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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pawn</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pawn"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Pawn"/>
	<updated>2026-04-06T01:05:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115490</id>
		<title>Rice plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115490"/>
		<updated>2022-11-02T11:00:44Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|plant|&lt;br /&gt;
| name = Rice plant&lt;br /&gt;
| image = Rice_plant.png&lt;br /&gt;
| description = A short, fast-growing crop that yields small edible grains. Its great nutritional output and ease of cultivation has made it the economic core of many great civilizations. While rice grows quickly, it is sensitive to soil fertility and will not fare well in poor soil.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = rice&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| nutrition = 0.175&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Rice plants''' yield [[rice]], a fast growing crop. While its speed nets a high overall yield per tile per day, each plant gives the least food per harvest, so rice takes a high amount of labor for a given amount of food. Therefore, it is a good option for newer colonies, but may be gradually phased out as a food reserve is established...&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* Some Rice plants may die around {{Temperature|-13}}&lt;br /&gt;
* Most Rice plants may die around {{Temperature|-15|-18}}&lt;br /&gt;
*At least 51% light is required to grow.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grows quickly, so food supply is less likely to be interrupted by [[winter]] or [[Events#Cold_snap|cold snap]]. Some or all plants may even die because of cold with [[Menus#Messages_2|the message]].&lt;br /&gt;
&lt;br /&gt;
Rice plants' daily nutrition is fractionally higher than corn and potatoes (102.7% and 105.4% in regular soil), though rice's greatest strength is its quick growth: the short maturation time makes it ideal for establishing a colony, as an 'emergency' food crop when food runs low, for biomes with short growing seasons, and as a 'last planting' crop when winter is fast approaching.  The frequent harvests also mitigate the damage of losing of a crop to blight, cold snap, heat wave, or fire, and provides a steadier flow of nutrition than slower-growing crops. The fast speed also has a use in leveling up the Plants skill.&lt;br /&gt;
&lt;br /&gt;
However, this also means rice requires far more labor to reap and sow for the same nutrition compared to potatoes (183%) and especially corn (366%). While corn gives less nutrition per tile, most colonies can use the extra time to simply plant more tiles of corn, assuming they have the space. Rice is usually not recommended past the midgame unless the colony is limited by growing space (or is otherwise in an emergency).&lt;br /&gt;
&lt;br /&gt;
While rice is no more affected by soil fertility than corn, rice will grow even faster with high fertillity, magnifying the innate strengths (quick food) and weakensses (work) of that fact. While rice provides significantly more nutrition over time than any other [[hydroponics basin]] crop, it requires a harvest and replant every other day to do so.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Growing zone]]&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115489</id>
		<title>Rice plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115489"/>
		<updated>2022-11-02T10:56:32Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|plant|&lt;br /&gt;
| name = Rice plant&lt;br /&gt;
| image = Rice_plant.png&lt;br /&gt;
| description = A short, fast-growing crop that yields small edible grains. Its great nutritional output and ease of cultivation has made it the economic core of many great civilizations. While rice grows quickly, it is sensitive to soil fertility and will not fare well in poor soil.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = rice&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| nutrition = 0.175&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Rice plants''' yield [[rice]], a fast growing crop. While its speed nets a high overall yield per tile per day, each plant gives the least food per harvest, so rice takes a high amount of labor for a given amount of food. Therefore, it is a good option for newer colonies, but may be gradually phased out as a food reserve is established...&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* Some Rice plants may die around {{Temperature|-13}}&lt;br /&gt;
* Most Rice plants may die around {{Temperature|-15|-18}}&lt;br /&gt;
*At least 51% light is required to grow.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grows quickly, so food supply is less likely to be interrupted by [[winter]]. Some or all plants may even die during winter.&lt;br /&gt;
&lt;br /&gt;
Rice plants' daily nutrition is fractionally higher than corn and potatoes (102.7% and 105.4% in regular soil), though rice's greatest strength is its quick growth: the short maturation time makes it ideal for establishing a colony, as an 'emergency' food crop when food runs low, for biomes with short growing seasons, and as a 'last planting' crop when winter is fast approaching.  The frequent harvests also mitigate the damage of losing of a crop to blight, cold snap, heat wave, or fire, and provides a steadier flow of nutrition than slower-growing crops. The fast speed also has a use in leveling up the Plants skill.&lt;br /&gt;
&lt;br /&gt;
However, this also means rice requires far more labor to reap and sow for the same nutrition compared to potatoes (183%) and especially corn (366%). While corn gives less nutrition per tile, most colonies can use the extra time to simply plant more tiles of corn, assuming they have the space. Rice is usually not recommended past the midgame unless the colony is limited by growing space (or is otherwise in an emergency).&lt;br /&gt;
&lt;br /&gt;
While rice is no more affected by soil fertility than corn, rice will grow even faster with high fertillity, magnifying the innate strengths (quick food) and weakensses (work) of that fact. While rice provides significantly more nutrition over time than any other [[hydroponics basin]] crop, it requires a harvest and replant every other day to do so.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Growing zone]]&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115488</id>
		<title>Rice plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115488"/>
		<updated>2022-11-02T10:54:58Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|plant|&lt;br /&gt;
| name = Rice plant&lt;br /&gt;
| image = Rice_plant.png&lt;br /&gt;
| description = A short, fast-growing crop that yields small edible grains. Its great nutritional output and ease of cultivation has made it the economic core of many great civilizations. While rice grows quickly, it is sensitive to soil fertility and will not fare well in poor soil.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = rice&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| nutrition = 0.175&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Rice plants''' yield [[rice]], a fast growing crop. While its speed nets a high overall yield per tile per day, each plant gives the least food per harvest, so rice takes a high amount of labor for a given amount of food. Therefore, it is a good option for newer colonies, but may be gradually phased out as a food reserve is established...&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* Some Rice plants may die around {{Temperature|-13}}&lt;br /&gt;
* Most Rice plants may die around {{Temperature|-15|-18}}&lt;br /&gt;
*At least 51% light is required to grow.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grows quickly, so food supply is less likely to be interrupted by [[winter]]. Some or all plants may even die during winter.&lt;br /&gt;
&lt;br /&gt;
Rice plants' daily nutrition is fractionally higher than corn and potatoes (102.7% and 105.4% in regular soil), though rice's greatest strength is its quick growth: the short maturation time makes it ideal for establishing a colony, as an 'emergency' food crop when food runs low, for biomes with short growing seasons, and as a 'last planting' crop when winter is fast approaching.  The frequent harvests also mitigate the damage of losing of a crop to blight, cold snap, heat wave, or fire, and provides a steadier flow of nutrition than slower-growing crops. The fast speed also has a use in leveling up the Plants skill.&lt;br /&gt;
&lt;br /&gt;
However, this also means rice requires far more labor to reap and sow for the same nutrition compared to potatoes (183%) and especially corn (366%). While corn gives less nutrition per tile, most colonies can use the extra time to simply plant more tiles of corn, assuming they have the space. Rice is usually not recommended past the midgame unless the colony is limited by growing space (or is otherwise in an emergency).&lt;br /&gt;
&lt;br /&gt;
While rice is no more affected by soil fertility than corn, rice will grow even faster with high fertillity, magnifying the innate strengths (quick food) and weakensses (work) of that fact. While rice provides significantly more nutrition over time than any other [[hydroponics basin]] crop, it requires a harvest and replant every other day to do so.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115487</id>
		<title>Rice plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115487"/>
		<updated>2022-11-02T10:53:44Z</updated>

		<summary type="html">&lt;p&gt;Pawn: See also section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|plant|&lt;br /&gt;
| name = Rice plant&lt;br /&gt;
| image = Rice_plant.png&lt;br /&gt;
| description = A short, fast-growing crop that yields small edible grains. Its great nutritional output and ease of cultivation has made it the economic core of many great civilizations. While rice grows quickly, it is sensitive to soil fertility and will not fare well in poor soil.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = rice&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| nutrition = 0.175&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Rice plants''' yield [[rice]], a fast growing crop. While its speed nets a high overall yield per tile per day, each plant gives the least food per harvest, so rice takes a high amount of labor for a given amount of food. Therefore, it is a good option for newer colonies, but may be gradually phased out as a food reserve is established. For further details, see [[#Analysis|Analysis]].&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* Some Rice plants may die around {{Temperature|-13}}&lt;br /&gt;
* Most Rice plants may die around {{Temperature|-15|-18}}&lt;br /&gt;
*At least 51% light is required to grow.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grows quickly, so food supply is less likely to be interrupted by [[winter]]. Some or all plants may even die during winter.&lt;br /&gt;
&lt;br /&gt;
Rice plants' daily nutrition is fractionally higher than corn and potatoes (102.7% and 105.4% in regular soil), though rice's greatest strength is its quick growth: the short maturation time makes it ideal for establishing a colony, as an 'emergency' food crop when food runs low, for biomes with short growing seasons, and as a 'last planting' crop when winter is fast approaching.  The frequent harvests also mitigate the damage of losing of a crop to blight, cold snap, heat wave, or fire, and provides a steadier flow of nutrition than slower-growing crops. The fast speed also has a use in leveling up the Plants skill.&lt;br /&gt;
&lt;br /&gt;
However, this also means rice requires far more labor to reap and sow for the same nutrition compared to potatoes (183%) and especially corn (366%). While corn gives less nutrition per tile, most colonies can use the extra time to simply plant more tiles of corn, assuming they have the space. Rice is usually not recommended past the midgame unless the colony is limited by growing space (or is otherwise in an emergency).&lt;br /&gt;
&lt;br /&gt;
While rice is no more affected by soil fertility than corn, rice will grow even faster with high fertillity, magnifying the innate strengths (quick food) and weakensses (work) of that fact. While rice provides significantly more nutrition over time than any other [[hydroponics basin]] crop, it requires a harvest and replant every other day to do so.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115486</id>
		<title>Rice plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=115486"/>
		<updated>2022-11-02T10:51:16Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|plant|&lt;br /&gt;
| name = Rice plant&lt;br /&gt;
| image = Rice_plant.png&lt;br /&gt;
| description = A short, fast-growing crop that yields small edible grains. Its great nutritional output and ease of cultivation has made it the economic core of many great civilizations. While rice grows quickly, it is sensitive to soil fertility and will not fare well in poor soil.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Domesticated&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| product = rice&lt;br /&gt;
| yield = 6&lt;br /&gt;
| min fertility = 0.7&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| nutrition = 0.175&lt;br /&gt;
| sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
'''Rice plants''' yield [[rice]], a fast growing crop. While its speed nets a high overall yield per tile per day, each plant gives the least food per harvest, so rice takes a high amount of labor for a given amount of food. Therefore, it is a good option for newer colonies, but may be gradually phased out as a food reserve is established. For further details, see [[#Analysis|Analysis]].&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* Some Rice plants may die around {{Temperature|-13}}&lt;br /&gt;
* Most Rice plants may die around {{Temperature|-15|-18}}&lt;br /&gt;
*At least 51% light is required to grow.&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Grows quickly, so food supply is less likely to be interrupted by [[winter]]. Some or all plants may even die during winter.&lt;br /&gt;
&lt;br /&gt;
Rice plants' daily nutrition is fractionally higher than corn and potatoes (102.7% and 105.4% in regular soil), though rice's greatest strength is its quick growth: the short maturation time makes it ideal for establishing a colony, as an 'emergency' food crop when food runs low, for biomes with short growing seasons, and as a 'last planting' crop when winter is fast approaching.  The frequent harvests also mitigate the damage of losing of a crop to blight, cold snap, heat wave, or fire, and provides a steadier flow of nutrition than slower-growing crops. The fast speed also has a use in leveling up the Plants skill.&lt;br /&gt;
&lt;br /&gt;
However, this also means rice requires far more labor to reap and sow for the same nutrition compared to potatoes (183%) and especially corn (366%). While corn gives less nutrition per tile, most colonies can use the extra time to simply plant more tiles of corn, assuming they have the space. Rice is usually not recommended past the midgame unless the colony is limited by growing space (or is otherwise in an emergency).&lt;br /&gt;
&lt;br /&gt;
While rice is no more affected by soil fertility than corn, rice will grow even faster with high fertillity, magnifying the innate strengths (quick food) and weakensses (work) of that fact. While rice provides significantly more nutrition over time than any other [[hydroponics basin]] crop, it requires a harvest and replant every other day to do so.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quality&amp;diff=115485</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quality&amp;diff=115485"/>
		<updated>2022-11-02T10:33:58Z</updated>

		<summary type="html">&lt;p&gt;Pawn: See also section&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;
{{Stat|description = An item's quality is how well-made it is.}}&lt;br /&gt;
&lt;br /&gt;
Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''.  This stat influences various attributes of the item, according to the tables below.&lt;br /&gt;
&lt;br /&gt;
== Effects of quality ==&lt;br /&gt;
===General===&lt;br /&gt;
Effects that are common to several, or all, types of object.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Beauty&amp;lt;br&amp;gt;Factor{{ref label|Negative Beauty|A}} !!  Market Value&amp;lt;br&amp;gt;Factor !! Deterioration Rate&amp;lt;br&amp;gt;Factor !! Psychic Sensitivity&amp;lt;br&amp;gt;Offset Factor {{RoyaltyIcon}} {{ref label|Psychic Sensitivity Offset|B}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| -0.1 || 0.50           || 2.00 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.5 || 0.75            || 1.50 || 0.66&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.0 || 1.00            || 1.00 || 0.83&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 2.0 || 1.25 (max +500) || 0.80 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |[[#Legendary items|Legendary]]&lt;br /&gt;
