags will provide more cover for your defenders.&lt;br /&gt;
&lt;br /&gt;
Chunks of stone and steel slag near your base can be used by attackers as cover. This cover is far better than trees or bushes. Be sure to have your colonists clear away such debris to deprive ranged attackers of using it for cover.&lt;br /&gt;
&lt;br /&gt;
If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that if enemies advance they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
Ranged involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor penetration&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stopping power&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Burst count&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aim time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cooldown time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Accuracy&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Range&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each ranged weapon has 4 accuracy values corresponding to accuracy at close (3), short (12), medium (25) and long (40) ranges. Stopping power allows a ranged weapon to stagger whatever their projectile hits if the victim's body size is less than or equal to the stopping power value, slowing them down to 1/6th of their normal speed for {{ticks|95}} - explosives will stagger regardless though.&lt;br /&gt;
&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of damaging another target on the alternative cell it happens to land on. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged weapons with a forced miss radius will hit anything but the target within its miss radius, though there's a small chance that they'll occasionally use standard accuracy with smaller radii having higher chances. Forced miss radius also scales with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Projectiles can also hit other things that are between the target and the shooter, such as stray animals.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons.&lt;br /&gt;
&lt;br /&gt;
Pawns usually will not stack into a cell with other melee attackers, but if they do, only one pawn per cell may attack the same target. This does not apply to colony brawlers, as they can and may stack into a cell while melee attacking the same target sometimes.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. A colonist skilled in melee and equipped with an effective weapon will easily win any one-on-one melee battle. However, a brawler trying to close the gap to attack a gun-wielding attacker may get shot down before reaching their target. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
Blunt attacks also have a chance to stun enemies on hit. The chance of this is dependent on the damage of the attack and the toughness of the opponent, with attacks to the head being much more likely to stun.&lt;br /&gt;
&lt;br /&gt;
If a colonist has gone into a berserk mental break they will engage nearby targets. To subdue them with the least risk of causing serious injury, draft one or more colonists armed with nothing but bare fists or marginally blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
If a pawn has lost all the body parts that can melee attack (such as hands), they will resort to using a head butt attack.&lt;br /&gt;
&lt;br /&gt;
Sometimes, humanoid pawns that engage in melee combat may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-90% sight for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
Pawns equipped with ranged weapons such as guns can defend themselves in melee by rifle-butting, pistol-whipping, or 'poking' enemies with them. This is more damaging than mere fists, but is typically not as good as dedicated melee weapons such as the [[longsword]].&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
&lt;br /&gt;
When a pawn attacks another, the chance that the attack hits is known as accuracy.&lt;br /&gt;
&lt;br /&gt;
*'''Melee accuracy''' is very straightforward, simply the chance that a pawn can land melee blows.&lt;br /&gt;
*'''Ranged accuracy''', on the other hand, is more complicated. The in-game accuracy is described per tile, meaning that the actual accuracy is much lower at a distance as the accuracy at that distance is calculated by the '''base accuracy to the power of the distance to the target.''' This is further multiplied by the weapon accuracy of that weapon at that distance.&lt;br /&gt;
**Many other factors are also taken into account, such as weather.&lt;br /&gt;
&lt;br /&gt;
A pawn's base accuracy is affected by skill, as well as sight and manipulation.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged it will always miss regardless of whether or not it is supposed to hit.&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
The various character roles play a big part in combat. Characters having great skill in at least 1 form of combat are ideal, use them first. Have colonists equip weapons at all time so they can defend themselves or respond quickly when drafted.&lt;br /&gt;
&lt;br /&gt;
It's often handy to keep one colonist with only [[firefighting]] duties nearby in case a fire breaks out. This extra character can extinguish fires leaving shooters to continue engaging attackers. They can also aid a defender if they catch fire and can't extinguish themselves.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries you can use your less combat-skilled colonists to take over while they retreat. If you need to, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire ===&lt;br /&gt;
Be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. Colonists can shoot over the shoulders of allies up to 2 tiles away from them, but any further and they may be hit.&lt;br /&gt;
&lt;br /&gt;
Colonists engaging enemies in melee also have a chance of being hit by their ranged counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Your defenders will slowly become tired and hungry, eventually leading to a mental break if you don't take them off draft. Undraft them so they may work on cleanup and repair. Select dropped items and corpses and unforbid to allow colonists to move them. Build graves, set up a dumping stockpile accepting corpses, or set a bill for butcher table or crematorium to dispose of bodies and prevent colonists from taking a mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Colonist morale ===&lt;br /&gt;
It's important to keep colonists' mood high and needs satisfied, to prevent them from breaking in the middle of combat, leading to more problems.&lt;br /&gt;
&lt;br /&gt;
A satisfying colony will keep soldiers' spirits high while they starve a sleepless night in the trenches.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Combat' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== Pause frequently! ==&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=67102</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=67102"/>
		<updated>2019-09-25T02:00:44Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Melee */ Seem to recall it's 80% for dirt now, but will need to re-check when I see it again in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat mechanics ==&lt;br /&gt;
&lt;br /&gt;
There are several key mechanics in the combat system of the game.&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|cover}}&lt;br /&gt;
Using the best [[cover]] available is key to winning a firefight. Select any pawn with a ranged weapon and hover over a target in their line of sight to see a popup that shows the shooter's chance to hit that target, including the target's measure of cover. Walls and natural rock provide the best cover and are great for flanking positions. [[Sandbags]] make for very effective cover. When placed in a U-shape or zigzag pattern, the extra bags will provide more cover for your defenders.&lt;br /&gt;
&lt;br /&gt;
Chunks of stone and steel slag near your base can be used by attackers as cover. This cover is far better than trees or bushes. Be sure to have your colonists clear away such debris to deprive ranged attackers of using it for cover.&lt;br /&gt;
&lt;br /&gt;
If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that if enemies advance they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
Ranged involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Armor penetration&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Stopping power&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Burst count&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aim time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cooldown time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Accuracy&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Range&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each ranged weapon has 4 accuracy values corresponding to accuracy at close (3), short (12), medium (25) and long (40) ranges. Stopping power allows a ranged weapon to stagger whatever their projectile hits if the victim's body size is less than or equal to the stopping power value, slowing them down to 1/6th of their normal speed for {{ticks|95}} - explosives will stagger regardless though.&lt;br /&gt;
&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of damaging another target on the alternative cell it happens to land on. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged weapons with a forced miss radius will hit anything but the target within its miss radius, though there's a small chance that they'll occasionally use standard accuracy with smaller radii having higher chances. Forced miss radius also scales with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Projectiles can also hit other things that are between the target and the shooter, such as stray animals.&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons.&lt;br /&gt;
&lt;br /&gt;
Pawns usually will not stack into a cell with other melee attackers, but if they do, only one pawn per cell may attack the same target. This does not apply to colony brawlers, as they can and may stack into a cell while melee attacking the same target sometimes.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. A colonist skilled in melee and equipped with an effective weapon will easily win any one-on-one melee battle. However, a brawler trying to close the gap to attack a gun-wielding attacker may get shot down before reaching their target. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
Blunt attacks also have a chance to stun enemies on hit. The chance of this is dependent on the damage of the attack and the toughness of the opponent, with attacks to the head being much more likely to stun.&lt;br /&gt;
&lt;br /&gt;
If a colonist has gone into a berserk mental break they will engage nearby targets. To subdue them with the least risk of causing serious injury, draft one or more colonists armed with nothing but bare fists or marginally blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
If a pawn has lost all the body parts that can melee attack (such as hands), they will resort to using a head butt attack.&lt;br /&gt;
&lt;br /&gt;
Sometimes, humanoid pawns that engage in melee combat may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-90% sight for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
Pawns equipped with ranged weapons such as guns can defend themselves in melee by rifle-butting, pistol-whipping, or 'poking' enemies with them. This is more damaging than mere fists, but is typically not as good as dedicated melee weapons such as the [[longsword]].&lt;br /&gt;
&lt;br /&gt;
=== Accuracy ===&lt;br /&gt;
&lt;br /&gt;
When a pawn attacks another, the chance that the attack hits is known as accuracy.&lt;br /&gt;
&lt;br /&gt;
*'''Melee accuracy''' is very straightforward, simply the chance that a pawn can land melee blows.&lt;br /&gt;
*'''Ranged accuracy''', on the other hand, is more complicated. The in-game accuracy is described per tile, meaning that the actual accuracy is much lower at a distance as the accuracy at that distance is calculated by the '''base accuracy to the power of the distance to the target.''' This is further multiplied by the weapon accuracy of that weapon at that distance.&lt;br /&gt;
**Many other factors are also taken into account, such as weather.&lt;br /&gt;
&lt;br /&gt;
A pawn's base accuracy is affected by skill, as well as sight and manipulation.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged it will always miss regardless of whether or not it is supposed to hit.&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
The various character roles play a big part in combat. Characters having great skill in at least 1 form of combat are ideal, use them first. Have colonists equip weapons at all time so they can defend themselves or respond quickly when drafted.&lt;br /&gt;
&lt;br /&gt;
It's often handy to keep one colonist with only [[firefighting]] duties nearby in case a fire breaks out. This extra character can extinguish fires leaving shooters to continue engaging attackers. They can also aid a defender if they catch fire and can't extinguish themselves.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries you can use your less combat-skilled colonists to take over while they retreat. If you need to, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
=== Friendly fire ===&lt;br /&gt;
Be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. Colonists can shoot over the shoulders of allies up to 2 tiles away from them, but any further and they may be hit.&lt;br /&gt;
&lt;br /&gt;
Colonists engaging enemies in melee also have a chance of being hit by their ranged counterparts.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
Your defenders will slowly become tired and hungry, eventually leading to a mental break if you don't take them off draft. Undraft them so they may work on cleanup and repair. Select dropped items and corpses and unforbid to allow colonists to move them. Build graves, set up a dumping stockpile accepting corpses, or set a bill for butcher table or crematorium to dispose of bodies and prevent colonists from taking a mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Colonist morale ===&lt;br /&gt;
It's important to keep colonists' mood high and needs satisfied, to prevent them from breaking in the middle of combat, leading to more problems.&lt;br /&gt;
&lt;br /&gt;
A satisfying colony will keep soldiers' spirits high while they starve a sleepless night in the trenches.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
In Beta 18 the game keeps track of all combat actions done by a pawn. This can be accessed through the 'Combat' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== Pause frequently! ==&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:V6w99y3sopud5s3x&amp;topic_postId=v6w99y3sotsfdw25&amp;topic_revId=v6w99y3sotsfdw25&amp;action=single-view</id>
		<title>Topic:V6w99y3sopud5s3x</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:V6w99y3sopud5s3x&amp;topic_postId=v6w99y3sotsfdw25&amp;topic_revId=v6w99y3sotsfdw25&amp;action=single-view"/>
		<updated>2019-09-07T20:09:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:V6w99y3sopud5s3x&amp;amp;topic_showPostId=v6w99y3sotsfdw25#flow-post-v6w99y3sotsfdw25&quot;&gt;commented&lt;/a&gt; on &quot;Guide for ship start-up period?&quot; (&lt;em&gt;Looks like we may not have a more detailed guide for the 15-day period after starting up the ship, at least it&amp;#039;s not in this article or t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Quickstart_Guides&amp;diff=66738</id>
		<title>Talk:Quickstart Guides</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Quickstart_Guides&amp;diff=66738"/>
		<updated>2019-09-05T20:12:52Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a couple of issues with this guide:&lt;br /&gt;
* contains a lot more than just &amp;quot;quick start&amp;quot; information&lt;br /&gt;
* has no images&lt;br /&gt;
* in general a little too wordy&lt;br /&gt;
&lt;br /&gt;
A good &amp;quot;quick start&amp;quot; guide needs to get the player up to speed: 1-2-3-done, without having to read much and filter out information that is not relevant.&lt;br /&gt;
&lt;br /&gt;
I am planning to edit this page towards that end.&lt;br /&gt;
&lt;br /&gt;
[[User:Siggboy|Siggboy]] ([[User talk:Siggboy|talk]]) 18:10, 5 September 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree with this, although it applies even more to the [[Basics]] guide. That guide seems to cover just about everything in the game and is half a book long, so it doesn't really fit under the ''basics'' moniker. Thank you again for restructuring and updating these guides. It's a pretty big task, so I think we all salute you :) [[User:Pangaea|Pangaea]] ([[User talk:Pangaea|talk]]) 20:12, 5 September 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:V6q91f2y7k9mydfx&amp;topic_postId=v6rsi5nh254fwoel&amp;topic_revId=v6rsi5nh254fwoel&amp;action=single-view</id>
		<title>Topic:V6q91f2y7k9mydfx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:V6q91f2y7k9mydfx&amp;topic_postId=v6rsi5nh254fwoel&amp;topic_revId=v6rsi5nh254fwoel&amp;action=single-view"/>
		<updated>2019-09-05T20:02:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:V6q91f2y7k9mydfx&amp;amp;topic_showPostId=v6rsi5nh254fwoel#flow-post-v6rsi5nh254fwoel&quot;&gt;commented&lt;/a&gt; on &quot;Midgame and Colony building guides&quot; (&lt;em&gt;Oh, sorry, I didn&amp;#039;t know you were German :) I merely meant the surprisingly common practice currently of uppercasing substantives to give...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:V6q91f2y7k9mydfx&amp;topic_postId=v6qv3qrob55cpnd9&amp;topic_revId=v6qv3qrob55cpnd9&amp;action=single-view</id>
		<title>Topic:V6q91f2y7k9mydfx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:V6q91f2y7k9mydfx&amp;topic_postId=v6qv3qrob55cpnd9&amp;topic_revId=v6qv3qrob55cpnd9&amp;action=single-view"/>
		<updated>2019-09-05T10:02:33Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pangaea&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pangaea&quot;&gt;&lt;bdi&gt;Pangaea&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pangaea&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pangaea&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pangaea&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pangaea&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:V6q91f2y7k9mydfx&amp;amp;topic_showPostId=v6qv3qrob55cpnd9#flow-post-v6qv3qrob55cpnd9&quot;&gt;commented&lt;/a&gt; on &quot;Midgame and Colony building guides&quot; (&lt;em&gt;If I may be a little pedantic :P : Think it might be better to drop intermediate and advanced, and lowercase the titles (like in the head...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=66728</id>
		<title>Plasteel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=66728"/>
		<updated>2019-09-05T09:49:02Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.&lt;br /&gt;
| color = (160,178,181)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Plasteel&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Plasteel&lt;br /&gt;
| label = plasteel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0.1&lt;br /&gt;
| market value base = 14&lt;br /&gt;
| max hit points factor = 2.8&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee cooldown factor = 0.8&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| work to make factor = 2.2&lt;br /&gt;
| work to build factor = 2.2&lt;br /&gt;
| mass = 0.25&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The [[Max Hit Points|strongest]] material in the game. Used for a lot of high tech stuff, especially ship engines and other modules, which are needed to [[Ship|build a spaceship]] to escape the planet and win the game. Can be obtained by [[trading]], disassembling a dead [[Mechanoid]], mining compacted plasteel deposits or using a [[deep drill]] on an underground plasteel vein.}}&lt;br /&gt;
&lt;br /&gt;