| 8.0 ||  5 (max +3000)   || 0.10 || 1.50&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Negative Beauty|A}} This multiplier will not be applied to negative beauty scores.&lt;br /&gt;
:{{note|Psychic Sensitivity Offset|B}} This only applies to items with a buff specifically noted as a &amp;quot;Psychic Sensitivity Offset&amp;quot;, such as an [[eltex helmet]] {{royaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{royaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. &lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Melee Damage&amp;lt;br&amp;gt;Factor !! Melee AP&amp;lt;br&amp;gt;Factor !! Ranged Accuracy&amp;lt;br&amp;gt;Factor !! Ranged Damage&amp;lt;br&amp;gt;Factor !! Ranged AP&amp;lt;br&amp;gt;Factor&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.80 || 0.80 || 80% || 90% || 90% &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.90 || 0.90 || 90% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 100% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.10 || 1.10 || 110% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
|1.20  ||1.20  || 120% || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.45 || 135%  || 125% || 125%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.65 || 1.65 || 150%  || 150% || 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Apparel and Utility===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Protection&amp;lt;br&amp;gt;Factor !! Insulation&amp;lt;br&amp;gt;Factor !! Smokepop Pack&amp;lt;br&amp;gt;Radius Factor !! Shield Max&amp;lt;br&amp;gt;Energy Factor !! Shield Recharge&amp;lt;br&amp;gt;Rate Factor !! Jump Range&amp;lt;br&amp;gt;Factor {{RoyaltyIcon}} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
In addition to the general effects listed above, quality also affects several factors unique to structures.&lt;br /&gt;
{| {{STDT| sortable center}}&lt;br /&gt;
! Quality !! Comfort&amp;lt;br&amp;gt;Factor !! Rest Effectiveness &amp;lt;br&amp;gt;Factor !! Surgery Success&amp;lt;br&amp;gt;Chance Factor!! Recreation Power &amp;lt;br&amp;gt;Factor !! Meditation Psyfocus&amp;lt;br&amp;gt;Bonus {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}} !! Meditation Psyfocus&amp;lt;br&amp;gt;Bonus Offset {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Awful      &lt;br /&gt;
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Poor       &lt;br /&gt;
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Normal     &lt;br /&gt;
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Good       &lt;br /&gt;
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Excellent  &lt;br /&gt;
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Masterwork &lt;br /&gt;
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Legendary  &lt;br /&gt;
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%&lt;br /&gt;
|}&lt;br /&gt;
:{{note||Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.&lt;br /&gt;
&lt;br /&gt;
=== At higher quality levels ===&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.&lt;br /&gt;
&lt;br /&gt;
If a crafted or built item is ''masterwork'', there will be a simple text notification at the top of the screen saying that a colonist has crafted a masterwork item. However, if the item is ''[[Quality#Legendary items|legendary]]'', there will be a proper notification letter.&lt;br /&gt;
&lt;br /&gt;
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[Ancient shrine|ancient shrine]]s.&lt;br /&gt;
&lt;br /&gt;
== How quality is determined ==&lt;br /&gt;
When an item requiring a quality is crafted or built, that is, when crafting ''finishes'', the quality is randomly determined using a standard distribution.  Expected values by skill level of the crafter are given in the table below.&lt;br /&gt;
&lt;br /&gt;
* The column &amp;quot;Avg. Result&amp;quot; shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc.  The mean quality becomes &amp;quot;normal&amp;quot; at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of &amp;quot;normal&amp;quot; quality (median quality).&lt;br /&gt;
* The &amp;quot;Avg. Value&amp;quot; column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.&lt;br /&gt;
&lt;br /&gt;
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their &amp;quot;apprentice&amp;quot; to grind experience. Note however, that as crafted items and art assign &amp;quot;authors&amp;quot; to the unfinished work, this strategy cannot be used for those items.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Awful&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 0.00% || 0.41 || style=&amp;quot;background-color:#F8696B;&amp;quot; | x0.60&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 0.00% || 0.70 || style=&amp;quot;background-color:#F98283;&amp;quot; | x0.68&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 0.00% || 1.09 || style=&amp;quot;background-color:#FA9B9C;&amp;quot; | x0.77&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 0.00% || 1.38 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.84&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.61% || 0.01% || 1.56 || style=&amp;quot;background-color:#FCCDCD;&amp;quot; | x0.89&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.20% || 0.01% || 1.78|| style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.94&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.21% || 0.03% || 1.99 || x1.00&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.87% || 0.07% || 2.19 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.05&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.43% || 0.15% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 8.94% || 0.26% || 2.51 || style=&amp;quot;background-color:#DDF1E2;&amp;quot; | x1.13&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.21% || 0.45% || 2.66 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.17&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.14% || 0.76% || 2.82 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.21&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 20.57% || 1.19% || 2.96 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.25&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 23.88% || 1.62% || 3.06 || style=&amp;quot;background-color:#B1DEBD;&amp;quot; | x1.28&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 27.35% || 2.15% || 3.15 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 30.78% || 2.85% || 3.24 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 34.53% || 3.67% || 3.32 || style=&amp;quot;background-color:#8FD0A0;&amp;quot; | x1.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 37.93% || 4.77% || 3.40 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.39&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 41.23% || 6.06% || 3.48 || style=&amp;quot;background-color:#79C78D;&amp;quot; | x1.42&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 46.04% || 7.67% ||3.58 ||style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 50.56% || 9.58% || 3.67|| style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.49&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 1333 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== Legendary items ==&lt;br /&gt;
'''Legendary''' items can ''not'' be made naturally, even by a level 20 craftsman - they require external modifiers to quality. In core RimWorld, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|Production specialists]] in the [[Ideology DLC]]{{IdeologyIcon}} adds the chance to get to get &amp;quot;legendary&amp;quot; items without an inspiration. See [[#Production specialists|below]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
When a pawn is granted the ''Inspired Creativity'' inspiration, the next item, structure or piece of art with a quality level will automatically be two levels higher – thus, if &amp;quot;excellent&amp;quot; or &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead.  Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item. &lt;br /&gt;
&lt;br /&gt;
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the ''inspired'' person as high as possible before actually producing an item; for example you can train ''crafting'' on several items that do not have the ''quality'' stat (eg. [[component]]s or bionic body parts) before using up the inspiration.&lt;br /&gt;
&lt;br /&gt;
It is also possible to keep an unfinished item in stock, and wait for an ''inspiration'' to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration.  This strategy is particularly useful for work intensive projects that are always in demand (eg. [[marine armor]] or a [[grand sculpture]])&lt;br /&gt;
&lt;br /&gt;
Pawns with the [[Trait#Tortured artist|Tortured artist trait]] can be purposefully given mental breaks by giving them poor treatment such as awful bedrooms or nutrient paste to intentionally trigger Inspired Creativity inspirations. Similarly, if the [[Royalty DLC]] is enabled, the use of the [[Psycasts#Word of inspiration|Word of Inspiration psycast]] can be used to generate more creativity inspirations, though other inspirations may be granted instead. Otherwise, keeping pawns in high moods is the only way to increase inspiration frequency.&lt;br /&gt;
&lt;br /&gt;
====Quality with Inspired Creativity====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 2.41 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 2.70 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.18&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 3.09 || style=&amp;quot;background-color:#A5D9B3;&amp;quot; | x1.30&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.62% || 3.56 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.48&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.21% || 3.78 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.59&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.24% || 3.99 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.72&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.94% || 4.18 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.87&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.58% || 4.37 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.04&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 9.20% || 4.51 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.19&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.66% || 4.66 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.37&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.90% || 4.81 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.58&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 21.76% || 4.95 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.79&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 25.50% || 5.04 || style=&amp;quot;background-color:#399f50;&amp;quot; | x2.93&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 29.50% || 5.13 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.07&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 33.63% || 5.21 || style=&amp;quot;background-color:#2e9846;&amp;quot; | x3.21&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 38.20% || 5.29 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.36&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 42.70% || 5.36 || style=&amp;quot;background-color:#20903b;&amp;quot; | x3.50&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 47.29% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 53.71% || 5.50 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.81&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 60.14% || 5.58 || style=&amp;quot;background-color:#00852a;&amp;quot; | x3.98&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
=== Production specialists ===&lt;br /&gt;
{{Ideology|section=1|No category}}&lt;br /&gt;
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get &amp;quot;legendary&amp;quot; items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one levels higher – thus, if &amp;quot;masterwork&amp;quot; is rolled, a ''legendary'' item is produced instead. &lt;br /&gt;
&lt;br /&gt;
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.&lt;br /&gt;
&lt;br /&gt;
This bonus stacks with ''Inspired Creativity'' inspirations, resulting in works three levels higher i.e. if ''good'' is rolled, a ''legendary'' item is produced instead.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Poor&lt;br /&gt;
! Normal&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.21% || 0.00% || 0.00% || 1.41 || style=&amp;quot;background-color:#FBB4B5;&amp;quot; | x0.85&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.87% || 0.02% || 0.00% || 1.70 || style=&amp;quot;background-color:#FDE6E6;&amp;quot; | x0.93&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 2.93% || 0.09% || 0.00% || 2.09 || style=&amp;quot;background-color:#F3FAF5;&amp;quot; | x1.02&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.41% || 0.29% || 0.00% || 2.38 || style=&amp;quot;background-color:#E8F5EC;&amp;quot; | x1.10&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.0% || 0.61% || 0.01% || 2.56 || style=&amp;quot;background-color:#D2ECD9;&amp;quot; | x1.15&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 14.66% || 1.20% || 0.01% || 2.78 || style=&amp;quot;background-color:#C7E7CF;&amp;quot; | x1.20&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 20.39% || 2.21% || 0.03% || 2.99 || style=&amp;quot;background-color:#BCE3C6;&amp;quot; | x1.26&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 26.84% || 3.87% || 0.07% || 3.18 || style=&amp;quot;background-color:#9AD5AA;&amp;quot; | x1.33&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 33.52% || 6.43% || 0.15% || 3.38 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 38.17% || 8.94% || 0.26% || 3.51 || style=&amp;quot;background-color:#6EC284;&amp;quot; | x1.45&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 43.84% || 12.21% || 0.45% || 3.66 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.52&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 49.06% || 16.14% || 0.76% || 3.82 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.60&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 52.66% || 20.57% || 1.19% || 3.96 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.68&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 53.88% || 23.88% || 1.62% || 4.06 || style=&amp;quot;background-color:#5eba76;&amp;quot; | x1.74&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 54.27% || 27.35% || 2.15% || 4.15 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.81&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 53.84% || 30.78% || 2.85% || 4.24 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.88&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 52.38% || 34.53% || 3.67% || 4.32 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.95&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 50.3% || 37.93% || 4.77% || 4.40 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.03&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 47.67% || 41.23% || 6.06% || 4.48 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.11&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 42.73% || 46.04% || 7.67% || 4.58 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.22&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 37.4% || 50.56% || 9.58% || 4.67 || style=&amp;quot;background-color:#49ab60;&amp;quot; | x2.33&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Quality with Production Specialist + Inspired Creativity ====&lt;br /&gt;
{| {{STDT| sortable center}} style = 'width: auto'&lt;br /&gt;
|-&lt;br /&gt;
! data-sort-type='number' | Skill level&lt;br /&gt;
! Good&lt;br /&gt;
! Excellent&lt;br /&gt;
! Masterwork&lt;br /&gt;
! Legendary&lt;br /&gt;
! Avg. Result&lt;br /&gt;
! Avg. Value{{ref label|Market Value|A}}&lt;br /&gt;
|-&lt;br /&gt;
! 0 Barely heard of it&lt;br /&gt;
| 64.65% || 30.16% || 4.98% || 0.20% || 3.41 || style=&amp;quot;background-color:#84CB97;&amp;quot; | x1.40&lt;br /&gt;
|-&lt;br /&gt;
! 1 Utter beginner&lt;br /&gt;
| 43.44% || 43.56% || 12.11% || 0.88% || 3.70 || style=&amp;quot;background-color:#63BE7B;&amp;quot; | x1.54&lt;br /&gt;
|-&lt;br /&gt;
! 2 Beginner&lt;br /&gt;
| 20.28% || 53.18% || 23.52% || 3.04% || 4.09 || style=&amp;quot;background-color:#59b670;&amp;quot; | x1.79&lt;br /&gt;
|-&lt;br /&gt;
! 3 Basic familiarity&lt;br /&gt;
| 9.14% || 50.76% || 33.39% || 6.68% || 4.38 || style=&amp;quot;background-color:#54b26b;&amp;quot; | x2.05&lt;br /&gt;
|-&lt;br /&gt;
! 4 Some familiarity&lt;br /&gt;
| 4.81% || 45.18% || 39.40% || 10.55% || 4.56 || style=&amp;quot;background-color:#4faf66;&amp;quot; | x2.25&lt;br /&gt;
|-&lt;br /&gt;
! 5 Significant familiarity&lt;br /&gt;
| 2.26% || 34.73% || 47.14% || 15.87% || 4.77 || style=&amp;quot;background-color:#44a75b;&amp;quot; | x2.52&lt;br /&gt;
|-&lt;br /&gt;
! 6 Capable amateur&lt;br /&gt;