'''Plasteel''' can be used to make some ''very'' tough defensive [[turret]]s and [[wall]]s, so consider setting some aside to shore up your frontline against [[raiders]]. Plasteel can also be used to craft very powerful melee weapons and armor, and is needed for [[advanced component]]s.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Compacted_plasteel.png|frameless|Compacted plasteel in game]] Compacted plasteel veins contain between 2 and 8 tiles. Each mined block yields 40 plasteel. Each chunk of ore has 8,000 HP, making it the slowest ore to mine and the toughest item in-game.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Uranium&amp;diff=66727</id>
		<title>Uranium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Uranium&amp;diff=66727"/>
		<updated>2019-09-05T09:45:57Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = &amp;quot;An extremely hard, dense metal. While it is best known for its use powering nuclear reactors, its physical properties also make it excellent in some roles as a tool, weapon, or armor.&amp;quot;&lt;br /&gt;
| color = (100,100,100)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Uranium&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Uranium&lt;br /&gt;
| label = uranium&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| market value base = 6&lt;br /&gt;
| max hit points factor = 2.5&lt;br /&gt;
| work to make factor = 1.9&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 0.5&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| door opening speed factor = 0.75&lt;br /&gt;
| melee cooldown factor = 1.1&lt;br /&gt;
| melee blunt damage factor = 1.5&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| work to make = 1.9&lt;br /&gt;
| mass = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
}}&lt;br /&gt;
{{info|'''Uranium''' is one of the rarest [[materials]] in the game. It can be used to craft very powerful but slow [[Weapons#Melee weapons|blunt weapons]] (with the uranium [[mace]] being the most powerful blunt melee weapon in the game), and it is also a required element in the construction of certain late-game high-tech constructions, most notably the end-game [[ship]].}}&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Tiles of uranium ore can be found rarely throughout the map, but must be [[mine]]d before they can be used. Small amounts of it can be salvaged from deconstructing [[Ancient shrine#Ancient Cryptosleep Caskets|ancient cryptosleep caskets]], or may randomly arrive in cargo pods. The most reliable method for acquiring it is to [[trade|purchase]] it from [[Trader#Bulk Goods Trader|bulk goods traders]]. Once you've completed the [[research]] necessary to construct a [[deep drill]], it can also be found in small deposits underground.&lt;br /&gt;
&lt;br /&gt;
Playing in Large or Ludeonicrous maps (of 300x300 or 400x400 tiles respectively) offer greater chance of finding it on the surface.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Uranium_ore.png|frameless|Uranium ore in game]]&lt;br /&gt;
&lt;br /&gt;
Uranium ore tiles have 4,000 health, making them one of the slower ores to mine. They can be found in veins ranging from 6 to 12 tiles in size. Each mined block yields 40 uranium, although miners with less than 8 skill in mining will produce less.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
In Beta 18 or earlier, uranium is a small volume material.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gold&amp;diff=66726</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gold&amp;diff=66726"/>
		<updated>2019-09-05T09:44:01Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = The most seductive metal of them all. Millions have died in attempting to feed the endless human thirst for gold. This soft metal is little use on its own, but is strikingly beautiful and very rare.&lt;br /&gt;
| color = (255,235,122)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Gold&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Gold&lt;br /&gt;
| label = gold&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Silver_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Silver_Drop&lt;br /&gt;
| stack limit = 500&lt;br /&gt;
| stuff adjective = golden&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 4&lt;br /&gt;
| beauty offset = 20&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| market value base = 10&lt;br /&gt;
| max hit points factor = 0.6&lt;br /&gt;
| melee blunt damage factor = 1.15&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor = 0.75&lt;br /&gt;
| work to make factor = 0.9&lt;br /&gt;
| work to build factor = 0.9&lt;br /&gt;
| mass = 0.008&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|Gold is a very [[Beauty|beautiful]] and [[Market Value|expensive]] [[Resources|resource]]. Can sometimes be found off the bodies of [[raider]]s, as well as those who pop out of random [[cryptosleep casket]]s in buildings around the map, but the primary source is by mining [[Mine|gold veins]] or drilling with [[deep drill]]s. You can sell gold to certain [[traders]] to get a staggering amount of cash, or craft it into golden [[sculptures]] that are perhaps the most valuable items in the game. It can also be used to create extremely beautiful [[furniture]] and [[structure]]s.  Gold is also necessary to build the [[multi-analyzer]] and the [[ship computer core]].}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' art and furniture is the best way to get that coveted &amp;quot;Beautiful Environment&amp;quot; [[Mood|mood bonus]] for your colonists, though this may be wasteful unless you are swimming in cash already and don't need much extra.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Gold_ore.png|frameless|Gold ore in game]] Gold ore veins contain between 2 and 8 tiles. Each mined block yields 40 gold.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Silver&amp;diff=66725</id>
		<title>Silver</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Silver&amp;diff=66725"/>
		<updated>2019-09-05T09:41:15Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = This metal is mostly used as a commodity currency. It can also be used for making attractive decorations.&lt;br /&gt;
| color = (180,173,150)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Silver&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Silver&lt;br /&gt;
| label = silver&lt;br /&gt;
| mass = 0.007&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout always show = true&lt;br /&gt;
| resource readout priority = First&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Silver_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Silver_Drop&lt;br /&gt;
| stack limit = 500&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 6&lt;br /&gt;
| flammability factor = 0.2&lt;br /&gt;
| market value base = 1&lt;br /&gt;
| max hit points factor = 0.7&lt;br /&gt;
| melee blunt damage factor = 1.1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor = 0.5&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
}}&lt;br /&gt;
{{info|'''Silver''' is a precious, uncommon [[materials|material]]. It is ill-suited for industrial or structural use, but is recognized as a [[trade]] currency which all traders will readily accept. [[Furniture]], [[joy]] sources, and [[sculptures]] built with silver tend to have very impressive [[beauty]] values, and it can also be used to produce slightly better-than-average [[Weapons#Melee weapons|blunt weapons]] (though this is rarely a wise use of the metal). Although an equivalent value of [[Jade]] has higher beauty and blunt damage meaning that Jade is a preferable resource to use if it is available.&lt;br /&gt;
&lt;br /&gt;
Silver is also a necessary ingredient in building [[sterile tile]]s, which improve the rate at which your colonists do research and reduce the chance of [[infection]] during recovery from wounds.}}&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Tiles of silver ore can be found on any map, but must be [[mine]]d before they can be used. All traders carry a significant amount of silver on them, and will happily trade it for your goods. Non-tribal [[raiders]] may carry silver with them when they attack. [[Events#Crashed ship part|Ancient ship parts]] often drop silver when destroyed. Once you've completed the [[research]] necessary to construct a [[deep drill]], it can also be found in midsize deposits underground.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Silver_ore.png|frameless|Silver ore]]&lt;br /&gt;
&lt;br /&gt;
Silver ore tiles have 1,500 health each, making them one of the faster ores to mine. They can be found in midsize veins, ranging from 4 to 12 tiles in size. Each mined block yields 40 silver, although miners with less than 8 skill in mining will produce less.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steel&amp;diff=66724</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steel&amp;diff=66724"/>
		<updated>2019-09-05T09:39:47Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = An iron-carbon metal alloy used for building structures, tools, and weapons.&lt;br /&gt;
| color = (102,102,105)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Steel&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Item/Resource/Metal&lt;br /&gt;
| label = steel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| slag def = ChunkSlagSteel&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| market value base = 1.9&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor  = 1&lt;br /&gt;
| armor - sharp factor = 0.9&lt;br /&gt;
| armor - blunt factor = 0.45&lt;br /&gt;
| armor - heat factor = 0.72&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Steel''' is a [[materials|raw resource]], crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Steel can be mined out of compacted steel on the map, [[trade|purchased]] from bulk goods traders, extracted from [[Steel slag chunk]]s using an [[electric smelter]], or salvaged by disassembling [[mechanoid]]s. [[Research]] and construction of [[deep drill]]s in mid-late game allows extraction of large deposits underground. Although steel is common on most maps, it is still a limited resource, and should not be used carelessly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
[[File:Compacted_steel.png|frameless|Compacted steel in game]]&lt;br /&gt;
&lt;br /&gt;
Compacted steel tiles have 1,500 HP each, making them one of the faster ores to mine. They can be found in large veins, ranging from 30 to 40 tiles in size. Each mined block yields 40 steel, although miners with less than 8 skill in mining will produce less.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Events&amp;diff=66723</id>
		<title>Events</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Events&amp;diff=66723"/>
		<updated>2019-09-05T09:21:28Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: /* Party */ Parties can be called off&lt;/p&gt;
&lt;hr /&gt;
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{{for|a guide to survive events|Events Guide}}&lt;br /&gt;
&lt;br /&gt;
Events are driven by the currently selected [[AI Storytellers|AI storyteller]]. They range from everyday occurrences like passers by, to all out assaults on the colony.&lt;br /&gt;
&lt;br /&gt;
Most events occur with an envelope icon that will appear down the right side of the screen.  Other events will pause the game and pop up a window where the player must make a choice.  Some events can also happen on temporary maps.&lt;br /&gt;
&lt;br /&gt;
Usually, the color of the envelope will suggest the severity of the event. In general, blue envelopes denote good events, white envelopes denote neutral events, red envelopes denote threats and yellow envelopes denote bad events.  Clicking an envelope will open up the message with a description of the event, and the option to either dismiss the notification or, where possible, go to the location of the event. Alternatively, notification messages can be dismissed without opening via right click.&lt;br /&gt;
&lt;br /&gt;
All event title portions in parentheses below are variable.  They can mention location, pawn and faction names, specific buffs or debuffs, or even have countdowns for the time variable events.&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
==Big Threats==&lt;br /&gt;
{{for|strategies to defend against big threats|Defense tactics}}&lt;br /&gt;
{{for|defensive base constructions|Defense structures}}&lt;br /&gt;
&lt;br /&gt;
=== Enemy Attack ===&lt;br /&gt;
{{main|Raider}}&lt;br /&gt;
&lt;br /&gt;
These events can take place from Base Builder difficulty onwards.&lt;br /&gt;
&lt;br /&gt;
Commonly known as a '''raid''', this event comes in several types. The size of a raid is determined by your colony's wealth, and the difficulty setting of the AI Storyteller. It is possible for multiple raids to occur at the same time, possibly to the benefit of the player if both raids are from opposing factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid.png|'''Assault'''&lt;br /&gt;
File:Raid relationship daughters of a .png|'''Raided by (relationship) mom!'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Different types of raids include:&lt;br /&gt;
&lt;br /&gt;
==== Assaults ====&lt;br /&gt;
&lt;br /&gt;
Raids arrive either via the edge of the map or by drop pod. They may assault the colony immediately, or stage for a time before launching their attack, allowing colonists time to take up defensive positions, or counterattack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Drop pods raid.png|'''Drop pod sappers'''&lt;br /&gt;
File:Sappers.png|'''Sappers'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mid-Base Assaults ====&lt;br /&gt;
&lt;br /&gt;
A group of raiders arrives via drop pods directly in the player's base, leaving little time to prepare. Drop pods may punch through a constructed roof or thin rock roof, but not overhead mountains.&lt;br /&gt;
&lt;br /&gt;
==== Sieges ====&lt;br /&gt;
&lt;br /&gt;
Siege raids typically have a party of raiders arrive and set up a small camp along the edge of the map with supplies airdropped in to build a number of sandbag walls and mortars with a variety of [[Mortar shell]]s. They will fire upon colonists, colony structures and any visitors or other raiders from factions they are hostile to, only stopping to eat and sleep. If their food or ammunition runs low, more drop pods will land to resupply the raiders.&lt;br /&gt;
&lt;br /&gt;
Siege parties will abandon their camp and any remaining construction to assault the colony when their siege weapons are destroyed or they suffer significant casualties.  Once the attackers are all dead or retreated, any remaining supplies and objects from their camp can be claimed, deconstructed and used by the player.&lt;br /&gt;
&lt;br /&gt;
[[File:Siege.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
&lt;br /&gt;
A bug [[hive]] has emerged! It will slowly spawn [[insectoids|bugs]] as well as produce additional hives. If you don't want it to infest the whole area, muster your forces and destroy it. But beware - the bugs will defend their hive.&lt;br /&gt;
&lt;br /&gt;
Infestations will only spawn in an open space under an overhead mountain that is at a temperature of greater than -17 Celsius. Certain steps can be made to prevent an infestation such as installing your own floors and walls, but it is not known if the spawn chance can be eliminated entirely other than leaving possible spawning spots open to freezing temperatures. Hives bring glow pods that glow for 20 days (as long as they're installed) and can be reinstalled or sold. Hives produce Insect Jelly. This is the primary food source for the growing swarm. Each active hive will replicate every few game days (depending on difficulty), and the swarm of insects produced will dig themselves out of wherever they are stuck at. It is possible for bugs to dig out enough empty space for roof collapses and cave ins to hit other insects, hives and jelly. One user noted on Cassandra Classic difficulty Rough, the infestation stopped replicating at 30 hives each with 6.1 enemies on average, leaving 183 various insects to fight.&lt;br /&gt;
&lt;br /&gt;
[[File:Infestation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==== Too deep: Infestation ====&lt;br /&gt;
&lt;br /&gt;
In 1.0, when using a deep drill, you may dig into a group of insects, which will awaken and attack your colony.  This event is a little different in that it doesn't spawn a hive, may occur outside and typically doesn't spawn as many insects as late game infestations.  It seems to happen only at deep drills currently being used.&lt;br /&gt;
&lt;br /&gt;
=== Manhunter Pack ===&lt;br /&gt;
&lt;br /&gt;
This event can take place from Base Builder difficulty onwards.  Note that it will display &amp;quot;pack&amp;quot; even if only one animal arrives.&lt;br /&gt;
&lt;br /&gt;
A pack of man-hunting animals have entered the area. They will roam the region, hunting for humanoid flesh. If they see a colonist run behind a door, they will attempt to beat down the door. They may also attack visiting traders, possibly hurting your good will with that faction if they manage to kill a trader (though downed traders can be rescued for a good will bonus). Manhunters will leave the area in a few days. &lt;br /&gt;
&lt;br /&gt;
A manhunter pack has 40% more points allocated to enemy spawning than an ordinary raid (i.e. a manhunter pack is 40% bigger than a standard raid), and animals from manhunter packs will congregate around your base for anywhere from 24 to 54 in-game hours before they all leave. While this is a negative event, it can be turned useful for taming as wounded animals can be healed and tamed afterwards (downed manhunters will lose their manhunter status), and dead animals can be hauled in for butchering, but if there are still active manhunters nearby just wait until they're sleeping. You'll have a while before corpses start rotting, depending on the climate and rotting rules.&lt;br /&gt;
&lt;br /&gt;
* Boars, Wargs or anything that runs faster than a baseline human can be very problematic to deal with even with moderately-well defended colonies because they can easily outrun humans, and they all typically arrive in very large numbers meaning they can easily overwhelm a colony.&lt;br /&gt;
* Explosive animals, especially [[boomalope]]s, are arguably easier to deal with in larger numbers as chain reactions can easily happen because of their large 3-square blast radius, meaning that even packs excess of 40 boomalopes can trivially be dealt with by half a dozen of people armed with automatic weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter pack.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Psychic Wave ===&lt;br /&gt;
&lt;br /&gt;
A psychic wave is a pulse of psychic energy that immediately drives all members of a species of the local [[animals|wildlife]] insane, causing them to attack the nearest human, and any animal that happens to be standing in their way. A psychic wave is not to be laughed at - most of the wildlife in RimWorld is quite fast, and can close the gap to a colonist before they can get off a second shot, often leading to the colonist being overwhelmed.&lt;br /&gt;
&lt;br /&gt;
== Special ==&lt;br /&gt;
Special events may have prerequisites or only occur during certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== About: Launching the ship ===&lt;br /&gt;
This event appears upon completing the research project [[Research|Starflight Basics]].&lt;br /&gt;
&lt;br /&gt;
This is a simple reminder about the dangers of powering up the [[ship reactor]] once built.  Once turned on, the number of raids will greatly increase for the next 15 days.&lt;br /&gt;
&lt;br /&gt;
=== Ancient Danger ===&lt;br /&gt;
{{main|Ancient shrine}}&lt;br /&gt;
&lt;br /&gt;
This event is related to map generation and may not appear on every map. It may occur more than once per map.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;As (Colonist Name) draws near the ancient wall a sense of foreboding overcomes him. (S)He isn't sure why, but (s)he feels this dusty structure may contain great dangers&amp;quot;'' -message that appears when the first colonist walks near&lt;br /&gt;
&lt;br /&gt;
A colonist approached a walled out area of the map partially or completely under a mountain that contains one or more of the following: ancient [[cryptosleep casket]]s, [[insectoids|bugs]] with hives, [[mechanoid]]s or treasure. Open at your own risk by blowing a hole in the wall or deconstructing a section. The [[cryptosleep casket]]s usually contain humans, but may also contain [[megascarab]]s or be empty.  Opening or attacking any casket will cause all the others to open instantly.  The Spacers inside the caskets may or may not be dead.  If alive, they may or may not be wounded, or armed and hostile.  It's even possible for pawns incapable of violence to melee attack.  If they are not hostile and can walk, they will try to escape.  Any alive Spacers inside may be captured and recruited, usually with a low recruitment difficulty percentage.&lt;br /&gt;
&lt;br /&gt;
Ancient structures may include other treasures like psychic lances and pulsers. [[Luciferium]] can be found in these buildings.  Pod people sometimes carry [[plasteel]], [[component]]s, and [[gold]].  The caskets can be claimed and used or deconstructed by the colony.&lt;br /&gt;
&lt;br /&gt;
=== Friendlies ===&lt;br /&gt;
&lt;br /&gt;
This event can only occur if you are allied with at least one other faction.&lt;br /&gt;
&lt;br /&gt;
Allied factions may send fighters to assist you when mutual enemies appear, such as pirates, manhunters or insectoids.  These fighters may be specifically requested via the comms console at a hit to relations, or the allied faction may send them on their own at no cost to relations.  They won't assist against factions that they aren't hostile to.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that friendly fire will damage your relations with the aiding faction.  On the other hand, rescuing their downed people will improve relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;450px&amp;quot; heights=&amp;quot;450px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Friendlies.png|'''Friendlies vs Pirates'''&lt;br /&gt;
File:Friendlies vs Thrumbo.png|'''Friendlies vs Thrumbo'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Friendlies have a strength of around 150 - 400 points, not enough against mid-late game raids on their own. Still, they can add a little to firepower and help in distracting the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Journey offer ===&lt;br /&gt;
&lt;br /&gt;
{{for|guidance on surviving the event|World Quests Guide#Journey offer}}&lt;br /&gt;
&lt;br /&gt;
[[File:Journeyoffer_ship.png|500px|thumb|right|The ship that always spawns in a journey offer event.]]&lt;br /&gt;
&lt;br /&gt;
This event can only happen once per playthrough.&lt;br /&gt;
&lt;br /&gt;
A friendly AI transmits the location of a distant hidden ship that can help you escape the planet. To board the ship, you need to send out a caravan to trek long distances to get to it.&lt;br /&gt;
&lt;br /&gt;
The ship spawns from 200 to 800 tiles away, with a tendency to spawn as far away as possible. With 100% generated worlds, it will usually spawn on the other side of the planet.  If during world creation you generate a 30% map and land near the center of the map, you may exclude yourself within this 200 tile minimum.&lt;br /&gt;
&lt;br /&gt;
Once you reach the ship's location, you will find a ship with 18 [[ship cryptosleep pod]]s and all the required structures, that may be suffering from different degrees of damage. The [[ship reactor]] is hibernating and will need 15 days to power up, and will attract lots of danger during that stage, so you will need to bunker up and build your defenses, and you have plenty of space to build a full base with the map size of a regular colony. After 15 days the ship is ready to launch, and you can choose to leave or stay for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Besides using the existing parts, you can also choose to expand the ship to accommodate more of your colonists, but you will need to bring the necessary materials.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Man in black ===&lt;br /&gt;
&lt;br /&gt;
When your colonists are no longer able to defend themselves, a stranger may join the colony to help.  As their name indicates, men in black come in a full set of black clothing. They also come wearing a [[flak vest]] and always carry a [[revolver]]. However, their skills and traits are fully randomized. It is possible to get a Man in black who is a pacifist, incapable of caring, etc., who would thus be of limited use to a colony in which all pawns are downed and wounded.&lt;br /&gt;
&lt;br /&gt;
This event seems to be triggered only when all of your colonists are downed at your base. The man in black will not appear on the temporary maps generated for world quests. However, if all your surviving pawns are downed elsewhere, it is possible for the man in black to appear at your base. (Testing is needed to see how these events are affected by allowing multiple colonies in the scenario editor.)&lt;br /&gt;
&lt;br /&gt;
=== Outpost destroyed ===&lt;br /&gt;
[[File:Faction_destroyed.png|400px|thumb|right|R.I.P. some pirate faction, nobody will remember you.]] &lt;br /&gt;
&lt;br /&gt;
This is the notification that triggers when you successfully defeat all humanlike hostiles in an enemy base after invading them (not counting turrets, which need to be neutralized separately). After this you have 24 hours to capture any prisoners (there is usually at least one building suitable to turn into a cell), treat the wounded, pack up and leave.&lt;br /&gt;
&lt;br /&gt;
==== Faction defeated ====&lt;br /&gt;
&lt;br /&gt;
Should you destroy all bases of a faction, the notification will say that since you just destroyed the last faction base, the faction no longer exists.&lt;br /&gt;
&lt;br /&gt;
You can still view the defeated faction in the menu, and it will show 'Defeated' below it. They won't send any raids, nor will they send caravans.&lt;br /&gt;
&lt;br /&gt;
Destroying all enemies and befriending all other factions will make mechanoids the only remaining threat for all future raids.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Ransom (Time remaining) ===&lt;br /&gt;
&lt;br /&gt;
This event can only occur if a colonist of yours was captured by another faction during a previous raid.&lt;br /&gt;
&lt;br /&gt;
Another faction left the map with one of your downed colonists during a previous attack and will release that colonist to you... for a price.  The offer will be good for 24 game hours.  If paid, the colonist will immediately appear on your map border or be sent via drop pod.&lt;br /&gt;
&lt;br /&gt;
=== Reactor ready ===&lt;br /&gt;
&lt;br /&gt;
You have completed the 15 day warm up period for starting a [[ship reactor]].  If the rest of the necessary ship parts have been built, it may now be launched.  Raids and sieges will drop considerably after this period is over.&lt;br /&gt;
&lt;br /&gt;
=== Refugee Chased at (Settlement) ===&lt;br /&gt;
This event will not trigger if your faction doesn't have hostile relations with any other human faction.  Pirate band factions should always be hostile since any attempt to improve relations with them is disregarded by design.&lt;br /&gt;
&lt;br /&gt;
When this event triggers a window appears stating that an individual calls you via radio from nearby, seeking refuge from a faction that is hostile to you and chasing them. The player may choose 'Offer safety' or 'Ignore the message'. Ignoring the message will end the event.&lt;br /&gt;
&lt;br /&gt;
Offering safety will spawn the individual as a colonist at the map's edge who proceeds towards the colony. Shortly thereafter (a delay between {{ticks|1000}} and {{ticks|2500}}, the pursuing faction arrives in the form of a raid entering the map where the refugee appeared.  Raids arriving this way are 35% stronger than usual.  Still, those chasing raiders are also potential colonists if they can be captured and recruited.&lt;br /&gt;
&lt;br /&gt;
The refugee immediately becomes a new colonist. They are usually poorly armed or clothed.&lt;br /&gt;
&lt;br /&gt;
=== Roof collapsed ===&lt;br /&gt;
&lt;br /&gt;
This event only happens if something is crushed by the falling roof.  Otherwise, it's only a notification.&lt;br /&gt;
&lt;br /&gt;
All roofs must be supported by a constructed or rock wall within 6 spaces with contiguous roof sections in between itself and that wall. If either of these conditions changes such as via mining, an explosion or demolition, then the roof will collapse.  Note that falling roofs underneath a mountain can instantly kill any pawn unfortunate enough to be crushed.&lt;br /&gt;
&lt;br /&gt;
If demolishing a building, it's recommended to use the Remove Roof tool to remove the roof first before deconstructing the walls.&lt;br /&gt;
&lt;br /&gt;
=== Trauma savant ===&lt;br /&gt;
&lt;br /&gt;
This event only has a 12% chance to trigger upon one of your colonists receiving a brain injury.&lt;br /&gt;
&lt;br /&gt;
A colonist has suffered a brain injury and has gained great abilities from it at the cost of others, such as increased manipulation while losing the ability to speak and hear. It also restores the brain to full functioning despite the injury.&lt;br /&gt;
&lt;br /&gt;
===Zzztt...===&lt;br /&gt;
&lt;br /&gt;
This event can occur anytime a [[power conduit]] has energy flowing through it. The conduit may suffer a fault, causing it to short circuit and start a fire. &lt;br /&gt;
&lt;br /&gt;
If any batteries are connected, the fault will also discharge all stored power in the process, increasing the size of the explosion. Unconnected batteries (through a switch or separate power network) will not be affected. A battery not connected to any conduits will only Zzztt if it is unroofed and gets wet from falling rain or snow.&lt;br /&gt;
&lt;br /&gt;
The amount of stored power directly affects the size of the explosion, up to a maximum of 15 squares in diameter from a total of 90,000 Wd stored. The explosion can damage any nearby structures, items and colonists, as well as cause fires. The one section of power conduit where it occurred is often destroyed, cutting off power to anything past it unless there is another path for the electricity to flow.&lt;br /&gt;
&lt;br /&gt;
Power networks which contain only [[Battery|batteries]] and no conduits will not experience Zzztt. (Unless the battery gets wet, as described above.) Power networks which contain only conduits will only have a fire on the one tile which contains the conduit where the Zzztt occurred, since there is no stored power to be discharged. Modestly-sized battery banks surrounded by stone walls and protected by switches are useful in order to safely use batteries and conduits in the same network.&lt;br /&gt;
&lt;br /&gt;
==Small Threats==&lt;br /&gt;
&lt;br /&gt;
===(Animal) Revenge===&lt;br /&gt;
&lt;br /&gt;
An animal that was harmed will go mad and target whomever hurt it.  When you select an animal to be hunted, the game will notify you if it has a chance for revenge and what the percentage is.  Occasionally, all nearby pack members of that animal's species may start attacking their attacker Animals which are not predators, such as muffalo, only attack characters until they are downed. Depending on the vengeful animal's attack types it is possible for a pawn downed in this way to have only bruises which leave them in &amp;quot;no immediate danger.&amp;quot; However, it is also possible for a pawn to receive serious injuries which will kill them more quickly, or even to be consumed by vengeful predators if they are hungry.&lt;br /&gt;
&lt;br /&gt;
===Mad (Animal)===&lt;br /&gt;
&lt;br /&gt;
When this event occurs, a single random animal on the map is driven insane. Like with the psychic wave, the insane animal will charge toward the nearest human, attacking any other animal or obstacle (doors, etc.) in its way. This event is particularly dangerous if a Boomalope or Boomrat turns, as they explode upon death and the latter can also reliably catch up to an unmodified human regardless of traits.&lt;br /&gt;
&lt;br /&gt;
== Generally Bad ==&lt;br /&gt;
&lt;br /&gt;
=== Animal disease (type) ===&lt;br /&gt;
One or more of your animals will become sick and will need to rest to receive treatment.  Build some animal sleeping spots in their zone so that they can receive treatment.&lt;br /&gt;
&lt;br /&gt;
=== Bad will ===&lt;br /&gt;
&lt;br /&gt;
You've done something to anger another faction bad enough that they are now hostile to yours. This can happen if you arrest a faction member of theirs, rob one of their caravans or if they take too much friendly fire from your colonists, among other reasons.&lt;br /&gt;
&lt;br /&gt;
[[File:Bad will.png|500px|thumb|none|Badwill: Friendly traders face a mechanoid raid, loses members and turns against the player.]]&lt;br /&gt;
&lt;br /&gt;
=== Beavers! ===&lt;br /&gt;
&lt;br /&gt;
A group of ravenous wood-munching [[alphabeaver]]s appears at the edge of the map. They will continually eat [[trees]] (including any you're farming) and [[Saguaro cactus|Saguaro cacti]] until they consume them all, unless you eradicate them first.&lt;br /&gt;
&lt;br /&gt;
It is recommended to bring more than one colonist to exterminate them if you choose to. If one harmed alphabeaver turns manhunter, it's possible for nearby alphabeavers to also become manhunters, which can turn individually weak beavers into a small army of killing machines.&lt;br /&gt;
&lt;br /&gt;
=== Breakdown: (Machine) ===&lt;br /&gt;
&lt;br /&gt;
One of your machines will break down and will not work until repaired with a [[component]].  If this happens to a [[hydroponics basin]], any crops in it will wither and die unless repaired immediately.&lt;br /&gt;
&lt;br /&gt;
This only applies to machines using electricity.&lt;br /&gt;
&lt;br /&gt;
=== Breakup ===&lt;br /&gt;
[[File:Breakup.png|300px|thumb|none|Breakup]]&lt;br /&gt;
A couple splits, complete with the Mood and Social penalties for both colonists.&lt;br /&gt;
&lt;br /&gt;
=== Birthday ===&lt;br /&gt;
Character gains an age-related illness such as a bad back or cataracts.  They may be cured by using the [[healer mech serum]], or some may be 'cured' by replacing the affected parts with bionics.&lt;br /&gt;
&lt;br /&gt;
Due to age or a pre-existing health condition, they can also have a [[Injury#Heart Attack|heart attack]].&lt;br /&gt;
[[File:Birthday.png|thumb|left|Birthday]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Blight ===&lt;br /&gt;
&lt;br /&gt;
[[File:Crop blight.png|400px|thumb|right|Blighted crops with an indicator above them.]]&lt;br /&gt;
&lt;br /&gt;
A crop blight emerges on some of your crops. Blighted crops will not grow or yield anything when harvested, and can spread the blight to other nearby plants while slowly dying.&lt;br /&gt;
&lt;br /&gt;
To stop blight, the affected plants need to be manually selected for cutting or burned.&lt;br /&gt;
&lt;br /&gt;
The blight starts at 10% severity, on 20% of your plants (40% initial plants affected has been witnessed in April 2019). It will progress slowly once plants are infected, and once it reaches 28% it can spread to nearby plants within a 4-tile radius.&lt;br /&gt;
&lt;br /&gt;
[[Devilstrand mushroom]]s or any other plants with a 15-day or longer growing period are immune to blight.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Bonded animal's death ===&lt;br /&gt;
&lt;br /&gt;
An animal with a bond to a colonist dies, affecting that colonist's mood negatively.  Enemies may directly target your animals during attacks.  Enemies, turrets or even your own colonists can even hit them unintentionally during shootouts, especially animals trained for Release and checked to follow your drafted colonists in the Animals tab.  Wild predators may hunt and kill your animals, including bonded ones.  Bonded animals can also fall into traps.  It can even occur intentionally by slaughtering, euthanizing or manually drafting and attacking the bonded animal. &lt;br /&gt;
&lt;br /&gt;
[[File:Bonded animals death.png|300px|thumb|none|Bonded animal dies affecting the owner's mood.]]&lt;br /&gt;
&lt;br /&gt;
=== Bonded master's death ===&lt;br /&gt;
The inverse of a bonded animal's death. This time, it's the master who dies, through causes such as enemy raids, disease or large wild predators getting hungry.&lt;br /&gt;
&lt;br /&gt;
When this happens, any animal that is bonded to the master will have a mental break. It can be a less dangerous one such as a dazed wander, or a more dangerous one such as a berserk rage.&lt;br /&gt;
&lt;br /&gt;
This is one of the only situations where animals can have non-manhunter mental breaks.&lt;br /&gt;
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=== Crashed ship part ===&lt;br /&gt;
&lt;br /&gt;
{{For|help guide|Defense_structures#Crashed_ships}}&lt;br /&gt;
&lt;br /&gt;
A [[crashed ship parts|large piece of an ancient ship]] crashes nearby or within the colony, scattering chunks and debris. They have various negative effects on the map.  To stop the effect, destroy the ship part by manually attacking it.  Upon attacking it however, [[mechanoid]]s will emerge to defend it. The size of the group depends on storyteller difficulty and colony wealth.  Both ship parts drop 100 steel, 35 plasteel, 9 steel slag chunks, 4 components and 1 advanced component once destroyed.&lt;br /&gt;
&lt;br /&gt;
Ship parts of either type will change the weather around them to snowfall, even in deserts in the summer.&lt;br /&gt;
&lt;br /&gt;
==== Poison ship ====&lt;br /&gt;
&lt;br /&gt;
A crashed poison ship kills all wild or domesticated plants in an expanding circle, eventually reaching the entire map. Do not confuse this with the plant killing snow aura present on both Poison Ships and Psychic Ships. The poison kills crops randomly, including plants grown in [[Hydroponics basin]]s. The affected areas will ultimately have dramatically reduced chances of maturing simple crops, and slower crops will end up nearly impossible to grow.&lt;br /&gt;
&lt;br /&gt;
[[File:Poison ship.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==== Psychic Ship ====&lt;br /&gt;
&lt;br /&gt;
A ship part containing a hostile AI core lands on the map, and projects a psychic drone that negatively affects the [[mood]] of all humans on the map. It begins low and grows progressively stronger the longer it stays. Therefore, it should be destroyed as quickly as possible. Colonists with psychic sensitivity [[traits]] may benefit or suffer more from its effect. The ship's AI is also capable of emitting psychic pulses that can drive a colonist to an immediate mental break, or nearby animals to madness.&lt;br /&gt;
&lt;br /&gt;
[[File:Psychic ship.png|400px]]&lt;br /&gt;
&lt;br /&gt;
===== Drone intensifies =====&lt;br /&gt;
If left alone long enough, the drone emitted from a crashed psychic ship will get worse as time goes on. Every 2.5 days the drone gets stronger, from -12 mood at the beginning up to -48 after 7.5 days.&lt;br /&gt;
&lt;br /&gt;
=== Death: (Pawn) ===&lt;br /&gt;
&lt;br /&gt;
One of your pawns has died unintentionally.  Slaughtering an animal or euthanizing a colonist or prisoner will not produce this event.&lt;br /&gt;
&lt;br /&gt;
=== (Drug) addiction ===&lt;br /&gt;
&lt;br /&gt;
A colonist has taken too much of a [[drugs|drug]] and is now [[Addictiveness|addicted]].  They will now need to regularly take that drug or suffer the withdrawal effects.  See here for advice on [[Drugs#Fighting Addictions|fighting addictions]].&lt;br /&gt;
&lt;br /&gt;
=== Cold snap ===&lt;br /&gt;
&lt;br /&gt;
A cold snap makes the [[temperature]] of a colony drop for several days. It only occurs when the map's summer temperature is greater than 0°C and less than 15°C. Colonists will complain about the cold, especially sleeping in it if their rooms are not properly heated. &lt;br /&gt;
&lt;br /&gt;
While this is generally good for item preservation, it can kill off crops, influence colonist moods and cause Hypothermia if colonists or animals stay in non-heated areas for a prolonged time. It also renders most of the plants in the area inedible (unless when it happens in warmer areas in which some plants are still edible), potentially causing tame animals to starve to death and wild ones to leave the map. With no other food source, wild predators may attack colonists and tame animals while they are outdoors. Snowing may also happen, depositing thick snow that can slow down outdoor movement significantly.&lt;br /&gt;