| 0.98% || 24.24% || 52.15% || 22.63% || 4.96 || style=&amp;quot;background-color:#3fa356;&amp;quot; | x2.81&lt;br /&gt;
|-&lt;br /&gt;
! 7 Weak professional&lt;br /&gt;
| 0.38% || 15.51% || 53.32% || 30.82% || 5.14 || style=&amp;quot;background-color:#349c4b;&amp;quot; | x3.11&lt;br /&gt;
|-&lt;br /&gt;
! 8 Employable professional&lt;br /&gt;
| 0.13% || 9.01% || 50.76% || 40.02% || 5.31 || style=&amp;quot;background-color:#279440;&amp;quot; | x3.41&lt;br /&gt;
|-&lt;br /&gt;
! 9 Solid professional&lt;br /&gt;
| 0.06% || 5.59% || 46.97% || 47.36% || 5.42 || style=&amp;quot;background-color:#188d35;&amp;quot; | x3.63&lt;br /&gt;
|-&lt;br /&gt;
! 10 Skilled professional&lt;br /&gt;
| 0.02% || 3.33% || 40.15% || 56.43% || 5.53 || style=&amp;quot;background-color:#0e8930;&amp;quot; | x3.88&lt;br /&gt;
|-&lt;br /&gt;
! 11 Very skilled professional&lt;br /&gt;
| 0.01% || 1.86% || 32.17% || 65.93% || 5.64 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.13&lt;br /&gt;
|-&lt;br /&gt;
! 12 Expert&lt;br /&gt;
| 0.00% || 1.00% || 24.58% || 74.45% || 5.73 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.35&lt;br /&gt;
|-&lt;br /&gt;
! 13 Strong expert&lt;br /&gt;
| 0.00% || 0.63% || 19.99% || 79.50% || 5.79 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.48&lt;br /&gt;
|-&lt;br /&gt;
! 14 Master&lt;br /&gt;
| 0.00% || 0.40% || 15.82% || 83.82% || 5.83 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.59&lt;br /&gt;
|-&lt;br /&gt;
! 15 Strong master&lt;br /&gt;
| 0.00% || 0.24% || 12.29% || 87.51% || 5.87 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.68&lt;br /&gt;
|-&lt;br /&gt;
! 16 Region-known master&lt;br /&gt;
| 0.00% || 0.14% || 9.28% || 90.58% || 5.90 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.76&lt;br /&gt;
|-&lt;br /&gt;
! 17 Region-leading master&lt;br /&gt;
| 0.00% || 0.08% || 6.91% || 93.02% || 5.93 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.82&lt;br /&gt;
|-&lt;br /&gt;
! 18 Planet-known master&lt;br /&gt;
| 0.00% || 0.04% || 5.00% || 94.96% || 5.95 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.87&lt;br /&gt;
|-&lt;br /&gt;
! 19 Planet-leading master&lt;br /&gt;
| 0.00% || 0.03% || 3.54% || 96.43% || 5.96 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.91&lt;br /&gt;
|-&lt;br /&gt;
! 20 Legendary master&lt;br /&gt;
| 0.00% || 0.01% || 2.44% || 97.54% || 5.97 || style=&amp;quot;background-color:#00852a;&amp;quot; | x4.94&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Construct Success Chance]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Sculptures and melee weapons have a quality.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.&lt;br /&gt;
* [[Version/0.19.2009|Beta 19]] - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Construct_Success_Chance&amp;diff=115484</id>
		<title>Construct Success Chance</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Construct_Success_Chance&amp;diff=115484"/>
		<updated>2022-11-02T10:33:34Z</updated>

		<summary type="html">&lt;p&gt;Pawn: See also section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3080}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = The chance that this person will succeed in constructing something. Failing means wasting time and resources.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Construction Success Chance is capped at 100%.&lt;br /&gt;
==Factors==&lt;br /&gt;
* [[Skills#Construction|Construction]] [[Skill::Construction| ]]&lt;br /&gt;
* [[Manipulation]]: [[Manipulation Importance::0.3|30%]] importance, [[Manipulation Limit::-|No]] max&lt;br /&gt;
* [[Sight]]: [[Sight Importance::0.2|20%]] importance, [[Sight Limit::1|100%]] limit&lt;br /&gt;
&lt;br /&gt;
=== Skill Table === &lt;br /&gt;
{| {{STDT| c_03 text-center}}&lt;br /&gt;
! Construction Skill !! Chance&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 75%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 80%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 85%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 87.5%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 90%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 92.5%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 95%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 97.5%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 100% ''(101%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 100% ''(102%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 100% ''(103%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 100% ''(104%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 100% ''(105%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 100% ''(106%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 100% ''(107%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 100% ''(108%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 100% ''(109%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 100% ''(110%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 100% ''(112%)''{{ref label|Over100|A}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% ''(113%)''{{ref label|Over100|A}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note label|Over100|A}} Construction Success Chance is capped at 100%, but the value added by increased construction skill continues to improve. This only becomes relevant when the pawn has impaired Sight or Manipulation as higher skill can make up the difference.  &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deterioration&amp;diff=115482</id>
		<title>Deterioration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deterioration&amp;diff=115482"/>
		<updated>2022-11-02T10:21:39Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Deterioration rate */ incomplete at this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Full list of deterioration immune items and items that whose market value is not affected.}}&lt;br /&gt;
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] of certain items due to its storage conditions. This deterioration stacks with other forms of damage to the items in question, and can result in the eventual destruction of the item. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] applied to a susceptible item that is not placed in a safe place. An item is anything that can be [[hauling|hauled]] by a pawn, and susceptible items include [[clothing]], [[armor]], [[weapons]], and most [[resources]].&lt;br /&gt;
&lt;br /&gt;
Deterioration is akin to an item taking damage from projectiles, explosions, or [[fire]] since they all affect the same hit points total and so stack with each other. When an item's hit points reach 0, it is destroyed. &lt;br /&gt;
&lt;br /&gt;
When an item in [[Stockpile zone|storage]] is destroyed by deterioriation a pop-up message will display saying: ''&amp;lt;ITEM NAME&amp;gt; has deteriorated away in storage.''&lt;br /&gt;
When an item being worn by a pawn is destroyed by deterioriation a pop-up message will display saying: ''&amp;lt;ITEM NAME&amp;gt; worn by &amp;lt;PAWN NAME&amp;gt; deteriorated away to nothing.''&lt;br /&gt;
&lt;br /&gt;
Deterioration and the spoilage of [[food]] and [[corpse]]s due to [[temperature]] are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.&lt;br /&gt;
&lt;br /&gt;
=== Deterioration rate ===&lt;br /&gt;
{{Stub|section=1|reason= Exact mechanics and numbers}}&lt;br /&gt;
The rate of deterioration is controlled by a number of factors. An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day while left outdoors. Depending on the type of item, it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed or listed as '0.00/d', then the item will not deteriorate.&lt;br /&gt;
&lt;br /&gt;
For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item... Read [[Quality#General]] for exact numbers.&lt;br /&gt;
&lt;br /&gt;
Other factors can increase this base rate. Being [[roof|unroofed]] in addition to being outdoors, [[weather|rain]], and being placed in [[Terrain|water]] all increase the deterioration rate. &lt;br /&gt;
&lt;br /&gt;
Items placed in a [[shelf]] do not deteriorate even when otherwise in conditions that would cause deterioration.&lt;br /&gt;
&lt;br /&gt;
Deterioration is also applied to [[apparel]], both [[clothing]] and [[armor]], when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.&lt;br /&gt;
&lt;br /&gt;
=== Immunity to deterioration ===&lt;br /&gt;
Several items are immune to deterioration. Note that items crafted from these materials do not neccessarily carry over that immunity however.&lt;br /&gt;
&lt;br /&gt;
Immune items include:&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Metals]] &lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[AI persona core]]&lt;br /&gt;
* [[Artifact]]s&lt;br /&gt;
* Minified [[furniture]] and [[buildings]]&lt;br /&gt;
&lt;br /&gt;
=== Effects of deterioration ===&lt;br /&gt;
{{Move|section=1|destination=Market value|reason=This is not unique to deterioration, but to any HP loss. Might be best to leave a summary here and link to [[Market Value]], [[Max Hit Points]], and/or [[Apparel]] as needed for details}}&lt;br /&gt;
As an item loses hit points, it may also lose its [[Market Value|market value]]. This only applies to items which have not been configured to ignore health when determining price.  The XML tag for this is ''healthAffectsPrice'', which defaults to ''true'' if not explicitly set in the def or a parent of the def.  This is set, for most items, in the base definition from which the item inherits its properties.  &lt;br /&gt;
&lt;br /&gt;
Items that do ''not'' decrease in market value with HP loss include:{{Check Tag|Is this an exhaustive list?}}: &lt;br /&gt;
* Raw resources such as [[stone]], [[wood]], and [[metals]].&lt;br /&gt;
* [[Textiles]].&lt;br /&gt;
* Raw plant matter such as [[hops]], [[psychoid leaves]] and [[smokeleaf leaves]]; and also including [[wort]].&lt;br /&gt;
* Raw animal products such as [[milk]], [[insect jelly]], [[eggs]].&lt;br /&gt;
* [[Meal]]s including [[pemmican]] and [[kibble]].&lt;br /&gt;
* [[Drug]]s &lt;br /&gt;
* [[Medicine]] (including [[neutroamine]])&lt;br /&gt;
* [[Component]]s and [[Advanced component]]s&lt;br /&gt;
* [[Chemfuel]]&lt;br /&gt;
&lt;br /&gt;
If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.&lt;br /&gt;
&lt;br /&gt;
The only other effect of HP loss is the effect on [[mood]] of a pawn using a damaged item. A [[human]] wearing ''any'' apparel with hit points 50% or below will get the {{--|3}} [[thought]] ''[[Mood#Ratty apparel|Ratty Apparel]]''. If ''any'' worn item is below 25%, the thought will worsen to a {{--|5}} ''[[Mood#Tattered apparel|Tattered Apparel]]''. Compare them with {{--|6}} ''[[Mood#Naked|Naked]]'' thought. A pawn does not receive negative thoughts for using deteriorated weapons.&lt;br /&gt;
&lt;br /&gt;
Other than market value, potential mood effects, and hastening the item's destruction, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, [[nutrition]], [[flammability]], [[beauty]], [[comfort]], medical potency or [[quality]], etc.  In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value or chance of success.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Building a storeroom is one of the first things that a colony should do, as the destruction of required resources and equipment only slows progress and creates more work. But the effects of deterioration can also be used to dispose of junk without having to spend resources or pawn time to do so. Hauling corpses to a [[stockpile zone]] in running water, outdoors and unroofed will fairly rapidly get rid of them with no more work. &lt;br /&gt;
&lt;br /&gt;
Additionally understanding what items need to be protected is also important. Many raw resources don't deteriorate and thus can be kept outside without fear, buildings can as well but have a greater risk of being stolen by raiders. As it takes resources and time to build enclose warehouses, having layers of storage areas is helpful. &lt;br /&gt;
&lt;br /&gt;
== Version history==&lt;br /&gt;
* ? - Deterioration no longer lowers the effectiveness of weapons and armors.&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corpse&amp;diff=115479</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corpse&amp;diff=115479"/>
		<updated>2022-11-02T10:01:16Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Rotten Corpses */ Corpse bile is important&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, utility, linking, and general content.}}&lt;br /&gt;
A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]].&lt;br /&gt;
&lt;br /&gt;
Most corpses will [[Deterioration|deteriorate]] under the usual conditions.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Corpses are obtained whenever something [[death|dies]]. They reflect what they had in life; missing limbs will affect a corpse's yield.&lt;br /&gt;
&lt;br /&gt;
Certain means of death may destroy the corpse, or deal so much damage that there is nothing left to see.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value.&lt;br /&gt;
&lt;br /&gt;
However, for colonist with ideoligion not believing Corpse as ugly, the [[beauty]] is reversed for them when seeing a corpse.&lt;br /&gt;
&lt;br /&gt;
=== Organic corpses ===&lt;br /&gt;
The corpses of organic life (e.g. non-[[mechanoid]]s) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intesitity for pawns with the [[Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food.&lt;br /&gt;
&lt;br /&gt;
Organic corpses will quickly rot{{Check Tag|What time?}} if left above freezing [[temperature]], {{temperature|0}}. Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|AI Storyteller settings]], and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. &lt;br /&gt;
&lt;br /&gt;
Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Cannibal]] or [[Psychopath]] don't mind fresh corpses. Those with [[Bloodlust]] are completely immune, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the &amp;quot;Corpses: Don't Care&amp;quot; precept.&lt;br /&gt;
&lt;br /&gt;
===Rotten Corpses===&lt;br /&gt;
'''Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[beauty|ugly]] to look at and also [[cleanliness|dirty]].''' Rotten corpses cannot be eaten or butchered. They will emit [[rot gas]] clouds while rotting, which can cause [[Disease#Fatal_diseases|Lungrot]] of increasingly worse severity, even to the point of [[death]], if they happen to stand inside the cloud.&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; Shredding ===&lt;br /&gt;
Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further. &lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
How much yield is determined on a variety of factors including: &lt;br /&gt;
* The base [[Meat Amount]] and [[Leather Amount]] of the animal, which also varies with maturity. For mechanoids, yield is dependent on their type.&lt;br /&gt;
* The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder&lt;br /&gt;
* A 66% multiplier for damaged organic corpses  i.e. any animal not [[tame]]d and then cleanly slaughtered. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}}&lt;br /&gt;
* A percentage multiplier for lost body parts.&lt;br /&gt;
* A 70% multiplier if using a butcher spot or crafting spot instead of a table.&lt;br /&gt;
Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. &lt;br /&gt;
&lt;br /&gt;
When butchering [[human]] corpses, most butchers will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet, and all colonists in the map get a -6 [[Mood#We butchered humanlike|We butchered humanlike]] moodlet. Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn.&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
The following methods can dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; Feeding ===&lt;br /&gt;
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering &amp;amp; Shredding]] above for details.&lt;br /&gt;
&lt;br /&gt;
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food.&lt;br /&gt;
&lt;br /&gt;
=== Manual Destruction ===&lt;br /&gt;
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use [[frag grenade]]s, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them.&lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Burying ===&lt;br /&gt;
Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. &lt;br /&gt;
&lt;br /&gt;
They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[Psycasts#Psyfocus|meditation]] {{RoyaltyIcon}} of the Morbid type. They will also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available even without burying, and colonists may visit graves that are far away.&lt;br /&gt;
&lt;br /&gt;
Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.&lt;br /&gt;
&lt;br /&gt;
The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Burning ===&lt;br /&gt;
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work {{Check Tag|Fact Check}}, and the crematorium itself requires 250 W of power to function. &lt;br /&gt;
&lt;br /&gt;
If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property_talk:Required_Research&amp;diff=115478</id>
		<title>Property talk:Required Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property_talk:Required_Research&amp;diff=115478"/>
		<updated>2022-11-02T09:44:32Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Not so helpful alone! Topological sorting is missing for research! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Not so helpful alone! Topological sorting is missing for research! ==&lt;br /&gt;
&lt;br /&gt;
This property alone will result in ''alphabetical sorting''.&lt;br /&gt;
&lt;br /&gt;
I wounder how to ''topologically sort'' research requirements. See Buildings#Table for example. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 09:44, 2 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Property_talk:Required_Research&amp;diff=115477</id>
		<title>Property talk:Required Research</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Property_talk:Required_Research&amp;diff=115477"/>
		<updated>2022-11-02T09:44:22Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Not so helpful alone! Topological sorting is missing for research! */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Not so helpful alone! Topological sorting is missing for research! ==&lt;br /&gt;
&lt;br /&gt;
This property alone will result in ''alphabetical sorting''.&lt;br /&gt;
&lt;br /&gt;
I wounder how to ''topologically sort'' research requirements. See Buildings#Table for example. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]])&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Darklight_brazier&amp;diff=115470</id>
		<title>Darklight brazier</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Darklight_brazier&amp;diff=115470"/>
		<updated>2022-11-02T09:16:22Z</updated>

		<summary type="html">&lt;p&gt;Pawn: sort&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Royalty}}{{Stub}}{{infobox main|furniture|&lt;br /&gt;
| name = Darklight brazier&lt;br /&gt;
| image = Darklight_brazier.png&lt;br /&gt;
| description = A specially treated brazier that illuminates its surroundings with darklight and creates heat. These satisfy royal brazier requirements.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Furniture&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.15&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 15&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 80&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| glowradius = 10&lt;br /&gt;
| glowcolor = (78, 226, 229)&lt;br /&gt;
| heatpersecond = 3.5&lt;br /&gt;
| maxheattemperature = 23&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| research = Complex furniture&lt;br /&gt;
| thingCategories = BuildingsFurniture&lt;br /&gt;
| work to make = 100&lt;br /&gt;
| stuff tags = Metallic, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| page verified for version = 1.3.3117&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A darklight version of a [[brazier]] that also consumes 75% of the fuel. Identical in all other ways.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The darklight brazier is rare in that it requires two [[DLC]] to be present in-game - it is included as part of the [[Royalty DLC]] files, but only appears if the [[Ideology DLC]] is active.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Added.&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Lamp]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Buildings&amp;diff=115466</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Buildings&amp;diff=115466"/>
		<updated>2022-11-02T09:01:32Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Table */ |sort=Type2,Required Research,From DLC,Skill 1,Skill 1 Level |order=ascending,ascending,ascending,ascending,ascending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Buildings''' are the constructed elements that make up a colony. Buildings provide living accommodations, protection from enemies and the weather, and various vital functions for the colony.&lt;br /&gt;
&lt;br /&gt;
Buildings that are owned by the colony can be deconstructed; or copied by clicking the &amp;lt;tt&amp;gt;[Build copy]&amp;lt;/tt&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
Buildings owned by an enemy faction on a local map can be [[claim]]ed once the enemy are all defeated. Once claimed, the buildings are free to be used by colonists, or deconstructed.&lt;br /&gt;
&lt;br /&gt;
Certain buildings have an option to Uninstall them or Reinstall them at a new location, a task carried out by [[Menus#Construct|constructors]]. An uninstalled building is converted to a minified item and can be sold to [[trade]]rs or reinstalled at another location, and can even be loaded onto [[caravan]]s to be sold or reinstalled elsewhere.&lt;br /&gt;
&lt;br /&gt;
Buildings are not subject to [[deterioration]].&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels1|226}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels2|182}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels3|182}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0;width: 660px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 38%;&amp;quot; |                                                         &amp;lt;!--COLUMN 1--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--PRODUCTION start--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Production]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--TEMPERATURE start--&amp;gt;&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Temperature]][[Description::+]]|format=ul }} &lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--FLOOR start--&amp;gt;&lt;br /&gt;
! Floor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Floor]][[Description::+]]|format=ul }} &lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--RECREATION start--&amp;gt;&lt;br /&gt;
! Recreation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Recreation]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 31%;&amp;quot; |                                                         &amp;lt;!--COLUMN 2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:left;&amp;quot;                &amp;lt;!--STRUCTURE start--&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Structure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Structure]][[Description::+]]|format=ul }} &lt;br /&gt;
|}                                                            &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:center;&amp;quot;    &amp;lt;!--FURNITURE start--&amp;gt;   &lt;br /&gt;
! Furniture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Furniture]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--POWER start--&amp;gt;&lt;br /&gt;
! Power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Buildings]][[Category:Power]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 31%;&amp;quot; |                                                         &amp;lt;!--COLUMN 3--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--SECURITY start--&amp;gt;&lt;br /&gt;
! Security&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Security]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--MISC start--&amp;gt;&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Miscellaneous]][[Description::+]]|format=ul|limit=500}}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--SHIP start--&amp;gt;&lt;br /&gt;
! Ship&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Ship]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Help: https://www.semantic-mediawiki.org/wiki/Help:Inline_queries --&amp;gt;&lt;br /&gt;
{{#ask:&lt;br /&gt;
 [[Type::Building]]&lt;br /&gt;
 [[Type2::+]]&lt;br /&gt;
&amp;lt;!-- |?Image  hidden because of different dimensions. --&amp;gt;&lt;br /&gt;
 |?Type2&lt;br /&gt;
 |?Required Research&lt;br /&gt;
 |?Skill 1&lt;br /&gt;
 |?Skill 1 Level&lt;br /&gt;
 |?From DLC&lt;br /&gt;
 |?Work To Make&lt;br /&gt;
 |?Flammability Base&lt;br /&gt;
 |?Beauty Base&lt;br /&gt;
 |?Comfort Base&lt;br /&gt;
 |?Max Hit Points Base&lt;br /&gt;
&lt;br /&gt;
|sort=Type2,Required Research,From DLC,Skill 1,Skill 1 Level&amp;lt;!-- Help about empty statement and comma: https://www.semantic-mediawiki.org/wiki/Help:Inline_queries#Sorting_results. --&amp;gt;&lt;br /&gt;
|order=ascending,ascending,ascending,ascending,ascending&lt;br /&gt;
|limit=1000&lt;br /&gt;
|format=table&amp;lt;!--TODO: add |format=templatefile support. Help about this: https://www.semantic-mediawiki.org/wiki/Help:Templatefile_format. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Architect]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Buildings&amp;diff=115464</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Buildings&amp;diff=115464"/>
		<updated>2022-11-02T08:58:49Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Table */ |sort=Type2,Required Research,From DLC |order=ascending,ascending,ascending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Buildings''' are the constructed elements that make up a colony. Buildings provide living accommodations, protection from enemies and the weather, and various vital functions for the colony.&lt;br /&gt;
&lt;br /&gt;
Buildings that are owned by the colony can be deconstructed; or copied by clicking the &amp;lt;tt&amp;gt;[Build copy]&amp;lt;/tt&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
Buildings owned by an enemy faction on a local map can be [[claim]]ed once the enemy are all defeated. Once claimed, the buildings are free to be used by colonists, or deconstructed.&lt;br /&gt;
&lt;br /&gt;
Certain buildings have an option to Uninstall them or Reinstall them at a new location, a task carried out by [[Menus#Construct|constructors]]. An uninstalled building is converted to a minified item and can be sold to [[trade]]rs or reinstalled at another location, and can even be loaded onto [[caravan]]s to be sold or reinstalled elsewhere.&lt;br /&gt;
&lt;br /&gt;
Buildings are not subject to [[deterioration]].&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels1|226}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels2|182}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels3|182}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0;width: 660px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 38%;&amp;quot; |                                                         &amp;lt;!--COLUMN 1--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--PRODUCTION start--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Production]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--TEMPERATURE start--&amp;gt;&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Temperature]][[Description::+]]|format=ul }} &lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--FLOOR start--&amp;gt;&lt;br /&gt;
! Floor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Floor]][[Description::+]]|format=ul }} &lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--RECREATION start--&amp;gt;&lt;br /&gt;
! Recreation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Recreation]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 31%;&amp;quot; |                                                         &amp;lt;!--COLUMN 2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:left;&amp;quot;                &amp;lt;!--STRUCTURE start--&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Structure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Structure]][[Description::+]]|format=ul }} &lt;br /&gt;
|}                                                            &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:center;&amp;quot;    &amp;lt;!--FURNITURE start--&amp;gt;   &lt;br /&gt;
! Furniture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Furniture]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--POWER start--&amp;gt;&lt;br /&gt;
! Power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Buildings]][[Category:Power]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 31%;&amp;quot; |                                                         &amp;lt;!--COLUMN 3--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--SECURITY start--&amp;gt;&lt;br /&gt;
! Security&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Security]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--MISC start--&amp;gt;&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Miscellaneous]][[Description::+]]|format=ul|limit=500}}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--SHIP start--&amp;gt;&lt;br /&gt;
! Ship&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Ship]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Help: https://www.semantic-mediawiki.org/wiki/Help:Inline_queries --&amp;gt;&lt;br /&gt;
{{#ask:&lt;br /&gt;
 [[Type::Building]]&lt;br /&gt;
 [[Type2::+]]&lt;br /&gt;
&amp;lt;!-- |?Image  hidden because of different dimensions. --&amp;gt;&lt;br /&gt;
 |?Type2&lt;br /&gt;
 |?Required Research&lt;br /&gt;
 |?Skill 1&lt;br /&gt;
 |?Skill 1 Level&lt;br /&gt;
 |?From DLC&lt;br /&gt;
 |?Work To Make&lt;br /&gt;
 |?Flammability Base&lt;br /&gt;
 |?Beauty Base&lt;br /&gt;
 |?Comfort Base&lt;br /&gt;
 |?Max Hit Points Base&lt;br /&gt;
&lt;br /&gt;
|sort=Type2,Required Research,From DLC&amp;lt;!-- Help about empty statement and comma: https://www.semantic-mediawiki.org/wiki/Help:Inline_queries#Sorting_results. --&amp;gt;&lt;br /&gt;
|order=ascending,ascending,ascending&lt;br /&gt;
|limit=1000&lt;br /&gt;
|format=table&amp;lt;!--TODO: add |format=templatefile support. Help about this: https://www.semantic-mediawiki.org/wiki/Help:Templatefile_format. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Architect]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5dwclsboatjrzbh&amp;topic_postId=x65f3q4tmfndhvgt&amp;topic_revId=x65f3q4tmfndhvgt&amp;action=single-view</id>
		<title>Topic:X5dwclsboatjrzbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5dwclsboatjrzbh&amp;topic_postId=x65f3q4tmfndhvgt&amp;topic_revId=x65f3q4tmfndhvgt&amp;action=single-view"/>
		<updated>2022-11-02T08:46:32Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5dwclsboatjrzbh&amp;amp;topic_showPostId=x65f3q4tmfndhvgt#flow-post-x65f3q4tmfndhvgt&quot;&gt;commented&lt;/a&gt; on &quot;Text is lost&quot; (&lt;em&gt;Fixed with https://rimworldwiki.com/index.php?title=Deterioration&amp;amp;diff=prev&amp;amp;oldid=115462 and https://rimworldwiki.com/index.php?title=Bui...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Buildings&amp;diff=115463</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Buildings&amp;diff=115463"/>
		<updated>2022-11-02T08:43:39Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Buildings''' are the constructed elements that make up a colony. Buildings provide living accommodations, protection from enemies and the weather, and various vital functions for the colony.&lt;br /&gt;
&lt;br /&gt;
Buildings that are owned by the colony can be deconstructed; or copied by clicking the &amp;lt;tt&amp;gt;[Build copy]&amp;lt;/tt&amp;gt; button.&lt;br /&gt;
&lt;br /&gt;
Buildings owned by an enemy faction on a local map can be [[claim]]ed once the enemy are all defeated. Once claimed, the buildings are free to be used by colonists, or deconstructed.&lt;br /&gt;
&lt;br /&gt;
Certain buildings have an option to Uninstall them or Reinstall them at a new location, a task carried out by [[Menus#Construct|constructors]]. An uninstalled building is converted to a minified item and can be sold to [[trade]]rs or reinstalled at another location, and can even be loaded onto [[caravan]]s to be sold or reinstalled elsewhere.&lt;br /&gt;
&lt;br /&gt;
Buildings are not subject to [[deterioration]].&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels1|226}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels2|182}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine: pixels3|182}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0;width: 660px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 38%;&amp;quot; |                                                         &amp;lt;!--COLUMN 1--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--PRODUCTION start--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Production&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Production]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--TEMPERATURE start--&amp;gt;&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Temperature]][[Description::+]]|format=ul }} &lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--FLOOR start--&amp;gt;&lt;br /&gt;
! Floor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Floor]][[Description::+]]|format=ul }} &lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels1}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--RECREATION start--&amp;gt;&lt;br /&gt;
! Recreation&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Recreation]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 31%;&amp;quot; |                                                         &amp;lt;!--COLUMN 2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:left;&amp;quot;                &amp;lt;!--STRUCTURE start--&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | Structure&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Structure]][[Description::+]]|format=ul }} &lt;br /&gt;