&lt;br /&gt;
[[Jacket]]s, [[duster]]s, [[parka]]s and [[tuque]]s provide cold insulation for colonists, protecting them while they're awake, though they don't prevent mood loss caused by sleeping in cold areas.&lt;br /&gt;
&lt;br /&gt;
=== Disease (Type) ===&lt;br /&gt;
&lt;br /&gt;
Several of your colonists and/or prisoners will be afflicted with a [[disease]]. Which disease they are infected with depends on the biome.  The number of infected depends on the disease and the cruelty of the storyteller. Only humanlikes can catch infectious diseases.&lt;br /&gt;
&lt;br /&gt;
Non-blunt trauma wounds, treated or not, also have a chance to get [[infection|infected]]. The chance depends on treatment quality and cleanliness of the environment. Animals can also catch infections at a greatly reduced rate compared to humans.&lt;br /&gt;
&lt;br /&gt;
=== Eclipse ===&lt;br /&gt;
&lt;br /&gt;
One of your rimworld's moons has moved in front of this rimworld's sun and has shaded this colony's section of the planet.  During this eclipse, solar generators cease producing power and outdoor crops stop growing.  This could be disastrous for a colony dependent on solar power.  Be sure to have power and food stored for times like these, or an eclipse coupled with a raid could be the death of an unprepared colony.&lt;br /&gt;
&lt;br /&gt;
=== Flashstorm ===&lt;br /&gt;
A localized, intense lightning storm in one area of the map. Causes big [[fire]]s. Clicking the envelope icon offers the option to jump to the location where the strikes will be. It also has the side effect of disabling rain.&lt;br /&gt;
&lt;br /&gt;
It affects a area with a radius between 45 and 60 tiles, and while active lightning will strike between every {{ticks|320}} to {{ticks|800}}. Once it finishes no more rain can fall until {{ticks|30000}} has passed.&lt;br /&gt;
&lt;br /&gt;
[[File:Flashstorm.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Heat wave ===&lt;br /&gt;
&lt;br /&gt;
A heat wave sweeps the colony, driving outdoor [[temperature]] unusally high for several days. It only occurs when the map's summer temperature is at least 20&amp;amp;nbsp;°C.&lt;br /&gt;
&lt;br /&gt;
The major colony risks of the event are failing freezers due to insufficient cooling, and [[heat stroke]] to colonists and animals.  It is often necessary to immediately build [[passive cooler]]s to deal with the heat.&lt;br /&gt;
&lt;br /&gt;
Only the best summer clothing (cowboy hats and dusters made of camel hair, camelhide and panthera fur) might allow your colonists to still work outdoors.  Appropriate apparel will not avoid the mood debuff from &amp;quot;sleeping in the heat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will complain about the heat, especially when sleeping in it, if their rooms are not properly cooled. Additionally, things might rot in [[Temperature#Freezer Tips|inadequately cooled freezers]]. There is also a chance for a fire to randomly appear on the map which can quickly spread.&lt;br /&gt;
&lt;br /&gt;
Some animals will leave the map if the temperature is too far outside their comfortable range.  Visiting colonists and traders will also leave.&lt;br /&gt;
&lt;br /&gt;
=== Hostile: (Faction) ===&lt;br /&gt;
&lt;br /&gt;
Relations with a rough outlander union or a savage tribe will decay over time.  If they decay below -75, then their faction will become hostile to yours until relations rise to at least 0.&lt;br /&gt;
&lt;br /&gt;
=== (Mental break type): (Colonist) ===&lt;br /&gt;
&lt;br /&gt;
One of your colonists or prisoners has had it and has a [[Mood#Mental breakdowns|mental break]].  During this time, the afflicted colonist will be effectively unavailable, will not do colony work and can not be drafted.  They will use forbidden doors and items.&lt;br /&gt;
&lt;br /&gt;
Colonists or prisoners having a break may possibly cause more trouble for themselves or others, depending on the type of break.  They may attack other people or animals (including dangerous ones), wander into a firefight, set fires, get out of their bed when they need medical treatment, etc.&lt;br /&gt;
&lt;br /&gt;
Depending on the nature of the mental break, there are several ways to handle the situation:&lt;br /&gt;
* Wall the person in – this is only possible if they wander to a suitable location.&lt;br /&gt;
* Try to arrest them.  They will possibly resist and need to be beaten down, causing injury.  This will also give them a fairly long-lasting mood debuff (&amp;quot;I was arrested!&amp;quot;) after you release them from jail.&lt;br /&gt;
* Wait out the situation.  The mental break immediately ends when the affected pawn collapses from exhaustion (&amp;quot;rest&amp;quot; bar reaching zero).&lt;br /&gt;
&lt;br /&gt;
If the person tries to go on a possibly dangerous drug binge, you can try to keep the drug in question out of their reach (burn it, take it on a caravan, surround the stockpile with walls; some mods allow you to pick up items directly, which is the easiest, albeit cheesy way to deal with that).&lt;br /&gt;
&lt;br /&gt;
After the break ends, the affected person will get a substantial mood ''buff'' of +40 (&amp;quot;Catharsis&amp;quot;) that lasts several days.  This usually, effectively, makes them immune to further mental breaks for the duration.  If you suspect another breakdown will occur after the catharsis ends, take precautions while the colonist is still controllable (for example, place them in a cryosleep casket).&lt;br /&gt;
&lt;br /&gt;
=== (Name): Heart attack ===&lt;br /&gt;
&lt;br /&gt;
A character or tamed animal suffers a [[Injury#Heart Attack|heart attack]].  Characters will seek out a medical bed or their assigned bed for treatment. Animals will return to the nearest empty animal bed or sleeping spot. Doctors will then proceed to attempt to resuscitate the victim, using medicine if allowed and available.&lt;br /&gt;
&lt;br /&gt;
During a heart attack, people or animals can fall unconscious or even die if not treated in time.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Heart attack.png|'''Heart attack notification'''&lt;br /&gt;
File: Heart attack health tab.png|'''Health tab'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Overdose: (Colonist) ===&lt;br /&gt;
&lt;br /&gt;
One of your colonists or animals has [[overdose]]d by taking too many drugs in a short amount of time and potentially permanent damage or death could occur.&lt;br /&gt;
&lt;br /&gt;
=== (Pawn) hit trap ===&lt;br /&gt;
&lt;br /&gt;
One of your stupid colonists or animals stepped on one of your traps and managed to set it off.&lt;br /&gt;
&lt;br /&gt;
This can only happen if your colonists or animals are forced to tiptoe through an armed trap when there is no alternative movement path available.&lt;br /&gt;
&lt;br /&gt;
=== (Predator) hunting (Colonist) ===&lt;br /&gt;
&lt;br /&gt;
A wild predator has targeted a colonist for killing and eating!  You may want to get this colonist to safety or Draft them so that colonists set to Flee may defend themselves.&lt;br /&gt;
&lt;br /&gt;
=== Prison break ===&lt;br /&gt;
&lt;br /&gt;
Prisoners have staged a breakout! They have somehow defeated the door lock and may seek weapons, fight, or try to escape. Prisoners are more likely to attempt breakout when they are unhappy, numerous and healthy.  Prisoners who can't walk can't leave their beds to escape.&lt;br /&gt;
&lt;br /&gt;
Since prisoners are technically part of the enemy faction, friendlies will engage them. This is helpful if you need to contain a larger break, though the use of weapons means they have a higher chance of outright killing the prisoner.  Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.&lt;br /&gt;
&lt;br /&gt;
[[File:Prison break.png|300px|thumb|none|Prison break]]&lt;br /&gt;
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=== Psychic drone ===&lt;br /&gt;
&lt;br /&gt;
'Drone' in this case does not refer to &amp;quot;Unmanned Aerial Vehicle&amp;quot; but instead &amp;quot;To produce a low-pitched hum or buzz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A Psychic drone affects all colonists of a randomly chosen gender, giving a strong negative moodlet. The drone can vary in severity, from low (-12 mood) to high (-30 mood).&lt;br /&gt;
&lt;br /&gt;
Colonists have no choice but to endure it as the point of origin is off-map. Psychic sensitivity [[traits]] can be a big factor in the threat posed by this event. There's also a positive version called [[Events#Psychic soothe|Psychic soothe]].&lt;br /&gt;
&lt;br /&gt;
Animals are not affected.&lt;br /&gt;
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=== Rejected proposal ===&lt;br /&gt;
&lt;br /&gt;
After two characters [[Events#New lovers|fall in love]], one of them proposed marriage but is turned down, resulting in the couple breaking up. The proposing one suffers a mood penalty of -18 for 25 days.  They may accept another offer in the future if they reunite.  Note that a later, accepted proposal will not remove the mood effects of the previous, rejected ones.&lt;br /&gt;
&lt;br /&gt;
[[File:Rejected proposal.png|400px]]&lt;br /&gt;
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=== Solar flare ===&lt;br /&gt;
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Solar flares cause all electrical devices to stop working for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
* Colonies that rely on turrets for defense will become vulnerable to raids.&lt;br /&gt;
* Colonies with walk-in freezers will have their coolers stop working, causing any frozen perishable goods to begin spoiling if warm outside.  If you have a wood fueled cooking stove available, it is possible to save at least some perishables by quickly cooking them into meals, extending their shelf life.&lt;br /&gt;
* Colonies with heaters will have their heaters stop working, causing greenhouse crops to die quickly unless emergency campfires are built immediately.&lt;br /&gt;
* Colonists will be at risk of heatstroke or hypothermia if living in a biome with extreme temperatures and don't hasten temperature control devices fast enough.&lt;br /&gt;
* Crops grown in hydroponic basins will rapidly die regardless of the temperature. It's recommended to quickly harvest any crops that can't be saved before they die.&lt;br /&gt;
* Occasionally trade ships may arrive during the event, and it is wise to check out the Comms Console or risk getting the &amp;quot;they left&amp;quot; notification while unaware of their presence.&lt;br /&gt;
&lt;br /&gt;
Because the ''solar flare'' event is short, most of these adverse effects are limited, and often manageable.&lt;br /&gt;
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=== Toxic fallout ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''A distant chemical fire has released a plume of poison over this entire region that will slowly settle out of the atmosphere. It will last for anywhere from a few days to an entire season.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Toxic fallout'' is a dangerous event that can cause serious long-term damage to your colony if caught unprepared or not handled appropriately.&lt;br /&gt;
&lt;br /&gt;
Toxic fallout causes [[Ailments#Toxic Buildup|toxic buildup]] in any person or creature not under a roof; spending time under a roof reduces the buildup. High buildup can permanently sicken pawns with [[Injury#Old Age|dementia]] or eventually a carcinoma if it progresses far enough (40% severity onwards). Dementia is only treatable with a [[healer mech serum]], carcinomae can be removed surgically.&lt;br /&gt;
&lt;br /&gt;
All plants including crops will wither during the fallout. Outdoor crops can be preserved under roofs; they will eventually rot, unless kept growing under a [[sun lamp]].  Trees are affected, which can lead to a wood shortage.&lt;br /&gt;
&lt;br /&gt;
Animals (both domesticated and wild) are also affected by toxic buildup, and will eventually die.  This normally means that all wildlife on the map is wiped out during the event.  Animals killed with &amp;quot;moderate&amp;quot; or higher toxic buildup will only leave &amp;quot;rotten&amp;quot; bodies that are unsuitable for consumption.  Hunt valuable wild animals immediately when the event occurs to be able to still harvest them for food and materials.  Otherwise fresh corpses left without a roof will also rapidly rot, even if frozen. &lt;br /&gt;
&lt;br /&gt;
If you have domesticated animals that you cannot feed under a roof, it is viable to release them for short periods of time to let them graze in the open.  Another viable tactic is to send herbivorous animals on a [[caravan]], if the season allows them to graze.  This will protect them from the toxic fallout, and not require you to feed them manually.&lt;br /&gt;
&lt;br /&gt;
A notification will appear once the fallout has stopped.&lt;br /&gt;
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&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Toxic fallout.png|'''Toxic fallout'''&lt;br /&gt;
File:Toxic Buildup at extreme 80 percent.png|'''Colonist acquired Dementia at 80% extreme level'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once moved to a safe place, creatures will need up to 12.5 days to recover.&lt;br /&gt;
&lt;br /&gt;
=== Volcanic winter ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''A distant supervolcano has erupted and begun spewing millions of cubic kilometers of ash into the atmosphere. Ash in the atmosphere will obscure the sun. Temperatures will drop and plants will suffer for lack of sunlight. It could pass in a few weeks, or it might last many months.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Solar panels will produce less power, and natural plant growth will be slowed. Volcanic Winters also appear to significantly reduce the inflow of wildlife (observed in a Temperate Forest, 300x300, very few animals came in during Spring-Summer when there would normally be many). This can easily lead to meat shortage and famine if you do not have sufficiently large farms for your colony.&lt;br /&gt;
&lt;br /&gt;
When the event finishes the message &amp;quot;Most of the volcanic ash has settled.&amp;quot; will be displayed.&lt;br /&gt;
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== Generally Good ==&lt;br /&gt;
&lt;br /&gt;
=== AI Core Offer ===&lt;br /&gt;
&lt;br /&gt;
A non-hostile faction will notify you that they know where an [[AI persona core]] is located: a critical component for building a ship.  They will want 1500 silver for this information.  However, you can only make this request at the comms console with factions which have at least +40 relations.&lt;br /&gt;
&lt;br /&gt;
=== Allied: (Faction) ===&lt;br /&gt;
&lt;br /&gt;
Relations with another faction have risen above +75 and you are now allied with them.  They may now [[Events#Friendlies|assist you]] against mutual enemies.&lt;br /&gt;
&lt;br /&gt;
=== Ambrosia sprout ===&lt;br /&gt;
&lt;br /&gt;
A grove of the mysterious ambrosia bush has sprouted nearby! If you wait for the plants to grow, you'll be able to harvest the delicious, pleasurable, and slightly addictive fruit.&lt;br /&gt;
&lt;br /&gt;
A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.&lt;br /&gt;
&lt;br /&gt;
[[File:Ambrosia sprout.png|400px]]&lt;br /&gt;
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=== (Animals) join ===&lt;br /&gt;
&lt;br /&gt;
Tamed dogs or farm animals join your colony.&lt;br /&gt;
[[File:Animals join.png|400px|thumb|none|Animals join]]&lt;br /&gt;
&lt;br /&gt;
=== (Animal) self-tamed ===&lt;br /&gt;
&lt;br /&gt;
A random animal on the map becomes tame, and immediately joins the colony.&lt;br /&gt;
&lt;br /&gt;
You should probably check the &amp;quot;Animals&amp;quot; tab immediately and assign the animal to an appropriate zone, unless you want to let it move unrestricted.&lt;br /&gt;
&lt;br /&gt;
[[File:Thrumbo self-tamed.png|400px]]&lt;br /&gt;
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Previously tamed animals which return to the colony can self-tame. When doing so they retain all training they previously had.&lt;br /&gt;
&lt;br /&gt;
=== Aurora ===&lt;br /&gt;
&lt;br /&gt;
An aurora lights up the night sky, giving a +14 mood boost to anyone who is outside watching. It ends at day.&lt;br /&gt;
&lt;br /&gt;
While in real life it only happens near the poles, on the rimworlds it can happen anywhere regardless of latitude.&lt;br /&gt;
&lt;br /&gt;
=== Cargo pods ===&lt;br /&gt;
&lt;br /&gt;
From time to time, cargo pods from the wreckage of the ship will fall out of orbit and land on your map. Each drop will contain only one type of resource in a random amount.  The remains of the pods become pieces of slag, which can be refined into usable metal at an [[electric smelter]].  The pods have a chance of crashing through the roofs of any buildings, damaging any nearby furniture, structures or any pawn they land on.&lt;br /&gt;
&lt;br /&gt;
[[File:Cargo pods.png|400px]]&lt;br /&gt;
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=== Enemy now neutral: (Faction) ===&lt;br /&gt;
&lt;br /&gt;
This notification will appear once relations have been improved with a Hostile faction enough that they will no longer be hostile.  Common ways to improve relations include releasing prisoners from their faction (which must leave the map safely to receive the bonus), having successful [[#Peace talks|peace talks]] or providing gifts.&lt;br /&gt;
&lt;br /&gt;
=== Gift from (Faction) ===&lt;br /&gt;
&lt;br /&gt;
Occasionally, visitors from another faction may leave a gift for your colony upon leaving.&lt;br /&gt;
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=== Herd migration: (Animal) ===&lt;br /&gt;
[[File:Thrumbo herd migration.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A large herd of [[animal]]s is passing through the area. They won't attack unless provoked.&lt;br /&gt;
&lt;br /&gt;
=== Inspiration: (Type) ===&lt;br /&gt;
&lt;br /&gt;
One of your colonists has had a [[mental inspiration]] and will perform much better at a certain skill.  The inspiration usually lasts for around eight days.&lt;br /&gt;
&lt;br /&gt;
Inspirations can only occur if the colonist is in a very good mood.&lt;br /&gt;
&lt;br /&gt;
=== Legendary Work ===&lt;br /&gt;
&lt;br /&gt;
One of your colonists has produced an object of legendary [[quality]].&lt;br /&gt;
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=== Marriage is on! ===&lt;br /&gt;
&lt;br /&gt;
A couple that has been together for a while will announce their engagement.  The wedding will take place some time in the future.  This allows players to have enough preparation time to build a [[Marriage spot]] if they choose.  If not, any Gather Spot will do.  Any built table or campfire by default is checked as a Gather Spot, but will be overridden by a Marriage spot.  When the day of the wedding arrives, it will take place regardless of the entire colony's attendance.  After the ceremony takes place, a reception will follow with everyone drinking, smoking and eating if hungry.&lt;br /&gt;
&lt;br /&gt;
Getting married, as well as taking part in the marriage ceremony, gives a substantial, fairly long-lasting mood buff to the colonists involved.  This can be a major productivity boost, and lead to inspirations across the colony.  Therefore it is often worth strategically having as many colonists as possible to be present when the marriage takes place.&lt;br /&gt;
&lt;br /&gt;
Colonists who do not reach the meeting point on time, such as those sleeping, fighting fires or lying incapacitated in bed, will not gain the mood buff from the event.  A quick &amp;quot;draft&amp;quot; and &amp;quot;undraft&amp;quot; should be enough to coerce all capable colonists to attend.  Colonists on caravans obviously cannot attend.&lt;br /&gt;
&lt;br /&gt;