|}                                                            &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:center;&amp;quot;    &amp;lt;!--FURNITURE start--&amp;gt;   &lt;br /&gt;
! Furniture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Furniture]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels2}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--POWER start--&amp;gt;&lt;br /&gt;
! Power&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Buildings]][[Category:Power]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width: 31%;&amp;quot; |                                                         &amp;lt;!--COLUMN 3--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--SECURITY start--&amp;gt;&lt;br /&gt;
! Security&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Security]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--MISC start--&amp;gt;&lt;br /&gt;
! Misc&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Miscellaneous]][[Description::+]]|format=ul|limit=500}}&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width={{#var:pixels3}} style=&amp;quot;text-align:center;&amp;quot;               &amp;lt;!--SHIP start--&amp;gt;&lt;br /&gt;
! Ship&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;vertical-align: top;&amp;quot; | {{#ask:[[Category:Ship]][[Description::+]]|format=ul }}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Table ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Help: https://www.semantic-mediawiki.org/wiki/Help:Inline_queries --&amp;gt;&lt;br /&gt;
{{#ask:&lt;br /&gt;
 [[Type::Building]]&lt;br /&gt;
 [[Type2::+]]&lt;br /&gt;
&amp;lt;!-- |?Image  hidden because of different dimensions. --&amp;gt;&lt;br /&gt;
 |?Type2&lt;br /&gt;
 |?Required Research&lt;br /&gt;
 |?Skill 1&lt;br /&gt;
 |?Skill 1 Level&lt;br /&gt;
 |?From DLC&lt;br /&gt;
 |?Work To Make&lt;br /&gt;
 |?Flammability Base&lt;br /&gt;
 |?Beauty Base&lt;br /&gt;
 |?Comfort Base&lt;br /&gt;
 |?Max Hit Points Base&lt;br /&gt;
&lt;br /&gt;
|sort=Type2,&amp;lt;!-- Help about empty statement and comma: https://www.semantic-mediawiki.org/wiki/Help:Inline_queries#Sorting_results. --&amp;gt;&lt;br /&gt;
|order=ascending,ascending&lt;br /&gt;
|limit=1000&lt;br /&gt;
|format=table&amp;lt;!--TODO: add |format=templatefile support. Help about this: https://www.semantic-mediawiki.org/wiki/Help:Templatefile_format. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Architect]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Deterioration&amp;diff=115462</id>
		<title>Deterioration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Deterioration&amp;diff=115462"/>
		<updated>2022-11-02T08:42:15Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Immunity to deterioration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Full list of deterioration immune items and items that whose market value is not affected.}}&lt;br /&gt;
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] of certain items due to its storage conditions. This deterioration stacks with other forms of damage to the items in question, and can result in the eventual destruction of the item. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
'''Deterioration''' is the gradual loss of the [[Max Hit Points|Hit Points]] applied to a susceptible item that is not placed in a safe place. An item is anything that can be [[hauling|hauled]] by a pawn, and susceptible items include [[clothing]], [[armor]], [[weapons]], and most [[resources]].&lt;br /&gt;
&lt;br /&gt;
Deterioration is akin to an item taking damage from projectiles, explosions, or [[fire]] since they all affect the same hit points total and so stack with each other. When an item's hit points reach 0, it is destroyed. &lt;br /&gt;
&lt;br /&gt;
When an item in [[Stockpile zone|storage]] is destroyed by deterioriation a pop-up message will display saying: ''&amp;lt;ITEM NAME&amp;gt; has deteriorated away in storage.''&lt;br /&gt;
When an item being worn by a pawn is destroyed by deterioriation a pop-up message will display saying: ''&amp;lt;ITEM NAME&amp;gt; worn by &amp;lt;PAWN NAME&amp;gt; deteriorated away to nothing.''&lt;br /&gt;
&lt;br /&gt;
Deterioration and the spoilage of [[food]] and [[corpse]]s due to [[temperature]] are completely independent from each other. Both systems run in parallel according to their own mechanics and do not interact unless they cause the destruction of the item in question.&lt;br /&gt;
&lt;br /&gt;
=== Deterioration rate ===&lt;br /&gt;
{{Stub|section=1|reason= Exact mechanics and numbers}}&lt;br /&gt;
The rate of deterioration is controlled by a number of factors. An item's [[Deterioration Rate|deterioration rate]] specifies how many hit points are lost per day while left outdoors. Depending on the type of item, it ranges from 0.25/d to 10.0/d. This stat is listed in an item's information tab. If this stat is not listed or listed as '0.00/d', then the item will not deteriorate. For items with the [[quality]] stat, a high-quality item will have a lower deterioration rate than a poor quality item.&lt;br /&gt;
&lt;br /&gt;
Other factors can increase this base rate. Being [[roof|unroofed]] in addition to being outdoors, [[weather|rain]], and being placed in [[Terrain|water]] all increase the deterioration rate. &lt;br /&gt;
&lt;br /&gt;
Items placed in a [[shelf]] do not deteriorate even when otherwise in conditions that would cause deterioration.&lt;br /&gt;
&lt;br /&gt;
Deterioration is also applied to [[apparel]], both [[clothing]] and [[armor]], when worn. Equipped [[weapons]] and [[utility]] items do not deteriorate.&lt;br /&gt;
&lt;br /&gt;
=== Immunity to deterioration ===&lt;br /&gt;
Several items are immune to deterioration. Note that items crafted from these materials do not neccessarily carry over that immunity however.&lt;br /&gt;
&lt;br /&gt;
Immune items include:&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Metals]] &lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[AI persona core]]&lt;br /&gt;
* [[Artifact]]s&lt;br /&gt;
* Minified [[furniture]] and [[buildings]]&lt;br /&gt;
&lt;br /&gt;
=== Effects of deterioration ===&lt;br /&gt;
{{Move|section=1|destination=Market value|reason=This is not unique to deterioration, but to any HP loss. Might be best to leave a summary here and link to [[Market Value]], [[Max Hit Points]], and/or [[Apparel]] as needed for details}}&lt;br /&gt;
As an item loses hit points, it may also lose its [[Market Value|market value]]. This only applies to items which have not been configured to ignore health when determining price.  The XML tag for this is ''healthAffectsPrice'', which defaults to ''true'' if not explicitly set in the def or a parent of the def.  This is set, for most items, in the base definition from which the item inherits its properties.  &lt;br /&gt;
&lt;br /&gt;
Items that do ''not'' decrease in market value with HP loss include:{{Check Tag|Is this an exhaustive list?}}: &lt;br /&gt;
* Raw resources such as [[stone]], [[wood]], and [[metals]].&lt;br /&gt;
* [[Textiles]].&lt;br /&gt;
* Raw plant matter such as [[hops]], [[psychoid leaves]] and [[smokeleaf leaves]]; and also including [[wort]].&lt;br /&gt;
* Raw animal products such as [[milk]], [[insect jelly]], [[eggs]].&lt;br /&gt;
* [[Meal]]s including [[pemmican]] and [[kibble]].&lt;br /&gt;
* [[Drug]]s &lt;br /&gt;
* [[Medicine]] (including [[neutroamine]])&lt;br /&gt;
* [[Component]]s and [[Advanced component]]s&lt;br /&gt;
* [[Chemfuel]]&lt;br /&gt;
&lt;br /&gt;
If an item loses value with hit points, it loses that value very quickly.  An item retains 100% of its value down to 90% HP, then loses 1.67% of its maximum value per 1% HP lost between 90% and 60% HP, then loses ''4%'' if its maximum value per 1% HP lost between 60% and 50% HP, then loses 0.2% of its maximum value per 1% HP lost between 50% and 0% HP.  The item will have 50% of its maximum value at 60% HP and only 10% of its maximum value at 50% HP.&lt;br /&gt;
&lt;br /&gt;
The only other effect of HP loss is the effect on [[mood]] of a pawn using a damaged item. A [[human]] wearing ''any'' apparel with hit points 50% or below will get the {{--|3}} [[thought]] ''[[Mood#Ratty apparel|Ratty Apparel]]''. If ''any'' worn item is below 25%, the thought will worsen to a {{--|5}} ''[[Mood#Tattered apparel|Tattered Apparel]]''. Compare them with {{--|6}} ''[[Mood#Naked|Naked]]'' thought. A pawn does not receive negative thoughts for using deteriorated weapons.&lt;br /&gt;
&lt;br /&gt;
Other than market value, potential mood effects, and hastening the item's destruction, an item's loss of HP does not affect any other stats, including damage output, accuracy, armor value, heat or cold insulation, [[nutrition]], [[flammability]], [[beauty]], [[comfort]], medical potency or [[quality]], etc.  In addition, a finished product is not influenced in any way by the deterioration of its ingredients, including in market value or chance of success.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{stub|section=1}}&lt;br /&gt;
Building a storeroom is one of the first things that a colony should do, as the destruction of required resources and equipment only slows progress and creates more work. But the effects of deterioration can also be used to dispose of junk without having to spend resources or pawn time to do so. Hauling corpses to a [[stockpile zone]] in running water, outdoors and unroofed will fairly rapidly get rid of them with no more work. &lt;br /&gt;
&lt;br /&gt;
Additionally understanding what items need to be protected is also important. Many raw resources don't deteriorate and thus can be kept outside without fear, buildings can as well but have a greater risk of being stolen by raiders. As it takes resources and time to build enclose warehouses, having layers of storage areas is helpful. &lt;br /&gt;
&lt;br /&gt;
== Version history==&lt;br /&gt;
* ? - Deterioration no longer lowers the effectiveness of weapons and armors.&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=115460</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=115460"/>
		<updated>2022-11-02T07:20:35Z</updated>

		<summary type="html">&lt;p&gt;Pawn: Undo revision 111595 by Harakoni (talk) text is lost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
Electric smelters are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills, but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work. Weapons and armor can be smelted to return 25% of their crafting cost, minus [[component]]s or [[advanced component]]s, after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. The smelter also has the option to destroy weapons and apparel for no gain, which works even for nonmetallic items.&lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness.&lt;br /&gt;
&lt;br /&gt;
Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items (under 60% health remaining, the value of an item drops rapidly after 60 percent) are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}}|Locust armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Pawn&amp;diff=115459</id>
		<title>User:Pawn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Pawn&amp;diff=115459"/>
		<updated>2022-11-02T07:19:52Z</updated>

		<summary type="html">&lt;p&gt;Pawn: Undo revision 111620 by Zesty (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I ignore [[User:Harakoni]] from now on. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 00:24, 21 October 2022 (UTC)&lt;br /&gt;
I ignore [[User:Zesty]] from now on. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 07:19, 2 November 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=111615</id>
		<title>Sandbags</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sandbags&amp;diff=111615"/>
		<updated>2022-10-21T00:33:06Z</updated>

		<summary type="html">&lt;p&gt;Pawn: {{TOCright}} after {{infobox main}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|security&lt;br /&gt;
| name = Sandbags&lt;br /&gt;
| image = Sandbags.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Bags of locally-sourced dirt or sand, stacked for use as cover. Sandbags are ugly, but provide better cover than other low objects.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 42	&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.55&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| work to make = 180&lt;br /&gt;
| stuff tags = Fabric, Leathery&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 5&lt;br /&gt;
}}{{TOCright}}&lt;br /&gt;
'''Sandbags''' are a [[security]] building that can be placed to provide pawns [[cover]], sheltering them from ranged attacks.&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Sandbags require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{See also|Barricade}}&lt;br /&gt;
Sandbags provide {{%|{{P|Cover Effectiveness}}}} [[cover]] effectiveness, meaning that bullets aimed at targets behind them have a {{%|{{P|Cover Effectiveness}}}} chance to hit the barricades, leaving only a {{%|1-{{P|Cover Effectiveness}}}} chance to hit anything behind them. Cover won't shelter pawns from melee attacks, thrown projectiles, or explosions. Both colonists and [[raider|enemies]] benefit from cover, however [[turrets]] do not. They provide identical cover to [[barricades]]. &lt;br /&gt;
&lt;br /&gt;
Sandbags are placed on the ground. They slow down pawns walking over them, and do not allow a pawn to &amp;quot;stop&amp;quot; to fire or take cover if they are standing on one.&lt;br /&gt;
They take damage from bullets and explosions.&lt;br /&gt;
&lt;br /&gt;
Sandbags are largely interchangeable with [[barricades]], as they both have identical [[cover]], base {{HP}}, and similar material costs. However, sandbags are made of [[textile]]s and are always nonflammable, while barricades are made of [[metal]], [[wood]], and [[stone]] materials and their flammability depends on the material chosen. Sandbags also require much less work to make, but barricades are somewhat more [[beauty|beautiful]]. Unlike barricades, sandbags cannot enclose a [[pen]] like the [[fence]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Sandbags and barricades are, in most respects, identical. The material affects the building's health, but not its defensive properties. Sandbags are generally faster to create, making them better in an offensive operation. Barrciades are slightly more beautiful, but require more work to make, so are marginally better at permanent defenses. Just remember that [[raiders]] will use cover to the same effect, so deconstruct unneeded buildings when you can.&lt;br /&gt;
&lt;br /&gt;
Either building can be combined with [[wall]]s for more cover. Walls provide superior cover, but a full wall will block line of fire. Having a wall with multiple 1-2 tile gaps of sandbags will give more cover than simply using sandbags, while still allowing pawns to fire through.&lt;br /&gt;
&lt;br /&gt;
Other than their use for cover, sandbags and barricades can be used in [[killbox]]es. Enemies that funnel in from a hallway will normally use a wall's corner or side for cover. But as pawns can't fire while on a sandbag, they will be forced into the box itself. They will also slow down pawns.&lt;br /&gt;
&lt;br /&gt;
== Material table ==&lt;br /&gt;
As sandbags and [[barricade]]s are largely interchangeable except for their aesthetics and material properties, both are included in the following table for convenience. &lt;br /&gt;
&lt;br /&gt;
Note that cover effectiveness is {{%|{{P|Cover Effectiveness}}}} regardless of material or structure choice.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_01 text-center}}&lt;br /&gt;
! Material&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | [[Stuff]] cost&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Beauty&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Work&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | HP&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Flammability&lt;br /&gt;
! Terrain Affordance&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Market Value&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:useTerrainAffordance|1}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:name|Barricade}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount|{{Q|{{#var:name}}|Resource 1 Amount}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty|{{formatnum:{{Q|{{#var:name}}|Beauty Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work|{{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP|{{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability|{{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value|{{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags|{{Q|{{#var:name}}|Stuff Tags}}}}&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Leathery|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Leathery]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Fabric|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Fabric]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Woody|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Woody]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Stony|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Stony]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Metallic|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Metallic]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:name|Sandbags}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stuffAmount|{{Q|{{#var:name}}|Resource 1 Amount}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:beauty|{{formatnum:{{Q|{{#var:name}}|Beauty Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:work|{{formatnum:{{Q|{{#var:name}}|Work To Make}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:HP|{{formatnum:{{Q|{{#var:name}}|Max Hit Points Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:flammability|{{formatnum:{{Q|{{#var:name}}|Flammability Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:value|{{formatnum:{{Q|{{#var:name}}|Market Value Base}}|R}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:stufftags|{{Q|{{#var:name}}|Stuff Tags}}}}&lt;br /&gt;
{{#ifeq: | {{#pos:{{#var:stufftags}}|Leathery|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Leathery]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Fabric|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Fabric]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Woody|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Woody]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Stony|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Stony]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifeq: | {{#pos:{{#var:stufftags}}|Metallic|}} ||&lt;br /&gt;
  {{#ask: [[Stuff Category::Metallic]]&lt;br /&gt;
    | format = template&lt;br /&gt;
    | template = Building Material Table Row&lt;br /&gt;
    | link = none&lt;br /&gt;
}} }}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Alpha 16/17? - In earlier versions it used to have 70% cover rating.&lt;br /&gt;
* Beta 19 - Received a new, extended description and a retexture, and its cost was reduced from 6 [[steel]] to 5.&lt;br /&gt;
* 1.1 - Crafting recipe was changed to use [[textiles]] rather than steel, and its health was nerfed (450 -&amp;gt; 300), along with its cover value (65 -&amp;gt; 57%).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fill percent (i.e. cover) reduced from 57% to 55%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sandbags wall.png|Old Sandbag Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Rock chunk]]&lt;br /&gt;
* [[Defense tactics]]&lt;br /&gt;
* [[Defense structures#Sandbags|Defense structures]]&lt;br /&gt;
&lt;br /&gt;
{{nav|security|wide}}&lt;br /&gt;
[[Category:Security]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Pawn&amp;diff=111614</id>
		<title>User:Pawn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Pawn&amp;diff=111614"/>
		<updated>2022-10-21T00:24:01Z</updated>

		<summary type="html">&lt;p&gt;Pawn: Created page with &amp;quot;I ignore User:Harakoni from now on. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I ignore [[User:Harakoni]] from now on. [[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 00:24, 21 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5dwn5woiw1unyx9&amp;topic_revId=x5dwn5woiw1unyx9&amp;action=single-view</id>
		<title>Topic:X5ds7qsvhao9cvbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5dwn5woiw1unyx9&amp;topic_revId=x5dwn5woiw1unyx9&amp;action=single-view"/>
		<updated>2022-10-21T00:21:27Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5ds7qsvhao9cvbh&amp;amp;topic_showPostId=x5dwn5woiw1unyx9#flow-post-x5dwn5woiw1unyx9&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;You&amp;#039;re complete MediaWiki noob and don&amp;#039;t know how red links work. I&amp;#039;m really sorry for anyone who will work with people like you.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5dwisbqhlnl50gd&amp;topic_revId=x5dwisbqhlnl50gd&amp;action=single-view</id>
		<title>Topic:X5ds7qsvhao9cvbh</title>
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		<updated>2022-10-21T00:19:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5ds7qsvhao9cvbh&amp;amp;topic_showPostId=x5dwisbqhlnl50gd#flow-post-x5dwisbqhlnl50gd&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;Your words &amp;quot;TOC is a non issue&amp;quot; doesn&amp;#039;t mean anything really. I know what MediaWiki can do and can&amp;#039;t do. You made no suggestions about wh...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5dwclsboatjrzbh&amp;topic_postId=x5dwclsboerm039p&amp;topic_revId=x5dwclsboerm039p&amp;action=single-view</id>
		<title>Topic:X5dwclsboatjrzbh</title>
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		<updated>2022-10-21T00:16:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5dwclsboatjrzbh&amp;amp;topic_showPostId=x5dwclsboerm039p#flow-post-x5dwclsboerm039p&quot;&gt;commented&lt;/a&gt; on &quot;Text is lost&quot; (&lt;em&gt;Example. I see nothing anywhere.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dw9d3qvbd7ryj1&amp;topic_revId=x5dw9d3qvbd7ryj1&amp;action=single-view</id>
		<title>Topic:X4zc96tzb1d10fbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dw9d3qvbd7ryj1&amp;topic_revId=x5dw9d3qvbd7ryj1&amp;action=single-view"/>
		<updated>2022-10-21T00:14:34Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X4zc96tzb1d10fbh&amp;amp;topic_showPostId=x5dw9d3qvbd7ryj1#flow-post-x5dw9d3qvbd7ryj1&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;I hope nobody will ever work with you &amp;quot;Its gotten to the point where I&amp;#039;m not even sure if they&amp;#039;re in good faith anymore, and not some ela...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dw4f2m7vhzhj7x&amp;topic_revId=x5dw4f2m7vhzhj7x&amp;action=single-view</id>
		<title>Topic:X4zc96tzb1d10fbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dw4f2m7vhzhj7x&amp;topic_revId=x5dw4f2m7vhzhj7x&amp;action=single-view"/>
		<updated>2022-10-21T00:12:06Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X4zc96tzb1d10fbh&amp;amp;topic_showPostId=x5dw4f2m7vhzhj7x#flow-post-x5dw4f2m7vhzhj7x&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;Thumbnail size at Special:Preferences#mw-prefsection-rendering isn&amp;#039;t helpful with just 300px...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dw03wa4ygazoul&amp;action=single-view</id>
		<title>Topic:X4zc96tzb1d10fbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dw03wa4ygazoul&amp;action=single-view"/>
		<updated>2022-10-21T00:09:57Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X4zc96tzb1d10fbh&amp;amp;topic_showPostId=x5dvquotelje7f65#flow-post-x5dvquotelje7f65&quot;&gt;post&lt;/a&gt; on &quot;Difficult as hell to work with&quot;&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5d0g202g6lbipvx&amp;topic_postId=x5dvx2fj731q30ct&amp;topic_revId=x5dvx2fj731q30ct&amp;action=single-view</id>
		<title>Topic:X5d0g202g6lbipvx</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5d0g202g6lbipvx&amp;topic_postId=x5dvx2fj731q30ct&amp;topic_revId=x5dvx2fj731q30ct&amp;action=single-view"/>
		<updated>2022-10-21T00:08:26Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5d0g202g6lbipvx&amp;amp;topic_showPostId=x5dvx2fj731q30ct#flow-post-x5dvx2fj731q30ct&quot;&gt;commented&lt;/a&gt; on &quot;Text is lost&quot; (&lt;em&gt;I fixed with other edit elsewhere&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dvuq86s3ta00wd&amp;action=single-view</id>
		<title>Topic:X4zc96tzb1d10fbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dvuq86s3ta00wd&amp;action=single-view"/>
		<updated>2022-10-21T00:07:16Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X4zc96tzb1d10fbh&amp;amp;topic_showPostId=x5dvquotelje7f65#flow-post-x5dvquotelje7f65&quot;&gt;post&lt;/a&gt; on &quot;Difficult as hell to work with&quot;&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dvuczu12e2bwct&amp;action=single-view</id>
		<title>Topic:X4zc96tzb1d10fbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dvuczu12e2bwct&amp;action=single-view"/>
		<updated>2022-10-21T00:07:05Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X4zc96tzb1d10fbh&amp;amp;topic_showPostId=x5dvquotelje7f65#flow-post-x5dvquotelje7f65&quot;&gt;post&lt;/a&gt; on &quot;Difficult as hell to work with&quot;&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X4zc96tzb1d10fbh&amp;topic_postId=x5dvquotelje7f65&amp;topic_revId=x5dvquotelje7f65&amp;action=single-view</id>
		<title>Topic:X4zc96tzb1d10fbh</title>
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		<updated>2022-10-21T00:05:20Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X4zc96tzb1d10fbh&amp;amp;topic_showPostId=x5dvquotelje7f65#flow-post-x5dvquotelje7f65&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;So 1. you don&amp;#039;t provide any solution to have proper size for desktop users 2. talk irrelevant nonsense&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;diff=111612</id>
		<title>Hydroponics basin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;diff=111612"/>
		<updated>2022-10-20T23:52:20Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
| name = Hydroponics basin&lt;br /&gt;
| image = HydroponicsTable.png&lt;br /&gt;
| imagesize = 250px&lt;br /&gt;
| description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 4&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 180&lt;br /&gt;
| cleanliness = -3&lt;br /&gt;
| power = -70&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Hydroponics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 2800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''hydroponics basin''' is a [[production]] building that provides a highly fertile area for growing [[crop]]s fast and in areas that otherwise would not support them..&lt;br /&gt;
&lt;br /&gt;
Plants in hydroponics basin(s) will [[?]] and loose HP without [[Power|power source]]... This may happen because of [[Events#Solar flare|solar flare]]...&lt;br /&gt;
&lt;br /&gt;
Hydroponics basin(s) work indoors and outdoors, and don't short circuit in the [[rain]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A powered hydroponics basin acts as a terrain with 280% soil [[fertility]], twice that of rich soil. The exact speed boost depends on the [[Property:Fertility_Sensitivity|Fertility Sensitivity]] of the plant in question. For example, [[rice plant|rice]] gets the full 280% effect, while [[potato plant|potatoes]] won't benefit nearly as much.&lt;br /&gt;
&lt;br /&gt;
Hdroponics basins are placed on the ground, and default to planting [[rice plant]]s. In order to function, they require 70 watts of [[power]], day and night. This is ''absolutely critical'', as when unpowered, its plants will wither very quickly. They can't be uninstalled, only deconstructed for half their value as usual. Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very &amp;quot;dirty&amp;quot; prospect.&lt;br /&gt;
&lt;br /&gt;
Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate [[temperature]], you must grow indoors, under a roof, and use a building like a [[heater]]. The [[sun lamp]] is required to provide light in the absence of sunlight (due to the roof). Note that [[standing lamp]]s aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not &amp;quot;stack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will automatically plant only 1 type of plant per basin. The following plants can be grown in hydroponics basins: &lt;br /&gt;
&amp;lt;!-- basic plants listed in in-game order, then Ideology plants --&amp;gt;&lt;br /&gt;
{|width=&amp;quot;600&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Rice plant|Rice]]&lt;br /&gt;
* [[Potato plant|Potatoes]]&lt;br /&gt;
* [[Strawberry plant|Strawberries]]&lt;br /&gt;
* [[Healroot]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cotton plant]]&lt;br /&gt;
* [[Hop plant]]&lt;br /&gt;
* [[Psychoid plant]]&lt;br /&gt;
* [[Smokeleaf plant]]&lt;br /&gt;
|&lt;br /&gt;
* [[Fibercorn]]{{IdeologyIcon}}&lt;br /&gt;
* [[Nutrifungus]]{{IdeologyIcon}}&lt;br /&gt;
* [[Tinctoria]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:SunlampHydroponics.png|350px|thumb|right]]&lt;br /&gt;
Hydroponics basins can almost triple (280%) the output compared to standard fields on the same footprint. This alone makes them a no-brainer for many players. However, this output comes at nearly triple the labour - hydroponics only increases growth rate, not harvest yield. So if growers and harvesters are already in high demand, then adding hydroponics won't help. Also, hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like [[potato plant|potatoes]].&lt;br /&gt;
&lt;br /&gt;
Power is absoultely critical to use, as plants will quickly die without it. It is recommended to have [[Battery|batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]].  A long [[Events#Solar Flare|solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.&lt;br /&gt;
&lt;br /&gt;
Not all crops may grow in hydroponics. The following plants can't be grown in a hydroponics basin:&lt;br /&gt;
&amp;lt;!--{{#ask: [[sowTags::!~*Hydroponic*]] [[Type2::!Tree]] [[Type2::!Decorative]]}}--&amp;gt;&lt;br /&gt;
* [[Corn plant|Corn]]&lt;br /&gt;
* [[Haygrass]]&lt;br /&gt;
* [[Cocoa tree]]&lt;br /&gt;
* [[Devilstrand mushroom]]&lt;br /&gt;
&lt;br /&gt;
When making a &amp;quot;greenhouse&amp;quot;, you must consider other plant needs. [[Temperature]] is a key issue when growing crops; it can only be changed when indoors and under a roof. Once in a room, [[heater]]s and [[cooler]]s are the best ways of regulating temperature. [[Sun lamp]]s are required to grow most crops (all crops in the base game) under a roof, in the absence of sunlight. Sun lamps in particular consume a large amount of power, so that must be taken into consideration.&lt;br /&gt;
&lt;br /&gt;
The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function, which saves a lot of power. Fibercorn can grow under a standing lamp (requiring only 30% light), and Nutrifungus must not have any light. However, their extremely low Fertility Sensitivity makes building hydroponics basins rather questionable.&lt;br /&gt;
&lt;br /&gt;
=== Sun lamp arrangement ===&lt;br /&gt;
{{For|additional analysis|Sun lamp}}&lt;br /&gt;
It is possible to fit 24 hydroponics basins inside the &amp;quot;brightly lit&amp;quot; area of a sun lamp with the following configuration:&lt;br /&gt;
&lt;br /&gt;
This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W, &lt;br /&gt;
so three Solar Generators (and a few [[Battery|Batteries]]) or one Geothermal generator (plus a little help) are needed to power it. &lt;br /&gt;
&lt;br /&gt;
If there is a roof over the hydroponics area, it may be wise to use the four empty tiles for roof support columns.  This is not necessary if there are supports immediately outside the sun lamp's radius. These tiles could also be used for [[plant pot]]s or [[sculptures|art]] to boost growers' [[mood]].&lt;br /&gt;
&lt;br /&gt;
=== Outdoors ===&lt;br /&gt;
Alternatively, you can opt to put all your hydroponics basins outdoors, using the natural light outside to grow plants. This negates the controlled temperature and light level advantage of indoor greenhouses, but saves a great deal of power.&lt;br /&gt;
&lt;br /&gt;
This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Growing zone]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them.&lt;br /&gt;
*Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldHydroponics.png|The Old Hydroponics Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5duxex6c9222rnx&amp;topic_revId=x5duxex6c9222rnx&amp;action=single-view</id>
		<title>Topic:X5ds7qsvhao9cvbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5duxex6c9222rnx&amp;topic_revId=x5duxex6c9222rnx&amp;action=single-view"/>
		<updated>2022-10-20T23:50:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5ds7qsvhao9cvbh&amp;amp;topic_showPostId=x5duxex6c9222rnx#flow-post-x5duxex6c9222rnx&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;MediaWiki is far from perfect and we have to deal with that sometimes... Now read carefully about TOC.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5duuuap2z3kdvv1&amp;topic_revId=x5duuuap2z3kdvv1&amp;action=single-view</id>
		<title>Topic:X5ds7qsvhao9cvbh</title>
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		<updated>2022-10-20T23:49:22Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5ds7qsvhao9cvbh&amp;amp;topic_showPostId=x5duuuap2z3kdvv1#flow-post-x5duuuap2z3kdvv1&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;You said nothing about TOC before. You said nothing about TOC once again.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;diff=111611</id>
		<title>Hydroponics basin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;diff=111611"/>
		<updated>2022-10-20T23:44:08Z</updated>

		<summary type="html">&lt;p&gt;Pawn: important&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
| name = Hydroponics basin&lt;br /&gt;
| image = HydroponicsTable.png&lt;br /&gt;
| imagesize = 250px&lt;br /&gt;
| description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 4&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 180&lt;br /&gt;