If the couple happens to be busy at the exact moment the wedding is to take place, for example, because they are loading a caravan, those who are not members of the trade group will remain waiting at attendance and perform no task at all except for eating until the couple comes back. This can cause characters to get binges and no wardens or doctors looking out for prisoners can easily let captives break out.&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage is on.png|400px]]&lt;br /&gt;
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=== New lovers ===&lt;br /&gt;
&lt;br /&gt;
[[File:New lovers.png|250px|thumb|none|A character woos another into a romance and she agrees]]&lt;br /&gt;
Two characters fall in love.  Build them a 2 pawn bed and assign it so they can sleep together.  This avoids a mood debuff for both colonists and occasionally gains them another buff.&lt;br /&gt;
&lt;br /&gt;
=== New recruit ===&lt;br /&gt;
&lt;br /&gt;
You'll get this notification whenever a Warden has succeeded in recruiting a prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Party ===&lt;br /&gt;
&lt;br /&gt;
One of your colonists will throw a party, improving the mood of all attendees for some time and providing an opportunity for rapid social exchanges.  They will usually have [[beer]]s and [[smokeleaf joint]]s if available.  Note that the player may have to wake up any sleeping colonists such as Night Owls or otherwise distract other colonists from their work so that they attend the party.  An easy way to do this is by quickly drafting and undrafting them.&lt;br /&gt;
&lt;br /&gt;
Colonists will continually get stacking mood buffs the longer they attend a party. Each stack adds +0.4 to mood, lasts 10 days and stacks up to 10 times.&lt;br /&gt;
&lt;br /&gt;
The party will by default happen around an item checked as a Gather Spot, such as a table or campfire, but may be overridden by building a [[party spot]].&lt;br /&gt;
&lt;br /&gt;
Similar to marriage ceremonies, characters that do not reach the party in time don't get the mood buffs.&lt;br /&gt;
&lt;br /&gt;
If a raid occurs during the party, the party will be cancelled with the message: &amp;quot;The party has been called off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Psychic soothe ===&lt;br /&gt;
&lt;br /&gt;
When this event triggers it gives a positive mood modifier (+16 for normal colonists) to all colonists of a randomly chosen sex. The event lasts between 1.5 and 3.5 days. It can be considered the opposite of the [[#Psychic drone|Psychic Drone]].&lt;br /&gt;
&lt;br /&gt;
The positive effect will be attenuated by [[psychic foil helmet]]s.  Make sure to take them off all colonists for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
[[File:Psychic soothe.png|400px|left]]&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Quest completed ===&lt;br /&gt;
&lt;br /&gt;
You've done what was requested by other factions and will receive the reward at your nearest(?) base via pods very close to your buildings, along with an improvement in relations.  The reward will arrive forbidden, so you will have to un-forbid it before your colonists will haul it in.  The pods may also crash through your roof, so be prepared to repair.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) ===&lt;br /&gt;
&lt;br /&gt;
This event without a faction mentioned occurs when an orbital [[trade]] ship passes near the colony and you have a powered [[comms console]].  Players may spend silver to obtain resources or weapons, or alternately sell excess resources or weapons for silver.&lt;br /&gt;
&lt;br /&gt;
You need to build [[orbital trade beacon]]s so you can beam silver and items up to the ship to actually carry out transactions. You can still check the items for sale even without them however.&lt;br /&gt;
&lt;br /&gt;
=== (Trader type) from (Faction) ===&lt;br /&gt;
&lt;br /&gt;
This event with the faction name mentioned means the traders are terrestrial.  Trader caravans from other non-hostile factions can stop by your colony, whether specifically requested via the [[comms console]] at a hit to good will or randomly on their own with no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Transport pod crash ===&lt;br /&gt;
&lt;br /&gt;
Rarely, an transport pod will crash land nearby with a downed occupant. Transport pods can contain lost spacers or members of other factions. Before deciding what to do to the occupant, it is a good idea to check which faction it belongs to. You can rescue this occupant if a hospital bed is free. Once healed, this person will either join your colony or walk away to return to their faction. Non-pirates who return to their colonies will give a good will bonus. [[Prisoner|Capturing]] a member of a non-hostile faction will turn them hostile. Otherwise, they can be rescued, treated and may possibly join your colony out of gratitude. If you do nothing and their injuries aren't severe, it's possible for them to stand on their own after a while and walk off.&lt;br /&gt;
&lt;br /&gt;
For Spacers, there is no faction goodwill bonus for healing or releasing them and no mood penalty for leaving undesirable colonist candidates to die, as long as you don't capture them first. A near-guaranteed way to recruit them is to capture rather than rescue them. Their recruitment difficulty percentage is usually low and this will also train your warden's Social skill. &lt;br /&gt;
&lt;br /&gt;
For non-pirate faction members, you should always rescue them. This gives them a chance to join your faction, but most likely they will just leave once healed, increasing goodwill.&lt;br /&gt;
&lt;br /&gt;
[[File:Rescuee joined your group.png|400px|thumb|none|Since you rescued him/her. Character joined your group!]]&lt;br /&gt;
&lt;br /&gt;
=== Wanderer joins ===&lt;br /&gt;
&lt;br /&gt;
A random colonist arrives from a map edge and joins the colony immediately. Like most events involving other people, the wanderer has a chance to be related to an existing colonist.  They will most likely be naked, so have some spare clothes ready just in case. Notification: ''A villager named (name) has arrived and is joining the colony. (Gender) is a (backstory)''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wanderer joins normal.png|'''Common character'''&lt;br /&gt;
File:Wanderer joins relationship.png|'''Related character'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wild (wo)man wanders in ===&lt;br /&gt;
&lt;br /&gt;
A random person with no faction wanders into your colony and will mill about the map.  You have the option to &amp;quot;Tame&amp;quot; this person as well as capture and recruit them. Sometimes, they may not be able to resist the harshness of nature and may fall unconscious (ex: Toxic Fallout, extreme temperatures), allowing you to rescue them like transport pod crash victims.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Wild man wanders in.png|'''Wild man wanders in'''&lt;br /&gt;
File:Wild man rescued instead.png|'''Wild man joins without &amp;quot;taming&amp;quot;'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Neutral ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Affair ===&lt;br /&gt;
Somebody who is already married starts an affair with a single person.&lt;br /&gt;
&lt;br /&gt;
[[File:Affair.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Area revealed  ===&lt;br /&gt;
&lt;br /&gt;
A hidden area has been opened up on the map, with an appropriately colored event envelope regarding the nature of the reveal. It's often associated with opening an [[#Ancient_Danger|Ancient Danger]], which are usually easy to find due to their large rectangular shape.  It can also occur with opening buildings on maps, whether freestanding buildings on a map or opening enemy buildings during your own raids.  It can also occur when mining, usually by accident when long straight lines are selected for digging.  However, sometimes entrances to these areas can be seen on the map.  Look along the edges of a mountain for one or more visible edge blocks facing inward. Mining this section out can reveal new mineral riches, new farmland, new animals, new threats... or absolutely nothing.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Inward facing edges.png| '''Find inward facing edges,''' &lt;br /&gt;
File:Area revealed.png| '''...and open up an entire valley.'''&lt;br /&gt;
File:Inward facing rocks.png|'''more inward rocks'''&lt;br /&gt;
File:Area revealed red.png|'''this area contains a threat&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== (Leader) died: (Faction) ===&lt;br /&gt;
&lt;br /&gt;
This alert uses the title of the leader in question. For example, if the boss of a pirate band dies you will see 'Boss died'.&lt;br /&gt;
&lt;br /&gt;
Occasionally, the leader of another faction will die. The popup window will announce his or her successor.&lt;br /&gt;
&lt;br /&gt;
This will also happen if the leader personally comes to raid your base and is killed in action.  Killing an enemy faction leader will give a mood buff for a while to the colonist that accomplished this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;350px&amp;quot; heights=&amp;quot;350px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Raid with Faction leader.png|'''Raid with Faction leader presence'''&lt;br /&gt;
File:Boss died Faction new b.png|'''(Boss name) died / The new boss is (name)'''&lt;br /&gt;
File:Defeated hostile leader name.png|'''Defeated hostile leader (name)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== New (Leader): (Faction) ====&lt;br /&gt;
&lt;br /&gt;
Similar to the Leader Died event, except this one occurs only when you've succeeded in both capturing and [[#New recruit|recruiting]] another faction's leader. The leader then places first at the colonist bar, instead of last.&lt;br /&gt;
[[File:New chief.png|250px|thumb|none|Chief of a hostile tribe recruited to colony.]]&lt;br /&gt;
&lt;br /&gt;
=== Meteorite ===&lt;br /&gt;
&lt;br /&gt;
A large meteorite has struck ground in the area. It has left behind a lump of [material]. During daylight, a large shadow will project on the ground which shrinks as it closes in.&lt;br /&gt;
&lt;br /&gt;
Any colonists beneath the meteorite has a small while to escape before they are crushed by it, the map tile will read: Meteorite (incoming).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Meteorite.png|'''Landed meteorite'''&lt;br /&gt;
File:Meteorite before impact.png|'''Flying meteorite'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rare Thrumbos ===&lt;br /&gt;
&lt;br /&gt;
One or more [[thrumbo]]s will spawn at the edge of the map, staying around for a while to eat anything they can, including your crops.  The player can attempt to hunt or tame them, both of which are very difficult.  If no action is taken, they will leave on their own after a few days.&lt;br /&gt;
&lt;br /&gt;
=== Ship chunks ===&lt;br /&gt;
&lt;br /&gt;
This event doesn't have an envelope, but rather appears in the notification bar up top, assuming these chunks don't strike your colony or pawns.  One or more [[ship chunk]]s fall onto the map. They can be deconstructed for [[component]]s and a small amount of [[steel]].  Rarely they can punch through roofs, damaging structures near it.  Extremely rarely they can land right on top of a colonist, killing them.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 the ship chunk creates an explosion upon landing. The falling chunks cast shadows on the ground, giving a little time for colonists to move out of the way.&lt;br /&gt;
&lt;br /&gt;
=== Summer ===&lt;br /&gt;
&lt;br /&gt;
This event merely informs you that you are ill-prepared for the winter.  Grow some more food and get some warm clothing.  Plan ahead for any additions to your colony during these seasons, including recruits and born animals.&lt;br /&gt;
&lt;br /&gt;
=== Traveler Visit ===&lt;br /&gt;
{{:Traveler}}&lt;br /&gt;
&lt;br /&gt;
=== Relationship ===&lt;br /&gt;
[[File:Relationship.png|300px|thumb|none|Relationship, in this case is Fiancee.]]&lt;br /&gt;
Normally this isn't an event on its own, but rather an addition to other events that involve other pawns such as raids or traders arriving.  In any instance of other humanoids visiting your base, there is a chance that one or a few of the visitors or raiders may be related to your existing colonists.  Clicking the event envelope will show the relation.&lt;br /&gt;
&lt;br /&gt;
If the visitor instance itself was an event, it will add &amp;quot;(Relationship)&amp;quot; onto the end of the envelope title.  If the instance would only have been a notification otherwise such as other factions crossing your map, it will become a Relationship event on its own.&lt;br /&gt;
&lt;br /&gt;
In 1.0, it's also possible for this event to show up when you raid an enemy location if a relative lives there.&lt;br /&gt;
&lt;br /&gt;
=== Visitor(s) ===&lt;br /&gt;
&lt;br /&gt;
Friendly faction members may stop by your settlement.  Occasionally, they will have a few goods to trade.  Like a regular trader they will mill about the player's colony for a while.  Unlike a regular trader, they don't have many goods with them, nor do they have as much silver to buy your goods.&lt;br /&gt;
&lt;br /&gt;
Visitors possess no higher purpose otherwise.  Still, their arrival could prove advantageous if the colony is assaulted by a mutual enemy while they are present.&lt;br /&gt;
&lt;br /&gt;
Sometimes there will be a singular visitor. In this case, the game will notify you of the backstory of that visitor.&lt;br /&gt;
&lt;br /&gt;
== World incidents ==&lt;br /&gt;
{{for|a guide to survive these events|World Quests Guide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attack begun ===&lt;br /&gt;
&lt;br /&gt;
This notification will appear when a [[caravan]] has arrived at a settlement chosen for attacking.&lt;br /&gt;
&lt;br /&gt;
=== Bandit camp opportunity ===&lt;br /&gt;
&lt;br /&gt;
{{see also|Offense tactics}}&lt;br /&gt;
&lt;br /&gt;
Some ruffians are causing trouble nearby and other factions will pay you to wipe them out.&lt;br /&gt;
&lt;br /&gt;
The bandit camp will time out and are weaker than regular enemy bases. &lt;br /&gt;
&lt;br /&gt;
Destroying them increases goodwill by 8 and returns a payment worth 2000 to 3000 worth of silver, whether it consists of items or silver itself.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ambushed / (manhunters) ===&lt;br /&gt;
&lt;br /&gt;
While travelling, one of your [[caravan]]s are attacked.  The game will give you a mini map to defend it.&lt;br /&gt;
&lt;br /&gt;
The attackers can be an enemy faction lying in ambush or a rampaging manhunter pack your caravan unfortunately trespasses upon.&lt;br /&gt;
&lt;br /&gt;
==== Caravan battle won ====&lt;br /&gt;
&lt;br /&gt;
This event will tell you if your people won their fight.&lt;br /&gt;
&lt;br /&gt;
=== Caravan arrived at (Location) ===&lt;br /&gt;
&lt;br /&gt;
This is a simple notification that your caravan has arrived at their destination.&lt;br /&gt;
&lt;br /&gt;
=== Caravan lost ===&lt;br /&gt;
&lt;br /&gt;
All human members of your caravan have died. Anything carried by the caravan, including animals, will be lost to the wild.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan destroyed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan meeting by (Caravan ID) ===&lt;br /&gt;
&lt;br /&gt;
This is a pop up window rather than an event with envelope icon.  While away from your bases, your caravans may randomly encounter other traders out in the world who would be happy to trade with you.  Of course, you also have the option to attack them.  Be careful, trade caravans are usually well defended.&lt;br /&gt;
&lt;br /&gt;
=== Caravan ready ===&lt;br /&gt;
&lt;br /&gt;
Once you've designated a [[caravan]], you'll get this notification once all of the colonists, prisoners, animals and items have been assembled and left the map.  It is now ready to send to other settlements or form another settlement of your own, if you've enabled multiple settlements in the game's settings.&lt;br /&gt;
&lt;br /&gt;
=== Caravan request ===&lt;br /&gt;
&lt;br /&gt;
Other friendly factions may make a special trade request of you.  The popup will specify which goods they want, the price they're willing to pay for them and the deadline they want them by.  They may pay in silver or make a trade for a different item.  They will usually pay well over the standard price that those items would otherwise be.  Which good they want and how much of it can be checked afterward by clicking on the requesting colony on the World tab.&lt;br /&gt;
&lt;br /&gt;
This event is more likely the more colony wealth you have, up to 2x chance at 300,000 wealth.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
A hostile faction approaches your caravan and demand that you give them items and hand over members as slaves. If you don't, they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see their number when they are demanding you hand over items.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated refugee quest ===&lt;br /&gt;
[[File:Incapacitated refugee.png|400px]]&lt;br /&gt;
&lt;br /&gt;
[Name, adulthood background] of the Spacer faction contacts you on radio and requests help. He/She is wounded and unable to move.  Without your help, he/she will die within X days. It may be dangerous there, so beware.  The refugee will be anywhere from 2 to 13 tiles away from your base and will die between 7 and 15 days.  For some strange reason, the refugee is capable of holding out much longer than his bleeding rate would otherwise be if he was present at your colony, so an immediate rescue is not much different than rescuing moments before death.  Entering that map will speed up any bleeding, however.&lt;br /&gt;
&lt;br /&gt;
Once you go to the map, there will be a downed refugee waiting. Right-clicking and selecting 'Offer help' on the refugee will instantly recruit him. You have 15 days to rescue the refugee and wait for his wounds to heal.&lt;br /&gt;
&lt;br /&gt;
There is no mood penalty for leaving an undesirable colonist candidate to die as long as you don't recruit them first.&lt;br /&gt;
&lt;br /&gt;
=== Item Stash Opportunity (Time Remaining) ===&lt;br /&gt;
&lt;br /&gt;
Another faction leader will tell you of the existence of an item stash on the map. The items will often be guarded and others will gather the items first if you aren't fast enough getting to them.&lt;br /&gt;
&lt;br /&gt;
Item stashes will timeout between 10 – 30 days. They may have a quest item, 3 - 5 [[neurotrainer mech serum]]s, or anywhere between 5 - 9 non-quest items. The total value is around 2000 - 3000 silver. &lt;br /&gt;
&lt;br /&gt;
It is possible that the stash generates with an initially hostile faction guarding it, but [[Events#Good will|Good will]] triggering before your colonists arrive at the stash will turn them friendly. &lt;br /&gt;
&lt;br /&gt;
Once the defenders are defeated, you will have two and a half days before the game automatically reforms your caravan. The game will not collect the items for you, so you must either gather them yourself and leave the map or manually reform the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Peace talks ===&lt;br /&gt;
[[File:Peace talks.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A hostile faction leader decides to drop his weapons and offers to talk things out for once. The offer expires after 15 days if ignored. Pirates will never attempt peace talks.&lt;br /&gt;
&lt;br /&gt;
To participate, you will need to send a [[caravan]] with a capable negotiator. Once the destination is reached, the most capable negotiator in your caravan will proceed to talk with the leader to hopefully improve relations.&lt;br /&gt;
&lt;br /&gt;
There are several outcomes of the incident, each being a subevent of its own. No matter the outcome, your negotiator will always gain social skill.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk triumph ====&lt;br /&gt;
&lt;br /&gt;
The peace talks were very successful, giving a great boost to relations from 50 to 75. In addition, the faction will give a farewell gift of between 500 and 1500 silver.&lt;br /&gt;
&lt;br /&gt;
Despite your triumph, if you don't manage to bring relations above 0, they will still remain hostile.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk success ====&lt;br /&gt;
&lt;br /&gt;
The talks were a success, and relations between the factions have warmed somewhat, from 25 to 75.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.55.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk flounder ====&lt;br /&gt;
&lt;br /&gt;
The talks were neither successful nor a failure, and relations remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.2.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk backfire ====&lt;br /&gt;
&lt;br /&gt;
The peace talks backfired, and relations have gotten worse than they started, from -10 to -50 relations.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.1.&lt;br /&gt;
&lt;br /&gt;
==== Peace talk disaster ====&lt;br /&gt;
&lt;br /&gt;
The peace talks have failed so miserably that the faction hates you a lot more now, with a -25 to -75 damage to relations, as well as instantly turning hostile if they aren't already.&lt;br /&gt;
&lt;br /&gt;
In addition, the angered faction sends a group of attackers after your negotiating party.&lt;br /&gt;
&lt;br /&gt;
This has a base weight of 0.05.&lt;br /&gt;
&lt;br /&gt;
==== Outcome chances ====&lt;br /&gt;
&lt;br /&gt;
The actual outcome chances are dependent on the negotiator's Diplomacy Power stat, after going through a simple curve. To do this, the game calculates the bad outcome factor, of the negotiator first.&lt;br /&gt;
&lt;br /&gt;
*At 0% power, the bad outcome factor is 4.&lt;br /&gt;
*At 100% power (healthy, lvl 10 Social), the bad outcome factor is 1.&lt;br /&gt;
*At 150% power (healthy, lvl 20 Social), the bad outcome factor is 0.4.&lt;br /&gt;
&lt;br /&gt;
The new weight of each outcome is calculated afterwards.&lt;br /&gt;
*Triumph = 0.1 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Success = 0.55 * ( 1 / Bad Outcome Factor)&lt;br /&gt;
*Flounder = 0.2&lt;br /&gt;
*Backfire = 0.1 * Bad Outcome Factor&lt;br /&gt;
*Disaster = 0.05 * Bad Outcome Factor&lt;br /&gt;
&lt;br /&gt;
The sum total of the new weights is then calculated.&lt;br /&gt;
&lt;br /&gt;
Finally, the probability of each outcome is calculated:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|Probability of each outcome {{=}} New Weight &amp;amp;divide; Sum Total of Weights}}&lt;br /&gt;
&lt;br /&gt;
===== Example =====&lt;br /&gt;
&lt;br /&gt;
Take a level 15 Social negotiator as an example:&lt;br /&gt;
&lt;br /&gt;
#The diplomacy power is 125%, corresponding to a bad outcome factor of 0.7.&lt;br /&gt;
#The new weight of each outcome, to 3 d.p.:&lt;br /&gt;
#*Triumph = 0.1 * ( 1 / 0.7) = 0.143&lt;br /&gt;
#*Success = 0.55 * ( 1 / 0.7) = 0.786&lt;br /&gt;
#*Flounder = 0.2&lt;br /&gt;
#*Backfire = 0.1 * 0.7 = 0.07&lt;br /&gt;
#*Disaster = 0.05 * 0.7 = 0.035&lt;br /&gt;
#The sum total of new weights is calculated:&lt;br /&gt;
#* 0.143 + 0.786 + 0.2 + 0.07 + 0.035 = 1.234&lt;br /&gt;
#Finally, the probability of each event, to 2 d.p.:&lt;br /&gt;
#*Triumph = 0.143 / 1.234 = 11.58%&lt;br /&gt;
#*Success = 0.786 / 1.234 = 63.69%&lt;br /&gt;
#*Flounder = 0.2 / 1.234 = 16.21%&lt;br /&gt;
#*Backfire = 0.07 / 1.234 = 5.67%&lt;br /&gt;
#*Disaster = 0.035 / 1.234 = 2.84%&lt;br /&gt;
&lt;br /&gt;
=== Prisoner rescue request ===&lt;br /&gt;
&lt;br /&gt;
A prisoner locked up in a hostile faction steals a radio and calls your faction for help. &lt;br /&gt;
&lt;br /&gt;
You can send out a caravan to rescue the prisoner. Once arrived, they will find an enemy outpost with a revealed cell containing food and the prisoner.  To rescue the prisoner, a colonist must reach him or her, whether by your colonists entering the cell (claim the door first for easy entry) or blowing a hole in the wall, and then offer help. If help is not offered, the prisoner will not be free, even if the cell is destroyed.&lt;br /&gt;
&lt;br /&gt;
The event will expire if ignored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:PRO 0.png|'''World event letter'''&lt;br /&gt;
File:PRO 1.png|'''World map location'''&lt;br /&gt;
File:PRO 2.png|'''Event specific map'''&lt;br /&gt;
File:PRO 3.png|'''Event success notification'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Precious minerals found ===&lt;br /&gt;
&lt;br /&gt;
[[File:Lump of precious resources.png|300px|thumb|right|Lump of precious resources]]&lt;br /&gt;
&lt;br /&gt;
This event may only occur once the [[long-range mineral scanner]] is built, powered and being used.&lt;br /&gt;
&lt;br /&gt;
Your long-range mineral scanner has found a lump of precious resources nearby, depending on the resource it's set to. We don't know who or what - if anything - might be guarding it. The minerals are usually be guarded either by pirates or a manhunter pack.&lt;br /&gt;
&lt;br /&gt;
Once colonists reach the spot, a temporary map will be generated with the precious resource lump in the middle. After arrival and defeat of all enemies, you have 10 days to mine the lump and anything else around it. Prior to your colonists reaching it, the lump lasts for 30 days (or forever prior to 0.19/1.0).&lt;br /&gt;
&lt;br /&gt;
=== Quest no longer available ===&lt;br /&gt;
&lt;br /&gt;
A world quest previously given can no longer be done by your faction.  This happens with quests such as wiping out an enemy outpost due to reasons such as making peace with that enemy faction.&lt;br /&gt;
&lt;br /&gt;
=== Rescuee joins ===&lt;br /&gt;
&lt;br /&gt;
Should you succeed in rescuing a prisoner or you offer help to an incapacitated refugee, he or she will immediately join your faction.&lt;br /&gt;
&lt;br /&gt;
=== Sub-events ===&lt;br /&gt;
&lt;br /&gt;
These aren't quest events on its own, but may happen during other world events such as Incapacitated Refugee or Item Stash Opportunity.&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
&lt;br /&gt;
[[File:Incapacitated refugee Ambushed.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Enemies may enter the minimap a little while after your colonists arrive or suddenly appear near the objective when your pawns draw close to it.  It's even possible for animals to lie in wait.&lt;br /&gt;
&lt;br /&gt;
==== Sleeping mechanoids ====&lt;br /&gt;
&lt;br /&gt;
When the map generates, sleeping mechanoids will be present near the objective. Going too close to them will awaken them, making them attack. While they are present, you cannot manually reform the caravan as the game notifies you that there are hostiles in the area, but you can still leave through the edges.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Game endings ==&lt;br /&gt;
When these happen, they signify that your game has ended, one way or another.&lt;br /&gt;
&lt;br /&gt;
=== Game over ===&lt;br /&gt;
This happens when all your colonists are either dead, missing or left the planet. The game will show a UI which says that everyone is gone or dead, and allows you to return to the main menu or continue playing. It also says that someone may find a use for the wreckage of your base.&lt;br /&gt;
&lt;br /&gt;
Should you decide to continue playing, events will continue to happen, which can affect the ruined base but not anyone. You can strike lucky and roll 'Wanderer joins' or 'Refugee chased' events, giving you a colonist to rebuild from.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over.png|400px|thumb|left|Welp, time to start a new game I guess...]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Planetkiller ===&lt;br /&gt;
This event can only happen by configuring the starting scenario.&lt;br /&gt;
&lt;br /&gt;
When it happens, the screen will fade to white, and a message will show that the planet is obliterated by a planetkiller and that you did not survive.&lt;br /&gt;
&lt;br /&gt;
Unlike your regular 'Game Over', you cannot continue the game. Saved games (including permadeath) can be continued from their last saves, however.&lt;br /&gt;
&lt;br /&gt;
[[File:Game_over_planetkiller.png|400px|thumb|left|Ouch.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
== Legacy events ==&lt;br /&gt;
&lt;br /&gt;
Events from previous version of RimWorld.&lt;br /&gt;
&lt;br /&gt;
=== Tornado ===&lt;br /&gt;
&lt;br /&gt;
A tornado has touched down in this region, and will proceed to wreak havoc on anything in its way. There is small chance it may spawn at the map borders and eventually [[:File:The tornado has left the map.png|leave the map]].&lt;br /&gt;
&lt;br /&gt;
Tornadoes rapidly deal damage to any structure or item that is right beneath it. Any pawn underneath will rapidly receive scratches from the random objects blowing about in the wind.&lt;br /&gt;
&lt;br /&gt;
Naturally forming tornadoes are exclusive to Beta 18. You can still use the [[Tornado generator]] to spawn them in for defense purposes.&lt;br /&gt;
&lt;br /&gt;
=Event Data=&lt;br /&gt;
{|&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Category !! Name !! Common Name !! Chance !! Favorability !! Min Time Before&amp;lt;br&amp;gt;Repeat (days)&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Flu || [[Flu]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Plague || [[Plague]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || Malaria || [[Malaria]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Disease || SleepingSickness|| [[Sleeping sickness|Sleeping Sickness]] || [[Events#DiseasesTable|varies by biome]] || Bad || [[Events#DiseasesTable|varies by biome]]&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || RaidEnemy || [[Events#Enemy Attack|Raid]] || 9.0 || Bad || 0&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || AnimalInsanity || [[Events#Psychic Wave|Mad Animals!: (Animal name)]] || 1.0 || VeryBad || 1&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ShipPartCrash || [[Events#Ancient Ship Crash|Psychic Ship]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || ManhunterPack || [[Events#Manhunter pack|Manhunter Pack]] || 2.0 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| Big Threat || Infestation || [[Events#Infestation|Infestation]] || 2.8 || Bad || 20&lt;br /&gt;
|-&lt;br /&gt;
| Special || RaidFriendly || [[Events#Faction Assistance|Friendlies]] || 3 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || AnimalInsanitySingle || [[Events#Mad Animal|Mad Animal]] || 5 || Bad || 3&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || ColdSnap || [[Events#Cold Snap|Cold Snap]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| Small Threat || HeatWave || [[Events#Heat Wave|Heat Wave]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Beavers || [[Events#Alphabeavers|Beavers!]] || 1 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || Eclipse || [[Events#Eclipse|Eclipse]] || 3 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || SolarFlare || [[Events#Solar Flare|Solar Flare]] || 1.5 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || PsychicDrone || [[Events#Psychic Drone|Psychic Drone]] || 1 || Bad || 30&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ShortCircuit || [[Events#Faulty Conduit Explosion|Zzzt...]] || 1.2 || Bad || 15&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || CropBlight || [[Events#Mysterious Blight|Blight]] || 2.5 || Bad || 8&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || ToxicFallout || [[Events#Toxic Fallout|Toxic Fallout]] || 0.25 || Bad || 180&lt;br /&gt;
|-&lt;br /&gt;
| General Bad || VolcanicWinter || [[Events#Volcanic Winter|Volcanic Winter]] || 0.11 || Bad || 280&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalGeneral || [[Events#Trade Ship In Range|(Trader type)]] || 13 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TraderArrivalSlaver || [[Events#Pirate Merchant In Range|Pirate Merchant]] || 4.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || TravelerGroup || [[Events#Traveler Visit|Travelers]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || VisitorGroup || [[Events#Faction Visit|Visitor(s)]] || 8 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || WandererJoin || [[Events#Migrant|Wanderer Join]] || 0.4 || VeryGood || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || ResourcePodCrash || [[Events#Cargo Pods|Cargo Pods]] || 6.0 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || RefugeePodCrash || [[Events#Escape Pod|Escape Pod]] || 1.5 || Good || 0&lt;br /&gt;
|-&lt;br /&gt;
| General Good || PsychicSoothe || [[Events#Psychic Soothe|Psychic Soothe]] || 1.0 || Good || 30&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || RefugeeChased || [[Events#Refugee Chased|Refugee Chased]] || 2.5 || Neutral || 15&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id =&amp;quot;DiseasesTable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Weight of each disease per biome&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
! Arid Shrubland&lt;br /&gt;
{{#vardefine: as_mtb | 60}}&lt;br /&gt;
| {{#vardefineecho: as_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: as_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: as_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: as_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: as_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: as_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: as_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: as_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Desert&lt;br /&gt;
{{#vardefine: d_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: d_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: d_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: d_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: d_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: d_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: d_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: d_gut | 60}}&lt;br /&gt;
| {{#vardefineecho: d_muscle | 60}}&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Desert&lt;br /&gt;
{{#vardefine: ed_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: ed_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: ed_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: ed_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: ed_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: ed_gut | 40}}&lt;br /&gt;
| {{#vardefineecho: ed_muscle | 40}}&lt;br /&gt;
|-&lt;br /&gt;
! Boreal Forest&lt;br /&gt;
{{#vardefine: bf_mtb | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: bf_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: bf_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: bf_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: bf_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tundra&lt;br /&gt;
{{#vardefine: t_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: t_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: t_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: t_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: t_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: t_fibrous | 40}}&lt;br /&gt;
| {{#vardefineecho: t_sensory | 40}}&lt;br /&gt;
| {{#vardefineecho: t_gut | 30}}&lt;br /&gt;
| {{#vardefineecho: t_muscle | 30}}&lt;br /&gt;
|-&lt;br /&gt;
! Ice Sheet&lt;br /&gt;
{{#vardefine: is_mtb | 90}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Sea Ice&lt;br /&gt;
{{#vardefine: is_mtb | 80}}&lt;br /&gt;
| {{#vardefineecho: is_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: is_plague | 80}}&lt;br /&gt;
| {{#vardefineecho: is_malaria | 0}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: is_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: is_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: is_gut | 0}}&lt;br /&gt;
| {{#vardefineecho: is_muscle | 0}}&lt;br /&gt;
|-&lt;br /&gt;
! Temperate Forest&lt;br /&gt;
{{#vardefine: tr_mtb | 45}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 100}}&lt;br /&gt;
| {{#vardefineecho: is_sleeping | 0}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 50}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 50}}&lt;br /&gt;
|-&lt;br /&gt;
! Tropical Rainforest&lt;br /&gt;
{{#vardefine: tr_mtb | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_flu | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_plague | 100}}&lt;br /&gt;
| {{#vardefineecho: tr_malaria | 160}}&lt;br /&gt;
| {{#vardefineecho: tr_sleeping | 140}}&lt;br /&gt;
| {{#vardefineecho: tr_fibrous | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_sensory | 30}}&lt;br /&gt;
| {{#vardefineecho: tr_gut | 80}}&lt;br /&gt;
| {{#vardefineecho: tr_muscle | 80}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The variables below are defined as the total weight of all diseases in the biome, as defined in the biome's XML sheet. E.g.: --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Arid has 100, 100, 30, 30, 60, 60. The total is thus 380. Update this if the weights are changed in later patches. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Total weight DOES NOT change the disease rate... just which disease is picked when a disease roll passes.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#vardefine: as_totweight | {{#expr: {{#var: as_flu}} + {{#var: as_plague}} + {{#var: as_malaria}} + {{#var: as_sleeping}} + {{#var: as_fibrous}} + {{#var: as_sensory}} + {{#var: as_gut}} + {{#var: as_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: d_totweight | {{#expr: {{#var: d_flu}} + {{#var: d_plague}} + {{#var: d_malaria}} + {{#var: d_sleeping}} + {{#var: d_fibrous}} + {{#var: d_sensory}} + {{#var: d_gut}} + {{#var: d_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: ed_totweight | {{#expr: {{#var: ed_flu}} + {{#var: ed_plague}} + {{#var: ed_malaria}} + {{#var: ed_sleeping}} + {{#var: ed_fibrous}} + {{#var: ed_sensory}} + {{#var: ed_gut}} + {{#var: ed_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: bf_totweight | {{#expr: {{#var: bf_flu}} + {{#var: bf_plague}} + {{#var: bf_malaria}} + {{#var: bf_sleeping}} + {{#var: bf_fibrous}} + {{#var: bf_sensory}} + {{#var: bf_gut}} + {{#var: bf_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: t_totweight | {{#expr: {{#var: t_flu}} + {{#var: t_plague}} + {{#var: t_malaria}} + {{#var: t_sleeping}} + {{#var: t_fibrous}} + {{#var: t_sensory}} + {{#var: t_gut}} + {{#var: t_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: is_totweight | {{#expr: {{#var: is_flu}} + {{#var: is_plague}} + {{#var: is_malaria}} + {{#var: is_sleeping}} + {{#var: is_fibrous}} + {{#var: is_sensory}} + {{#var: is_gut}} + {{#var: is_muscle}} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: tr_totweight | {{#expr: {{#var: tr_flu}} + {{#var: tr_plague}} + {{#var: tr_malaria}} + {{#var: tr_sleeping}} + {{#var: tr_fibrous}} + {{#var: tr_sensory}} + {{#var: tr_gut}} + {{#var: tr_muscle}} }} }}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Mean time per disease by biome (in days)&lt;br /&gt;
! style=&amp;quot;padding: 5px 4em;&amp;quot; | Biome Name&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Mean Time&amp;lt;br&amp;gt;Between Diseases&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Flu &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Plague &lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Malaria&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sleeping&amp;lt;br&amp;gt;Sickness&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Fibrous&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Sensory&amp;lt;br&amp;gt;Mechanites&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Gut&amp;lt;br&amp;gt;Worms&lt;br /&gt;
! style=&amp;quot;padding: 5px 1em;&amp;quot; | Muscle&amp;lt;br&amp;gt;Parasites&lt;br /&gt;
|- &lt;br /&gt;
| Arid Shrubland&lt;br /&gt;
| {{#var: as_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: as_flu}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_flu}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_plague}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_plague}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_malaria}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_malaria}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sleeping}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sleeping}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_fibrous}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_fibrous}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_sensory}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_sensory}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_gut}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_gut}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: as_muscle}}|0|0|{{#expr: {{#var: as_totweight}} / {{#var: as_muscle}} * {{#var: as_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Desert&lt;br /&gt;