| cleanliness = -3&lt;br /&gt;
| power = -70&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Hydroponics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 2800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''hydroponics basin''' is a [[production]] building that provides a highly fertile area for growing [[crop]]s fast and in areas that otherwise would not support them..&lt;br /&gt;
&lt;br /&gt;
Plants in Hydroponics basin will [[?]] and loose HP without [[Power|power source]]... This may happen because of [[Events#Solar flare|solar flare]]...&lt;br /&gt;
&lt;br /&gt;
Hydroponics basins work indoors and outdoors, and don't short circuit in the [[rain]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A powered hydroponics basin acts as a terrain with 280% soil [[fertility]], twice that of rich soil. The exact speed boost depends on the [[Property:Fertility_Sensitivity|Fertility Sensitivity]] of the plant in question. For example, [[rice plant|rice]] gets the full 280% effect, while [[potato plant|potatoes]] won't benefit nearly as much.&lt;br /&gt;
&lt;br /&gt;
Hdroponics basins are placed on the ground, and default to planting [[rice plant]]s. In order to function, they require 70 watts of [[power]], day and night. This is ''absolutely critical'', as when unpowered, its plants will wither very quickly. They can't be uninstalled, only deconstructed for half their value as usual. Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very &amp;quot;dirty&amp;quot; prospect.&lt;br /&gt;
&lt;br /&gt;
Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate [[temperature]], you must grow indoors, under a roof, and use a building like a [[heater]]. The [[sun lamp]] is required to provide light in the absence of sunlight (due to the roof). Note that [[standing lamp]]s aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not &amp;quot;stack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will automatically plant only 1 type of plant per basin. The following plants can be grown in hydroponics basins: &lt;br /&gt;
&amp;lt;!-- basic plants listed in in-game order, then Ideology plants --&amp;gt;&lt;br /&gt;
{|width=&amp;quot;600&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Rice plant|Rice]]&lt;br /&gt;
* [[Potato plant|Potatoes]]&lt;br /&gt;
* [[Strawberry plant|Strawberries]]&lt;br /&gt;
* [[Healroot]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cotton plant]]&lt;br /&gt;
* [[Hop plant]]&lt;br /&gt;
* [[Psychoid plant]]&lt;br /&gt;
* [[Smokeleaf plant]]&lt;br /&gt;
|&lt;br /&gt;
* [[Fibercorn]]{{IdeologyIcon}}&lt;br /&gt;
* [[Nutrifungus]]{{IdeologyIcon}}&lt;br /&gt;
* [[Tinctoria]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:SunlampHydroponics.png|350px|thumb|right]]&lt;br /&gt;
Hydroponics basins can almost triple (280%) the output compared to standard fields on the same footprint. This alone makes them a no-brainer for many players. However, this output comes at nearly triple the labour - hydroponics only increases growth rate, not harvest yield. So if growers and harvesters are already in high demand, then adding hydroponics won't help. Also, hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like [[potato plant|potatoes]].&lt;br /&gt;
&lt;br /&gt;
Power is absoultely critical to use, as plants will quickly die without it. It is recommended to have [[Battery|batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]].  A long [[Events#Solar Flare|solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.&lt;br /&gt;
&lt;br /&gt;
Not all crops may grow in hydroponics. The following plants can't be grown in a hydroponics basin:&lt;br /&gt;
&amp;lt;!--{{#ask: [[sowTags::!~*Hydroponic*]] [[Type2::!Tree]] [[Type2::!Decorative]]}}--&amp;gt;&lt;br /&gt;
* [[Corn plant|Corn]]&lt;br /&gt;
* [[Haygrass]]&lt;br /&gt;
* [[Cocoa tree]]&lt;br /&gt;
* [[Devilstrand mushroom]]&lt;br /&gt;
&lt;br /&gt;
When making a &amp;quot;greenhouse&amp;quot;, you must consider other plant needs. [[Temperature]] is a key issue when growing crops; it can only be changed when indoors and under a roof. Once in a room, [[heater]]s and [[cooler]]s are the best ways of regulating temperature. [[Sun lamp]]s are required to grow most crops (all crops in the base game) under a roof, in the absence of sunlight. Sun lamps in particular consume a large amount of power, so that must be taken into consideration.&lt;br /&gt;
&lt;br /&gt;
The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function, which saves a lot of power. Fibercorn can grow under a standing lamp (requiring only 30% light), and Nutrifungus must not have any light. However, their extremely low Fertility Sensitivity makes building hydroponics basins rather questionable.&lt;br /&gt;
&lt;br /&gt;
=== Sun lamp arrangement ===&lt;br /&gt;
{{For|additional analysis|Sun lamp}}&lt;br /&gt;
It is possible to fit 24 hydroponics basins inside the &amp;quot;brightly lit&amp;quot; area of a sun lamp with the following configuration:&lt;br /&gt;
&lt;br /&gt;
This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W, &lt;br /&gt;
so three Solar Generators (and a few [[Battery|Batteries]]) or one Geothermal generator (plus a little help) are needed to power it. &lt;br /&gt;
&lt;br /&gt;
If there is a roof over the hydroponics area, it may be wise to use the four empty tiles for roof support columns.  This is not necessary if there are supports immediately outside the sun lamp's radius. These tiles could also be used for [[plant pot]]s or [[sculptures|art]] to boost growers' [[mood]].&lt;br /&gt;
&lt;br /&gt;
=== Outdoors ===&lt;br /&gt;
Alternatively, you can opt to put all your hydroponics basins outdoors, using the natural light outside to grow plants. This negates the controlled temperature and light level advantage of indoor greenhouses, but saves a great deal of power.&lt;br /&gt;
&lt;br /&gt;
This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Growing zone]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them.&lt;br /&gt;
*Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldHydroponics.png|The Old Hydroponics Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;diff=111610</id>
		<title>Hydroponics basin</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;diff=111610"/>
		<updated>2022-10-20T23:41:48Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
| name = Hydroponics basin&lt;br /&gt;
| image = HydroponicsTable.png&lt;br /&gt;
| imagesize = 250px&lt;br /&gt;
| description = An artificial nutrient bath for growing plants. The nutrients pumps must work continuously; the plants will die if power is cut.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 30&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.3&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 4&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 180&lt;br /&gt;
| cleanliness = -3&lt;br /&gt;
| power = -70&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Hydroponics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 2800&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''hydroponics basin''' is a [[production]] building that provides a highly fertile area for growing [[crop]]s fast and in areas that otherwise would not support them..&lt;br /&gt;
&lt;br /&gt;
Plants in Hydroponics basin will [[?]] and loose HP without [[Power|power source]]... This may happen because of [[Events#Solar flare|solar flare]]...&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Hydroponics basins can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A powered hydroponics basin acts as a terrain with 280% soil [[fertility]], twice that of rich soil. The exact speed boost depends on the [[Property:Fertility_Sensitivity|Fertility Sensitivity]] of the plant in question. For example, [[rice plant|rice]] gets the full 280% effect, while [[potato plant|potatoes]] won't benefit nearly as much.&lt;br /&gt;
&lt;br /&gt;
Hdroponics basins are placed on the ground, and default to planting [[rice plant]]s. In order to function, they require 70 watts of [[power]], day and night. This is ''absolutely critical'', as when unpowered, its plants will wither very quickly. Basins work indoors and outdoors, and don't short circuit in the [[rain]]. They can't be uninstalled, only deconstructed for half their value as usual. Each basin has a [[cleanliness]] value of -3, making a large hydroponics farm a very &amp;quot;dirty&amp;quot; prospect.&lt;br /&gt;
&lt;br /&gt;
Hydroponics only provides soil fertility, so all other plant growth conditions must be met. This isn't a problem in the growing season while outdoors, but in order to regulate [[temperature]], you must grow indoors, under a roof, and use a building like a [[heater]]. The [[sun lamp]] is required to provide light in the absence of sunlight (due to the roof). Note that [[standing lamp]]s aren't suitable for crop growth: plants require at least 51% light, while standing lamps provide a maximum of 50% lighting and do not &amp;quot;stack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Colonists will automatically plant only 1 type of plant per basin. The following plants can be grown in hydroponics basins: &lt;br /&gt;
&amp;lt;!-- basic plants listed in in-game order, then Ideology plants --&amp;gt;&lt;br /&gt;
{|width=&amp;quot;600&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Rice plant|Rice]]&lt;br /&gt;
* [[Potato plant|Potatoes]]&lt;br /&gt;
* [[Strawberry plant|Strawberries]]&lt;br /&gt;
* [[Healroot]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cotton plant]]&lt;br /&gt;
* [[Hop plant]]&lt;br /&gt;
* [[Psychoid plant]]&lt;br /&gt;
* [[Smokeleaf plant]]&lt;br /&gt;
|&lt;br /&gt;
* [[Fibercorn]]{{IdeologyIcon}}&lt;br /&gt;
* [[Nutrifungus]]{{IdeologyIcon}}&lt;br /&gt;
* [[Tinctoria]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
[[File:SunlampHydroponics.png|350px|thumb|right]]&lt;br /&gt;
Hydroponics basins can almost triple (280%) the output compared to standard fields on the same footprint. This alone makes them a no-brainer for many players. However, this output comes at nearly triple the labour - hydroponics only increases growth rate, not harvest yield. So if growers and harvesters are already in high demand, then adding hydroponics won't help. Also, hydroponics has a much weaker effect on plants with lower fertillity sensitivity, like [[potato plant|potatoes]].&lt;br /&gt;
&lt;br /&gt;
Power is absoultely critical to use, as plants will quickly die without it. It is recommended to have [[Battery|batteries]] and/or alternative power sources in the case of [[Events#Breakdown|breakdowns]] and [[Events#ZZZtt...|conduit explosions]].  A long [[Events#Solar Flare|solar flare]] will kill all hydroponic crops, though colonists can harvest crops to prevent a total loss.&lt;br /&gt;
&lt;br /&gt;
Not all crops may grow in hydroponics. The following plants can't be grown in a hydroponics basin:&lt;br /&gt;
&amp;lt;!--{{#ask: [[sowTags::!~*Hydroponic*]] [[Type2::!Tree]] [[Type2::!Decorative]]}}--&amp;gt;&lt;br /&gt;
* [[Corn plant|Corn]]&lt;br /&gt;
* [[Haygrass]]&lt;br /&gt;
* [[Cocoa tree]]&lt;br /&gt;
* [[Devilstrand mushroom]]&lt;br /&gt;
&lt;br /&gt;
When making a &amp;quot;greenhouse&amp;quot;, you must consider other plant needs. [[Temperature]] is a key issue when growing crops; it can only be changed when indoors and under a roof. Once in a room, [[heater]]s and [[cooler]]s are the best ways of regulating temperature. [[Sun lamp]]s are required to grow most crops (all crops in the base game) under a roof, in the absence of sunlight. Sun lamps in particular consume a large amount of power, so that must be taken into consideration.&lt;br /&gt;
&lt;br /&gt;
The DLC-exclusive plants [[Fibercorn]]{{IdeologyIcon}} and [[Nutrifungus]]{{IdeologyIcon}} do not require a sun lamp to function, which saves a lot of power. Fibercorn can grow under a standing lamp (requiring only 30% light), and Nutrifungus must not have any light. However, their extremely low Fertility Sensitivity makes building hydroponics basins rather questionable.&lt;br /&gt;
&lt;br /&gt;
=== Sun lamp arrangement ===&lt;br /&gt;
{{For|additional analysis|Sun lamp}}&lt;br /&gt;
It is possible to fit 24 hydroponics basins inside the &amp;quot;brightly lit&amp;quot; area of a sun lamp with the following configuration:&lt;br /&gt;
&lt;br /&gt;
This Setup will use 4580W at day and 1680W at night. A [[Solar generator]] produces 1700W and a [[Geothermal generator]] 3600W, &lt;br /&gt;
so three Solar Generators (and a few [[Battery|Batteries]]) or one Geothermal generator (plus a little help) are needed to power it. &lt;br /&gt;
&lt;br /&gt;
If there is a roof over the hydroponics area, it may be wise to use the four empty tiles for roof support columns.  This is not necessary if there are supports immediately outside the sun lamp's radius. These tiles could also be used for [[plant pot]]s or [[sculptures|art]] to boost growers' [[mood]].&lt;br /&gt;
&lt;br /&gt;
=== Outdoors ===&lt;br /&gt;
Alternatively, you can opt to put all your hydroponics basins outdoors, using the natural light outside to grow plants. This negates the controlled temperature and light level advantage of indoor greenhouses, but saves a great deal of power.&lt;br /&gt;
&lt;br /&gt;
This method is very effective, for example, in an Extreme Desert which has a year-round growing season but not much available soil.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Growing zone]]&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Balanced down hydroponics growth rate.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Fertility increase and requires power or the plants die. You can also now set what to grow on them.&lt;br /&gt;
*Since Beta 19 it now requires components to build, and the default crop was changed to rice (from potatoes). It also received a remodel.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldHydroponics.png|The Old Hydroponics Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Food Production]] [[Category:Drug Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5ds7qsvhembkz9p&amp;topic_revId=x5ds7qsvhembkz9p&amp;action=single-view</id>
		<title>Topic:X5ds7qsvhao9cvbh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5ds7qsvhao9cvbh&amp;topic_postId=x5ds7qsvhembkz9p&amp;topic_revId=x5ds7qsvhembkz9p&amp;action=single-view"/>
		<updated>2022-10-20T23:01:56Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5ds7qsvhao9cvbh&amp;amp;topic_showPostId=x5ds7qsvhembkz9p#flow-post-x5ds7qsvhembkz9p&quot;&gt;commented&lt;/a&gt; on &quot;Difficult as hell to work with&quot; (&lt;em&gt;Example This important sentence now appears after TOC Do you even read after you make these edits?&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5ds2mr7xxfkhnrh&amp;topic_postId=x5ds2mr7y1dmprpp&amp;topic_revId=x5ds2mr7y1dmprpp&amp;action=single-view</id>
		<title>Topic:X5ds2mr7xxfkhnrh</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5ds2mr7xxfkhnrh&amp;topic_postId=x5ds2mr7y1dmprpp&amp;topic_revId=x5ds2mr7y1dmprpp&amp;action=single-view"/>
		<updated>2022-10-20T22:59:23Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Pawn&quot; class=&quot;mw-userlink&quot; title=&quot;User:Pawn&quot;&gt;&lt;bdi&gt;Pawn&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Pawn&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Pawn&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Pawn&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Pawn&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:X5ds2mr7xxfkhnrh&amp;amp;topic_showPostId=x5ds2mr7y1dmprpp#flow-post-x5ds2mr7y1dmprpp&quot;&gt;commented&lt;/a&gt; on &quot;Text is lost&quot; (&lt;em&gt;https://rimworldwiki.com/index.php?title=Hydroponics_basin&amp;amp;diff=111601&amp;amp;oldid=111545&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corn_plant&amp;diff=111599</id>
		<title>Corn plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corn_plant&amp;diff=111599"/>
		<updated>2022-10-20T22:44:06Z</updated>

		<summary type="html">&lt;p&gt;Pawn: |blockswind = false&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|plant|&lt;br /&gt;
|name = Corn plant&lt;br /&gt;
|image = Corn_plant.png|Corn Plant&lt;br /&gt;
|description = A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|hp = 150&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 11.3&lt;br /&gt;
|sow work = 170&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = corn&lt;br /&gt;
|yield = 22&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.4&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
The '''corn plant''' has a long growing cycle and a very high yield of 22 pieces of [[corn]]. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than [[rice]]), but requires the least farming labor to maintain due to its long growing cycle. &lt;br /&gt;
&lt;br /&gt;
Like most [[domesticated plants]], they are subject to [[blight]].&lt;br /&gt;
&lt;br /&gt;
== Temperatures ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* All Corn plants survive {{Temperature|-8}}&lt;br /&gt;