| {{#var: d_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: d_flu}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_flu}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_plague}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_plague}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_malaria}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_malaria}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sleeping}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sleeping}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_fibrous}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_fibrous}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_sensory}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_sensory}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_gut}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_gut}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: d_muscle}}|0|0|{{#expr: {{#var: d_totweight}} / {{#var: d_muscle}} * {{#var: d_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Extreme Desert&lt;br /&gt;
| {{#var: ed_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_flu}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_flu}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_plague}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_plague}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_malaria}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_malaria}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sleeping}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sleeping}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_fibrous}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_fibrous}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_sensory}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_sensory}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_gut}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_gut}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: ed_muscle}}|0|0|{{#expr: {{#var: ed_totweight}} / {{#var: ed_muscle}} * {{#var: ed_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Boreal Forest&lt;br /&gt;
| {{#var: bf_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_flu}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_flu}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_plague}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_plague}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_malaria}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_malaria}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sleeping}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sleeping}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_fibrous}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_fibrous}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_sensory}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_sensory}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_gut}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_gut}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: bf_muscle}}|0|0|{{#expr: {{#var: bf_totweight}} / {{#var: bf_muscle}} * {{#var: bf_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| {{#var: t_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: t_flu}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_flu}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_plague}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_plague}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_malaria}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_malaria}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sleeping}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sleeping}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_fibrous}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_fibrous}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_sensory}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_sensory}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_gut}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_gut}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: t_muscle}}|0|0|{{#expr: {{#var: t_totweight}} / {{#var: t_muscle}} * {{#var: t_mtb}} round 2}}}}&lt;br /&gt;
|-&lt;br /&gt;
| Ice Sheet&lt;br /&gt;
| {{#var: is_mtb}}&lt;br /&gt;
| {{#expr: {{#var: is_flu}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_plague}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_malaria}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sleeping}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_fibrous}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_sensory}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_gut}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
| {{#expr: {{#var: is_muscle}} / {{#var: is_totweight}} * {{#var: is_mtb}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
| Tropical Rainforest&lt;br /&gt;
| {{#var: tr_mtb}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_flu}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_flu}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_plague}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_plague}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_malaria}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_malaria}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sleeping}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sleeping}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_fibrous}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_fibrous}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_sensory}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_sensory}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_gut}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_gut}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
| {{#ifeq: {{#var: tr_muscle}}|0|0|{{#expr: {{#var: tr_totweight}} / {{#var: tr_muscle}} * {{#var: tr_mtb}} round 2}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=66676</id>
		<title>Plasteel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Plasteel&amp;diff=66676"/>
		<updated>2019-09-04T19:46:40Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.&lt;br /&gt;
| color = (160,178,181)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Plasteel&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Plasteel&lt;br /&gt;
| label = plasteel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| flammability factor = 0.1&lt;br /&gt;
| market value base = 14&lt;br /&gt;
| max hit points factor = 2.8&lt;br /&gt;
| melee blunt damage factor = 0.9&lt;br /&gt;
| melee cooldown factor = 0.8&lt;br /&gt;
| melee sharp damage factor = 1.1&lt;br /&gt;
| work to make factor = 2.2&lt;br /&gt;
| work to build factor = 2.2&lt;br /&gt;
| mass = 0.25&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The [[Max Hit Points|strongest]] material in the game. Used for a lot of high tech stuff, especially ship engines and other modules, which are needed to [[Ship|build a spaceship]] to escape the planet and win the game. Can be obtained by [[trading]], disassembling a dead [[Mechanoid]], mining compacted plasteel deposits or using a [[deep drill]] on an underground plasteel vein.}}&lt;br /&gt;
&lt;br /&gt;
'''Plasteel''' can be used to make some ''very'' tough defensive [[turret]]s and [[wall]]s, so consider setting some aside to shore up your frontline against [[raiders]]. Plasteel can also be used to craft very powerful melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Ore==&lt;br /&gt;
[[File:Compacted_plasteel.png|frameless|Compacted plasteel in game]] Compacted plasteel comes in veins of 10 up to a possible 50. Each mined block yields 35 plasteel. Each chunk of ore has 8,000 HP, making it the slowest ore to mine and the toughest item in-game.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lancer&amp;diff=66423</id>
		<title>Lancer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lancer&amp;diff=66423"/>
		<updated>2019-08-30T11:52:14Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
|name = Lancer&lt;br /&gt;
|image = MechanoidLancer.png|Lancer&lt;br /&gt;
|description = &amp;quot;A human-sized combat mechanoid with huge optical sensors on its face for aiming weapons at long range. While effective at distance, it is weaker in melee combat. Veterans of mechanoid wars know that often, the safest thing to do against a lancer is to charge.&amp;quot;&lt;br /&gt;
|type = Mechanoid{{!}}Mechanoid&lt;br /&gt;
|type2 = Characters{{!}}Characters&lt;br /&gt;
|movespeed = 4.9&lt;br /&gt;
|attack1dmg = 12&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = left fist&lt;br /&gt;
|attack1cool = 120&lt;br /&gt;
|attack2dmg = 12&lt;br /&gt;
|attack2type = blunt&lt;br /&gt;
|attack2part = right fist&lt;br /&gt;
|attack2cool = 120&lt;br /&gt;
|armorblunt = 20&lt;br /&gt;
|armorsharp = 40&lt;br /&gt;
|meatyield = 0&lt;br /&gt;
&amp;lt;!--|bodysize = 1.0--&amp;gt;&lt;br /&gt;
|healthscale = 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Lancers''' are a type of fast-moving [[mechanoid]] with strong long-range firepower that deals 30 damage per hit. They can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]].&lt;br /&gt;
&lt;br /&gt;
Lancers are often supported by [[centipede]]s and [[scyther]]s, though they outrun centipedes by a huge margin, and will not stop to let them catch up.&lt;br /&gt;
&lt;br /&gt;
Like other mechanoids, lancers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Lancers have a moderate resistance to sharp damage and a small resistance to blunt damage but somewhat low health, making them trivial to disable at range with sufficient firepower. Lancers are vulnerable to [[spike trap]]s, with only a few hits required to kill them.&lt;br /&gt;
&lt;br /&gt;
Lancers will quickly charge until they are at range, in which they will stay at maximum range to fire. They will not move around to seek cover, or avoid incoming fighters.&lt;br /&gt;
&lt;br /&gt;
Dead lancers may be disassembled at the [[machining table]] for 20 [[steel]], 5 [[plasteel]] and 1 [[component]], though these values are affected by mechanoid disassembly efficiency.&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{main|Defense tactics#Lancers}}&lt;br /&gt;
&lt;br /&gt;
Lancers play a supportive role, providing firepower at range to pick off lone colonists while centipedes mow down groups and scythers charge your gunners.&lt;br /&gt;
&lt;br /&gt;
As the description says, charging lancers can be a viable way to take them down, once you have taken care of the initial scyther charge.&lt;br /&gt;
&lt;br /&gt;
== Graphs ==&lt;br /&gt;
&lt;br /&gt;
The below graph assumes an uninjured lancer using a Normal charge lance. Values may differ as scythers will spawn with charge lances of differing quality, and all values are from Alpha 17.&lt;br /&gt;
&lt;br /&gt;
[[File:ChargeLanceAccuracy.png|494px|Charge lance accuracy.]]&lt;br /&gt;
[[File:ChargeLanceDPS.png|494px|Charge lance DPS.]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Scyther&amp;diff=66422</id>
		<title>Scyther</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Scyther&amp;diff=66422"/>
		<updated>2019-08-30T11:46:47Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|none|&lt;br /&gt;
|name = Scyther&lt;br /&gt;
|image = MechanoidScyther.png|Scyther&lt;br /&gt;
|description = &amp;quot;Fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use two arm blades to lop off limbs or gut their victims alive.&amp;quot;&lt;br /&gt;
|type = Mechanoid{{!}}Mechanoid&lt;br /&gt;
|type2 = Characters{{!}}Characters&lt;br /&gt;
|movespeed = 4.7&lt;br /&gt;
|attack1dmg = 20&lt;br /&gt;
|attack1type = cut&lt;br /&gt;
|attack1part = left blade&lt;br /&gt;
|attack1cool = 120&lt;br /&gt;
|attack2dmg = 20&lt;br /&gt;
|attack2type = cut&lt;br /&gt;
|attack2part = right blade&lt;br /&gt;
|attack2cool = 120&lt;br /&gt;
|armorblunt = 20&lt;br /&gt;
|armorsharp = 40&lt;br /&gt;
|meatyield = 0&lt;br /&gt;
&amp;lt;!--|bodysize = 1.0--&amp;gt;&lt;br /&gt;
|healthscale = 1.0&lt;br /&gt;
}}&lt;br /&gt;
'''Scythers''' are a type of fast-moving [[mechanoid]] with strong melee skills that can be found sealed in ancient ruins in all biomes, either spawned inside mountains or outside on the landscape. They may also raid the player's base through a random raid-type event and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]].&lt;br /&gt;
&lt;br /&gt;
Scythers are often supported by [[centipede]]s and [[lancer]]s, though they outrun centipedes by a huge margin, and will not stop to let them catch up.&lt;br /&gt;
&lt;br /&gt;
Like other mechanoids, scythers are sentient machine-like creatures which do not need to eat, cannot be tamed or trained, and are always hostile to the colony. Scythers have a moderate resistance to sharp damage and a small resistance to blunt damage combined with an average health scale, making them trivial to disable at range with sufficient firepower. Scythers are vulnerable to [[deadfall trap]]s, with only a few hits required to kill them.&lt;br /&gt;
&lt;br /&gt;
Scythers will always charge head-on at your colonists, being horrifyingly effective at melee.&lt;br /&gt;
&lt;br /&gt;
Dead scythers may be disassembled at the [[machining table]] for 20 [[steel]], 5 [[plasteel]] and 1 [[component]], though these values are affected by mechanoid disassembly efficiency.&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Strategy ==&lt;br /&gt;
&lt;br /&gt;
{{main|Defense tactics#Scythers}}&lt;br /&gt;
&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are essential in guarding against scythers, being able to 'peel' them off from more vulnerable allies.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
*Scythers have a unique slashing sound when they use their melee attacks.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
Prior to Beta 19, scythers will always spawn equipped with the [[charge lance]] and will generally prefer to engage at range over melee. &amp;lt;br&amp;gt;&lt;br /&gt;
Downed scythers could also be salvaged through a medical operation to obtain their [[Scyther blade|blades]] so long as they are intact after battle.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede&amp;diff=66421</id>
		<title>Centipede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede&amp;diff=66421"/>
		<updated>2019-08-30T11:43:57Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|none|&lt;br /&gt;
|name = Centipede&lt;br /&gt;
|image = MechanoidCentipede.png|Centipede&lt;br /&gt;
|description = &amp;quot;Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.&amp;quot;&lt;br /&gt;
|type = Mechanoid{{!}}Mechanoid&lt;br /&gt;
|type2 = Characters{{!}}Characters&lt;br /&gt;
|movespeed = 1.9&lt;br /&gt;
|attack1dmg = 11.7&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack1cool = 156&lt;br /&gt;
|armorblunt = 40&lt;br /&gt;
|armorsharp = 70&lt;br /&gt;
|meatyield = 0&lt;br /&gt;
&amp;lt;!--|bodysize = 2.0--&amp;gt;&lt;br /&gt;
|healthscale = 1.2&lt;br /&gt;
}}&lt;br /&gt;
'''Centipedes''' are [[mechanoid]]s which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient ruins in all biomes, spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. They will target doors, walls, base production tables and furniture.&lt;br /&gt;
&lt;br /&gt;
Centipedes are often supported by [[scyther]]s or [[lancer]]s, though they usually outpace the centipedes by a great margin and won't stop to wait for them.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be disassembled at the [[machining table]] for 50 [[steel]], 10 [[plasteel]], and 2 [[component]]s, though these values are affected by mechanoid disassembly efficiency as well as missing parts on the centipede.&lt;br /&gt;
&lt;br /&gt;
== Combat &amp;amp; Strategy ==&lt;br /&gt;
&lt;br /&gt;
Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes are equipped with a [[heavy charge blaster]] or an [[inferno cannon]].&lt;br /&gt;
&lt;br /&gt;
Slow movement speed is a significant weakness of this enemy, providing an effective way to take them down. A pawn with a default movement speed using a long-ranged weapon ([[sniper rifle]] or  [[charge lance]]) should be able to safely take a shot and move away before a Centipede is able to respond. &lt;br /&gt;
&lt;br /&gt;
Melee swarms are possible with little risk of long-term injuries, provided pawns can safely close the distance. Shield belts, drawing their fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. Centipedes with the heavy charge blaster must be simultaneously engaged in melee to make sure none of them can use their weapons, otherwise they can eviscerate your colonist at point-blank before you can get the victim to escape. &amp;lt;br&amp;gt;&lt;br /&gt;
Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.&lt;br /&gt;
&lt;br /&gt;
Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a [[shield belt]] stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes without getting hurt.&lt;br /&gt;
&lt;br /&gt;
If you can spare the resources, [[uranium slug turret]]s can be an extremely effective counter to Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them roughly within the slug turret's effective range.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=66420</id>
		<title>Mechanoid hive</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mechanoid_hive&amp;diff=66420"/>
		<updated>2019-08-30T11:37:13Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Updating some info (but we lack lancers here)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{quote|&amp;quot;Mechanoids - Autonomous intelligent robots built for domestic, industrial or military purposes. Only available to advanced cultures because such complex AI is needed to control them.&amp;quot;|RimWorld Universe Quick Primer&amp;lt;ref&amp;gt;[https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub Mechanoids - RimWorld Universe Quick Primer]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{clr}}&lt;br /&gt;
==Centipede==&lt;br /&gt;
{{:Mechanoid_Centipede}}&lt;br /&gt;
&lt;br /&gt;
===Biology===&lt;br /&gt;
Centipedes consist entirely of mechanical parts, and are mostly composed of very large 'rings' that make their appearance similar to that of a real-life centipede. Despite being somewhat sluggish (in movement and appearance), they are immensely durable and can absorb a significant amount of fire before they are killed.&lt;br /&gt;
&lt;br /&gt;
Centipedes have six body rings, several sensors for hearing, sight, and smell, and an artificial brain that drives them. Interestingly enough, they lack any sort of communication parts and always spawn with their communication indicated as 'None', or no ability to. The only other external body part a centipede has other than its rings is its head, making it very difficult to actually kill a centipede.&lt;br /&gt;
&lt;br /&gt;
===Diet===&lt;br /&gt;
Centipedes are machines, and machines don't need to eat - but they do need some source of power. &lt;br /&gt;
&lt;br /&gt;
Currently, it is unknown what power source or other source of energy the Centipede uses.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Centipedes are mechanized heavy siege units, and as such are equipped with either an [[inferno cannon]] or a [[heavy charge blaster]], but are also able to engage in melee combat with colonists.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 11.7&lt;br /&gt;
| 2.6 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Centipedes are much less dangerous in melee range. If you have well-protected brawlers and are able to lock down all centipedes in melee range, that is highly beneficial. They won't be able to spray bullets everywhere. Eventually even well-protected brawlers will go down from pain due to multiple bruises, but it should not be fatal, and meanwhile they (and your gunners) should be able to more effectively deal damage to the centipedes.&lt;br /&gt;
&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
Centipedes are actually very simplistic and robust in design, with not that many parts overall. Their obvious weakness is that they're able to be severed in two, rapidly reducing their ability to move (which may eventually kill them).&lt;br /&gt;
&lt;br /&gt;
*Note: Centipedes have a health scale of '''2.0''' - meaning their parts have twice the health of body parts listed in the files.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name  !! Health (&amp;amp;times; Health Scale) !! Base Health !! Quantity !! Coverage (per part)&amp;lt;ref name=&amp;quot;coverage&amp;quot;&amp;gt;Coverage determines the chance to hit this body part. It is dependent on which group the body part is part of, so, for example, you can't shoot someone in the toe and hit them in the brain.&amp;lt;/ref&amp;gt;  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed&lt;br /&gt;
|-&lt;br /&gt;
! [[#Body Rings|First Body Ring]]&lt;br /&gt;
| 200 || | 100 || | 1 || | ? || | Core Part || | Functioning in general || | Machine Failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Head|Mechanical Head]]&lt;br /&gt;
| 60 || | 30 || | 1 || |  8.0% || | Head || |  Houses Artificial Brain, Sensors || | Machine Failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| 60 || | 30 || | 1 || | 20% || | Inside Head || | Data processing || | Machine Failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| 20 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| 20 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Smell Sensor]]&lt;br /&gt;
| 20 || | 10 || | 1 || | 10% || | Head || | - || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[#Body Rings|Second Body Ring]]&lt;br /&gt;
| 170 || | 85 || | 1 || | 75% || | Inside first ring || | Moving, Manipulation || | Loss of moving/manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Body Rings|Third Body Ring]]&lt;br /&gt;
| 140 || | 70 || | 1 || | 80% || | Inside second ring || | Moving, Manipulation || | Loss of moving/manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Body Rings|Fourth Body Ring]]&lt;br /&gt;
| 110 || | 55 || | 1 || | 75% || | Inside third ring || | Moving, Manipulation || | Loss of moving/manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Body Rings|Fifth Body Ring]]&lt;br /&gt;
| 80 || | 40 || | 1 || | 66% || | Inside fourth ring || | Moving, Manipulation || | Loss of moving/manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Body Rings|Sixth Body Ring]]&lt;br /&gt;
| 200 || | 100 || | 1 || | 50% || | Inside fifth ring || | Moving, Manipulation || | Loss of moving/manipulation ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scyther==&lt;br /&gt;
{{:Mechanoid_Scyther}}&lt;br /&gt;
&lt;br /&gt;
===Biology===&lt;br /&gt;
Scythers, although mechanical and not very human-looking, are actually almost the same in structure as a typical human (minus the organs). However, they're more durable than humans, don't feel pain and ''do not fear for their life'' - they don't even use cover. This can make them very dangerous to fight against when under-armed.&lt;br /&gt;
&lt;br /&gt;
They have two arms, run on two legs, and (surprisingly) have a neck and make vocal communication. Why a machine would use standard human-like air-based vocalization is unknown at this time - especially when Centipedes are completely unable to manually communicate.&lt;br /&gt;
&lt;br /&gt;
===Diet===&lt;br /&gt;
Much like Centipedes, it's unknown what exactly drives a Scyther, but it's likely it would be similar to whatever powers the Centipede.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Scythers attack with a blade attached to each arm, which does 20 damage per hit, which is significant and is quickly dangerous, even to brawlers.&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The name &amp;quot;Scythers&amp;quot; is derived from the vicious scythe-blades they wield as melee weapons, which are frighteningly effective at dismembering careless colonists that stray too close.&lt;br /&gt;
&lt;br /&gt;
In fact, they have the highest melee DPS of any pawn in game, minus a colonist equipped with dual [[scyther blade]]s or a Masterwork/Legendary plasteel [[longsword]].&lt;br /&gt;
&lt;br /&gt;
===Body Parts (Summary)===&lt;br /&gt;
Scythers, again, are practically humans in biology, although they lack many of the human organs and bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- *Note: Scythers have a health scale of '''1.5''' - meaning their parts have &amp;amp;times;1.5 the health of body parts listed in the files.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Body Part Name !! Health (&amp;amp;times;1.5 Health Scale) !! Base Health !! Quantity !! Coverage (per part)&amp;lt;ref name=&amp;quot;coverage&amp;quot; /&amp;gt;  !! Group !! Function / Required for following System !! Effect if Destroyed/Removed&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Thorax|Mechanical Thorax]]&lt;br /&gt;
| 40 || | 40 || | 1 || | ? || | Core part || | Functioning in general || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Neck|Mechanical Neck]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 8.0% || | Top of Thorax || | Communication (vocal),&amp;lt;br/&amp;gt;connector of thorax and head || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Mechanical Head|Mechanical Head]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 75% || | Neck || | Houses Artificial Brain, Sensors || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Artificial Brain|Artificial Brain]]&lt;br /&gt;
| 30 || | 30 || | 1 || | 15% || | Head || | Dataprocessing || | Machine failure&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Sight Sensor]]&lt;br /&gt;
| 10 || | 10 || | 2 || | 15% || | Head || | Sight || | Loss of sight/Blindness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Hearing Sensor]]&lt;br /&gt;
| 10 || | 10 || | 2 || | 5.0% || | Head || | Hearing || | Loss of hearing/Deafness&lt;br /&gt;
|-&lt;br /&gt;
! [[#Sensors|Smell Sensor]]&lt;br /&gt;
| 10 || | 10  || | 1 || | 10% || | Head || | - || | -&lt;br /&gt;
|-&lt;br /&gt;
! [[#Arm|Arm]]&lt;br /&gt;
| 30 || | 30 || | 2 || | 10% || | Thorax || | Manipulation || | Loss of manipulation ability/Unable to work (if both lost)&lt;br /&gt;
|-&lt;br /&gt;
! [[#Hand|Hand]]&lt;br /&gt;
| 20 || | 20 || | 2 || | 20% || | Arm || | Manipulation || | Loss of manipulation ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Fingers|Fingers]]&lt;br /&gt;
| 7 || | 7 || | 10 || | 5.0% || | Hand || | Manipulation || | Loss of manipulation ability (minor)&lt;br /&gt;
|-&lt;br /&gt;
! [[#Leg|Leg]]&lt;br /&gt;
| 30 || | 30 || | 2 || | 10% || | Thorax || | Moving || | Unable to move&lt;br /&gt;
|-&lt;br /&gt;
! [[#Foot|Foot]]&lt;br /&gt;
| 20 || | 20 || | 2 || | 20% || | Leg || | Moving || | Loss of moving ability&lt;br /&gt;
|-&lt;br /&gt;
! [[#Toes|Toes]]&lt;br /&gt;
| 10 || | 10 || | 10 || | 5.0% || | Foot || | Moving || | Loss of moving ability (minor)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Body Parts (Detailed)==&lt;br /&gt;
&lt;br /&gt;
Modification bills are performed by colonists assigned to Crafting.&lt;br /&gt;
&lt;br /&gt;
=== Artificial Brain ===&lt;br /&gt;
&lt;br /&gt;
Required for overall function and function of any Mechanoid. Without this, a Mechanoid is simply an empty husk of mechanical parts. Can be deactivated if incapacitated, causes same effect as euthanizing&lt;br /&gt;
&lt;br /&gt;
=== Blades ===&lt;br /&gt;
&lt;br /&gt;
Colonists set as constructors can remove these (add a bill in the Health, Modifications tab) from downed but not dead scythers, so long as it hasn't been damaged during combat.&lt;br /&gt;
&lt;br /&gt;
=== Body Rings ===&lt;br /&gt;
&lt;br /&gt;
Everything is built off of the Centipede's first body ring - the head, and second body ring are connected to the first ring, while the rest of the rings chain off from there (second ring connected to third, third connected to fourth, etc.).&lt;br /&gt;
&lt;br /&gt;
Body rings enable the Centipede to move and work, as there are many tiny, tiny legs that are connected to the body rings (not listed under body parts).&lt;br /&gt;
&lt;br /&gt;
=== Sensors ===&lt;br /&gt;
&lt;br /&gt;
Sight sensors for seeing, hearing sensors for hearing, and smell sensors for smell.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that smell is not yet implemented in the game, so destroying a smelling sensor doesn't harm a Mechanoid overall since they do not feel pain.&lt;br /&gt;
&lt;br /&gt;
{{#show: Scyther Blade | ?Note}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Although all mechanoid-only weapons are 'Spacer' in terms of tech level; the hidden mechanoid faction itself is actually 'Ultra' tech level - one above spacer, and the second highest tech level in the game, below 'Transcendent'.&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cassandra_Classic&amp;diff=66396</id>
		<title>Cassandra Classic</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cassandra_Classic&amp;diff=66396"/>
		<updated>2019-08-15T22:28:47Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Changed the text a little, but haven't checked if that data is correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{{infobox main|ai|&lt;br /&gt;
|name = Cassandra Classic&lt;br /&gt;
|image = Cassandra.png|250px|Cassandra Classic&lt;br /&gt;
|description = Cassandra creates story events on a steadily-increasing curve of challenge and tension.&lt;br /&gt;
|type = AI Storytellers{{!}}AI Storytellers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cassandra Classic is the default storyteller. Challenges start easy with a single manhunter animal/single raider, and become increasingly more difficult over time and as wealth increases. She gives time in between raids to recover, but can hit very hard, especially on the higher difficulty settings. Players generally find Cassandra more difficult than Randy, because she tends to give less peace in between the increasingly tougher raids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code Specifics== &lt;br /&gt;
&lt;br /&gt;
 desiredPopulationMin = 4&lt;br /&gt;
 desiredPopulationMax = 13&lt;br /&gt;
 desiredPopulationCritical = 18&lt;br /&gt;
 threatCycleLength = 9.2&lt;br /&gt;
 minDaysBetweenThreatBigs = 1.9&lt;br /&gt;
 classic_RandomEventMTBDays = 1.00&lt;br /&gt;
 classic_ThreatBigMTBDays = 3.75&lt;br /&gt;
 classic_ThreatSmallMTBDays = 1.25&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=66395</id>
		<title>AI Storytellers</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=AI_Storytellers&amp;diff=66395"/>
		<updated>2019-08-15T22:12:52Z</updated>

		<summary type="html">&lt;p&gt;Pangaea: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{AI_Storytellers_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
The '''AI Storyteller''' creates events like pirate raids, resource drops, or animal attacks. Storytellers will never entirely disallow events because of population. Their choices will affect the story of your colony.&lt;br /&gt;
&lt;br /&gt;
Gameplay is driven by AI (Artificial Intelligence) Storytellers. The AI Storyteller that you choose will make decisions about what events it wants you to encounter and when, based on the situation you are currently in and on the biases of that particular AI.&lt;br /&gt;
&lt;br /&gt;
Choosing an AI will have a great influence on the narrative that is formed as you play. Difficulty is selected separately from the Storyteller but both are changeable mid-game.&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Current AI Storytellers== &lt;br /&gt;
&lt;br /&gt;
* [[File:Cassandra.png|50px]][[Cassandra Classic]]&lt;br /&gt;
&lt;br /&gt;
* [[File:Phoebe.png|50px]][[Phoebe Chillax]]&lt;br /&gt;
&lt;br /&gt;
* [[File:Randy.png|50px]][[Randy Random]]&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
The default values are based on the Rough difficulty level, where most values are at 1.0, or 100%.&lt;br /&gt;
&lt;br /&gt;
[[Events#Flashstorm|Flashstorm]], [[Events#Toxic Fallout|toxic fallout]] and [[Events#Volcanic Winter|volcanic winter]] are disabled in Peaceful difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Name !! Threat scale !! Colonist mood bonus !! Base sell price multiplier !! Crop yield multiplier !! Disease interval multiplier !! Enemy reproduction rate factor &lt;br /&gt;
|-&lt;br /&gt;
! Peaceful&lt;br /&gt;
| 0.10&lt;br /&gt;
| +10&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.20&lt;br /&gt;
| 3&lt;br /&gt;
| 0.1&lt;br /&gt;
|-&lt;br /&gt;
! Builder&lt;br /&gt;
| 0.30&lt;br /&gt;
| +10&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.20&lt;br /&gt;
| 2.5&lt;br /&gt;
| 0.15&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| 0.60&lt;br /&gt;
| +5&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.5&lt;br /&gt;
| 0.5&lt;br /&gt;
|-&lt;br /&gt;
! Rough&lt;br /&gt;
| 1.00&lt;br /&gt;
| 0&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.00&lt;br /&gt;
| 1.0&lt;br /&gt;
| 1.0&lt;br /&gt;
|-&lt;br /&gt;
! Savage&lt;br /&gt;
| 1.55&lt;br /&gt;
| -5&lt;br /&gt;
| 0.90&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
| 1.0&lt;br /&gt;
|-&lt;br /&gt;
! Merciless&lt;br /&gt;
| 2.20&lt;br /&gt;
| -10&lt;br /&gt;
| 0.80&lt;br /&gt;
| 0.80&lt;br /&gt;
| 0.9&lt;br /&gt;
| 1.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Commitment Mode (Permadeath)===&lt;br /&gt;
Commitment mode is an option when selecting difficulty. The player must choose between Commitment and Reload Anytime mode.&lt;br /&gt;
&lt;br /&gt;
In commitment mode, you only get one save file and can only save when quitting the game. You cannot reload the game to fix mistakes, and only when the colony dies, that's it.&lt;br /&gt;
&lt;br /&gt;
This is the way RimWorld was meant to be played with every dramatic turn - whether tragic or hopeful - played out to full impact.&lt;br /&gt;
&lt;br /&gt;
== Technical info ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px;overflow:auto&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Colonist Events===&lt;br /&gt;
&lt;br /&gt;
The formula that calculates the odds of random events which add new colonists has changed in 1.0. It factors in how long a player has been at the location for which the event is generated, and the current population of that colony, including pawns who are traveling on the world map. These events include [[Events#Refugee Chased at .28Settlement.29|Refugee chased]], [[Events#Transport pod crash|Transport pod crash]], [[Events#Wanderer joins|Wanderer joins]] and [[Events#Wild .28wo.29man wanders in|Wild (human) wanders in]]. &lt;br /&gt;
&lt;br /&gt;
The following code examples and analysis were provided by user Bar0th on Steam, who gave permission for their inclusion here. &amp;lt;!-- This is the url of the Steam forum thread: steamcommunity.com/app/294100/discussions/0/1651043320656662118/ --&amp;gt; To summarize these findings: There is a new variable, &amp;quot;PopulationIntent,&amp;quot; which replaces the old variables &amp;quot;desiredPopulationMin,&amp;quot; &amp;quot;desiredPopulationMax&amp;quot; and &amp;quot;desiredPopulationCritical.&amp;quot; It controls the odds of colonist-adding incidents happening on a particular map. The odds based on time at location decrease until the 10th day, and the odds based on population decrease until the 20th colonist. (For purposes of this formula, prisoners count as half a colonist.) Once both variables have decreased to their long-term minimum, the odds remain stable. Randy's minimum chance is .08%, while for Cassandra and Phoebe the minimum chance is .02%, so Randy is still the best option for players who wish to reach a large colony size.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''PopulationIntent (from StorytellerDef):&amp;lt;br&amp;gt;&lt;br /&gt;
  populationIntentFactorFromPopCurve x populationIntentFactorFromPopAdaptDaysCurve'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''minIncChancePopulationIntentFactor&amp;lt;br&amp;gt;&lt;br /&gt;
  Default = 0.05 (from C#)&amp;lt;br&amp;gt;&lt;br /&gt;
  Randy   = 0.20 (from StorytellerDef)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFactor_PopulationIntent (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  None           = 1&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseHard   = Max(0.4 + PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseMedium = Max(PopulationIntent, minIncChancePopulationIntentFactor)&amp;lt;br&amp;gt;&lt;br /&gt;
  IncreaseEasy   = Max(-0.4 + PopulationIntent, minIncChancePopulationIntentFactor)''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''IncidentChanceFinal (from C#):&amp;lt;br&amp;gt;&lt;br /&gt;
  baseChance (from IncidentDef) x IncidentChanceFactor_PopulationIntent''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Example Event: Wanderer Join (baseChance = 0.4, populationEffect = IncreaseEasy)'''&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 5 Population (PopulationIntent = 1.0)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Randy: 0.24% (0.4 x Max(-0.4 + 1.0, 0.2) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.24% (0.4 x Max(-0.4 + 1.0, 0.05) = 0.4 x 0.6)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - They are the same, because of the high PopulationIntent.&lt;br /&gt;
&lt;br /&gt;
''Day &amp;gt;= 10, 20+ Population (PopulationIntent = -1.0):''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Randy: 0.08% (0.4 x Max(-0.4 + -1.0, 0.2) = 0.4 x 0.2)''&amp;lt;br&amp;gt;&lt;br /&gt;
  ''Other: 0.02% (0.4 x Max(-0.4 + -1.0, 0.05) = 0.4 x 0.05)''&amp;lt;br&amp;gt;&lt;br /&gt;
  - Here, the low PopulationIntent allows Randy's higher minIncChancePopulationIntentFactor to take effect.&lt;br /&gt;
&lt;br /&gt;
So, there doesn't appear to be a hard cap on any of the storytellers anymore. However, some events can become much more rare at high populations (0.02% chance of a wanderer join, 0.08% if using Randy @ 20+ population). Also, for purposes of population calculation, it searches the entire map for pawns of that colony (ie: includes caravans, etc), and it also includes prisoners of that colony (each prisoner counts as half a colonist).&lt;br /&gt;
&lt;br /&gt;
The multiple colony trick works, because it doesn't check all pawns in the map for all colonies, only the one it is currently determining the event for.&lt;br /&gt;
&lt;br /&gt;
Also, you can check the table for the PopulationIntent from the Debug Logging Menu while in Dev Mode. Search for population, and you can bring up the table. You'll notice that after 10 days (at the top), and populations &amp;gt; 20 (at the left) the numbers remain the same. That's because of the curves in Storytellers.xml:&lt;br /&gt;
&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;0,  8.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;1,  2.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;5,  1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;9,  0.4&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;12, 0.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;20,-1.0&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;/populationIntentFactorFromPopCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
    ''&amp;lt;populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
      ''&amp;lt;points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
        &amp;lt;li&amp;gt;( 0, 0)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
        &amp;lt;li&amp;gt;(10, 1.00)&amp;lt;/li&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
      ''&amp;lt;/points&amp;gt;''&amp;lt;br&amp;gt;&lt;br /&gt;
     ''&amp;lt;/populationIntentFactorFromPopAdaptDaysCurve&amp;gt;''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further investigation and updates are needed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|ai}}&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Pangaea</name></author>
	</entry>
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