* The first Corn plants die at {{Temperature|-11}}&lt;br /&gt;
* Some Corn plants die around {{Temperature|-11|-14}}&lt;br /&gt;
* Every 2nd died around {{Temperature|-16}}&lt;br /&gt;
* Most Corn plants die around {{Temperature|-18}}&lt;br /&gt;
* All Corn plants die around {{Temperature|-19}}&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
The following table details how long it takes for corn plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
In regular soil, corn plants provide slightly less nutrition per day than [[rice plant]]s (97%) and slightly more than [[potato plant]]s (102%). Their primary advantage is their incredible labor efficiency: corn provides {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Potato plant|Harvest Yield}}/({{Q|Potato plant|Harvest Work}}+{{Q|Potato plant|Sow Work}})) *100 round 0 }}% the [[nutrition]] per work of potatoes, and {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Rice plant|Harvest Yield}}/({{Q|Rice plant|Harvest Work}}+{{Q|Rice plant|Sow Work}})) *100 round 0 }}% that of rice. &lt;br /&gt;
&lt;br /&gt;
However, these long harvest cycles also mean that losing a single harvest to [[blight]], fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. And depending on the climate, corn might not reach maturity before winter hits.  If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.&lt;br /&gt;
&lt;br /&gt;
Corn is arguably the most time efficient means of generating wealth. It takes 370 ticks to grow and harvest, and yields 24.2 wealth for the effort. A colonist with a pair of field hands, a circadian half cycler, and a nuclear stomach can plant/harvest ~25 plants per hour, for 20 hours a day with good optimization. In practice this can yield 10,000 wealth worth of corn per day. Hauling, processing, and selling that much corn is another matter, though.  &lt;br /&gt;
&lt;br /&gt;
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.3 -&amp;gt; 0.4&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cotton_plant&amp;diff=111594</id>
		<title>Cotton plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cotton_plant&amp;diff=111594"/>
		<updated>2022-10-20T22:37:58Z</updated>

		<summary type="html">&lt;p&gt;Pawn: |blockswind = false&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|plant|&lt;br /&gt;
|name = Cotton plant&lt;br /&gt;
|image = Cotton_plant.png|Cotton Plant&lt;br /&gt;
|description = A mid-size crop that yields fine white cotton fibers. These are used to make cloth.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|hp = 85&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 8&lt;br /&gt;
|sow work = 170&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = cloth&lt;br /&gt;
|yield = 10&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.2&lt;br /&gt;
|sowTags = Ground, Hydroponic&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''cotton plant''' is a player-growable production crop with a moderate yield and slightly longer growing cycle. A mature cotton plant yields 10 [[cloth]].}}&lt;br /&gt;
&lt;br /&gt;
== Temperatures ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* All Cotton plants survive {{Temperature|-10}}&lt;br /&gt;
* The first Corn plants die at {{Temperature|-11}}&lt;br /&gt;
* Some Cotton plant die around {{Temperature|-11}}&lt;br /&gt;
* Every 2nd died around {{Temperature|-14|-15}}&lt;br /&gt;
* Most Cotton plants die around {{Temperature|-16|-18}}&lt;br /&gt;
* All Cotton plants die around {{Temperature|-19}}&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
Cotton plants have a base growing time of {{P|Grow Days}} days, need a minimum soil fertility of {{#expr:{{P|Fertility Min}}*100}}%, and have a fertility sensitivity rating of {{#expr:{{P|Fertility Sensitivity}}*100}}%. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
First, be aware that the cotton plant's raw product is &amp;quot;[[cloth]]&amp;quot;.  There is no intermediary product or process, no bales of raw cotton which then need to be cleaned, spun, woven, etc. - in Rimworld, cloth comes off the plant ready for the tailor, sitting in big piles out in your cotton fields. &lt;br /&gt;
&lt;br /&gt;
Cloth has a market value of 1.9 [[silver]]. The final product with the largest profit margin is a [[duster]], having a 1.32%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt; &lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.71&lt;br /&gt;
| 0.89&lt;br /&gt;
| 1.14&lt;br /&gt;
| 1.71&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.72&lt;br /&gt;
| 0.91&lt;br /&gt;
| 1.16&lt;br /&gt;
| 1.73&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Normal quality cloth dusters are actually profitable when compared to [[devilstrand]] dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corpse&amp;diff=111593</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corpse&amp;diff=111593"/>
		<updated>2022-10-20T22:28:08Z</updated>

		<summary type="html">&lt;p&gt;Pawn: /* Butchering &amp;amp; Shredding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Cleanup, utility, linking, and general content.}}&lt;br /&gt;
A '''corpse''' is the dead body of a [[human]], [[animal]] or [[mechanoid]].&lt;br /&gt;
&lt;br /&gt;
Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[beauty|ugly]] to look at and also [[cleanliness|dirty]].&lt;br /&gt;
&lt;br /&gt;
Most corpses will [[Deterioration|deteriorate]] with the usual conditions...&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Corpses are obtained whenever something dies. They reflect what they had in life; missing limbs will affect a corpse's yield.&lt;br /&gt;
&lt;br /&gt;
Certain means of death may destroy the corpse, or deal so much damage that there is nothing left to see.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Corpses provide negative [[beauty]] while on the ground, worse than most items. All corpses have a Missing Body Parts value.&lt;br /&gt;
&lt;br /&gt;
=== Organic corpses ===&lt;br /&gt;
The corpses of organic life (e.g. non-[[mechanoid]]s) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intesitity for pawns with the [[Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food.&lt;br /&gt;
&lt;br /&gt;
Organic corpses will quickly rot{{Check Tag|What time?}} if left above freezing [[temperature]], {{temperature|0}}. Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|AI Storyteller settings]], and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. Rotten corpses cannot be eaten or butchered.&lt;br /&gt;
&lt;br /&gt;
Colonists who see a human corpse will receive negative thoughts, which are worse if the corpse is rotten. Colonists with the [[Cannibal]] or [[Psychopath]] don't mind fresh corpses. Those with [[Bloodlust]] are completely immune, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the &amp;quot;Corpses: Don't Care&amp;quot; precept.&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; Shredding ===&lt;br /&gt;
Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further. &lt;br /&gt;
&lt;br /&gt;
When butchering [[human]] corpses, '''most butchers (except with [[Traits#Psychopath|&amp;quot;Psychopath&amp;quot; trait]]) will get a -6 [[Mood#I butchered humanlike|I butchered humanlike]] moodlet and a -6 [[Mood#We butchered humanlike|We butchered humanlike]] for others colonist(s)'''.&lt;br /&gt;
&lt;br /&gt;
How much is determined on a variety of factors including: &lt;br /&gt;
* The base [[Meat Amount]] and [[Leather Amount]] of the animal, which also varies with maturity&lt;br /&gt;
* The [[butchery efficiency]] of the cook butchering&lt;br /&gt;
* A 66% multiplier for damaged corpses  i.e. any animal not [[tame]]d and then cleanly slaughtered. {{Check Tag|Fact Check|Version change-log only mentions meat - needs confirmation that it doesn't affect leather}}&lt;br /&gt;
* A percentage multiplier for lost body parts&lt;br /&gt;
* A 70% multiplier if using a butcher spot instead of a table.&lt;br /&gt;
Butchering requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s.&lt;br /&gt;
&lt;br /&gt;
For the former penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. There is no further penalty for working with [[human resources]] until actually eaten or worn.&lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. The amount depends on which mechanoid you're shredding, as well as [[Mechanoid Shredding Efficiency]], itself reliant on Crafting [[skill]], whenever a machining table is used, and other factors. This requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. &lt;br /&gt;
&lt;br /&gt;
In both cases, having more missing parts means less yield.&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
The following methods can dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; Feeding ===&lt;br /&gt;
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering &amp;amp; Shredding]] above for details.&lt;br /&gt;
&lt;br /&gt;
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food.&lt;br /&gt;
&lt;br /&gt;
=== Manual Destruction ===&lt;br /&gt;
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use [[frag grenade]]s, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them.&lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Burying ===&lt;br /&gt;
Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. &lt;br /&gt;
&lt;br /&gt;
They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[Psycasts#Psyfocus|meditation]] {{RoyaltyIcon}} of the Morbid type. They will also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available even without burying, and colonists may visit graves that are far away.&lt;br /&gt;
&lt;br /&gt;
Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.&lt;br /&gt;
&lt;br /&gt;
The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Burning ===&lt;br /&gt;
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work {{Check Tag|Fact Check}}, and the crematorium itself requires 250 W of power to function. &lt;br /&gt;
&lt;br /&gt;
If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hopper&amp;diff=111592</id>
		<title>Hopper</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hopper&amp;diff=111592"/>
		<updated>2022-10-20T22:24:10Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Format standarisation}}{{image wanted|reason=Updated images, image with all possible hopper locations etc.}}&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Hopper&lt;br /&gt;
|image = Hopper.png|Hopper&lt;br /&gt;
|description = Holds resources for use by machines like nutrient paste dispensers.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Production&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
|minifiable = false&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = 0.5&lt;br /&gt;
|hp = 100&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Nutrient paste&lt;br /&gt;
|work to make = 300&lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 15&lt;br /&gt;
}}&lt;br /&gt;
A '''hopper''' (or ''storage'' per deterioration [[Menus#Messages_2|message]]) is a [[production]] building needed to store and feed raw food to a [[nutrient paste dispenser]]. At least one hopper is necessary for the dispenser to work.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Hoppers can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
Hoppers can only be constructed next to, and with the side spout facing, a nutrient paste dispenser. The hopper blueprint will turn from red to green to indicate proper placement. &lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Hoppers can be installed along any side of the nutrient dispenser, except the interaction spot (front center). As such, with diagonally connecting walls, a total of 13 hoppers could service a single nutrient paste dispenser, resulting in a maximum total amount of 975 foodstuffs being available for processing through the dispenser, or almost 100 meals.&lt;br /&gt;
&lt;br /&gt;
Hoppers are a specialized type of [[Zone/Area#Stockpile zone|Stockpile Zone]] for foodstuffs only. Once a hopper is selected, you can click the &amp;quot;Storage&amp;quot; tab which opens a menu where you can set the priority and resources of choice, similar to any zone. &lt;br /&gt;
&lt;br /&gt;
Despite the limitations in the stockpile selection, the machine will consume ''any'' type of food (except hay), including all biological corpses and [[kibble]], if the food happens to be dropped ''on top'' of an existing hopper or if a hopper is built on top of them. Unbutchered corpses, along with any [[equipment]] will be entirely consumed by the machine, and only a single meal will be produced making this an incredibly wasteful production method. Make sure to clear any space for a new hopper if you do not want this to happen.&lt;br /&gt;
&lt;br /&gt;
It is possible to force food on top of a hopper by taking it to a pawn's inventory, positioning the pawn directly north of the hopper, and then manually dropping it in front of the hopper.  This allows for reprocessing meals as well as producing meals out of kibble. In both instances, this will also remove any ingredient penalties at the same time.  &lt;br /&gt;
&lt;br /&gt;
A single hopper can only hold one type of food at a time, and the normal stack size restrictions are observed, so multiple hoppers may be desirable, and at least 2 are recommended. With few hoppers, small quantities of food can be placed in all of the hoppers, preventing sufficient food being available to the dispenser to produce a meal by disallowing stacking. This can occur even when there is enough food present in the colony as a whole. Having multiple hoppers allows small stacks of foodstuff to be consumed by the machine, which has no problem combining sources from different hoppers, and makes it less likely that every hopper will have a small quantity of food added to it. Should this &amp;quot;jamming&amp;quot; occur and adding hoppers be infeasible, the existing hoppers will need to be emptied before more of a different foodstuff can be added. &lt;br /&gt;
&lt;br /&gt;
Meals draw from hoppers in priority of food that is the closest to spoiling at the time the meal is prepared.  The NPD has no problem drawing from multiple hoppers to total &amp;quot;10&amp;quot; foodstuff to create a meal.&lt;br /&gt;
&lt;br /&gt;
Pawns with hauling jobs will treat the hoppers no differently from any other &amp;quot;storage zone&amp;quot;, and cooks may take raw food from them in order to cook meals.&lt;br /&gt;
&lt;br /&gt;
Since neither hoppers nor NPD's can be uninstalled but only deconstructed, ''plan carefully'' for placement of both the NPD and your preferred number of hoppers, plus room for haulers to load the hoppers.&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:Nutrient paste dispenser no hopper.png|'''When you build a NPD, the game will notify that a hopper is needed'''&lt;br /&gt;
File:Hopper storage cropped.png|'''Hopper storage menu to select ingredients'''&lt;br /&gt;
File:Nutrient paste dispenser with hopper.png|'''Hopper mouse indicator will turn from red to green for correct placement and colonists will pick NP meals from the dispenser'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OldHopper.png|The Old Hopper Texture&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Food Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corn_plant&amp;diff=111591</id>
		<title>Corn plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corn_plant&amp;diff=111591"/>
		<updated>2022-10-20T22:21:07Z</updated>

		<summary type="html">&lt;p&gt;Pawn: Like most domesticated plants, they are subject to blight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|plant|&lt;br /&gt;
|name = Corn plant&lt;br /&gt;
|image = Corn_plant.png|Corn Plant&lt;br /&gt;
|description = A tall grain plant which produces ears of soft, edible seeds. While corn takes a long time to grow, it yields lots of food compared to other crops. Harvested corn takes a long time to spoil.&lt;br /&gt;
|type = Plant&lt;br /&gt;
|type2 = Domesticated&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|hp = 150&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|beauty outdoors = 1&lt;br /&gt;
|grow days = 11.3&lt;br /&gt;
|sow work = 170&lt;br /&gt;
|harvest work = 200&lt;br /&gt;
|product = corn&lt;br /&gt;
|yield = 22&lt;br /&gt;
|min fertility = 0.7&lt;br /&gt;
|fertility sensitivity = 1&lt;br /&gt;
|nutrition = 0.4&lt;br /&gt;
|sowTags = Ground&lt;br /&gt;
}}&lt;br /&gt;
The '''corn plant''' has a long growing cycle and a very high yield of 22 pieces of [[corn]]. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 70%, and have a fertility sensitivity rating of 100%. Corn has the second-highest base yield per day (approx. 2.7% less than [[rice]]), but requires the least farming labor to maintain due to its long growing cycle. &lt;br /&gt;
&lt;br /&gt;
Like most [[domesticated plants]], they are subject to [[blight]].&lt;br /&gt;
&lt;br /&gt;
== Temperatures ==&lt;br /&gt;
&lt;br /&gt;
* Maximum growth temperature {{Temperature|58}}&lt;br /&gt;
* Minimum growth temperature {{Temperature|0}}&lt;br /&gt;
* All Corn plants survive {{Temperature|-8}}&lt;br /&gt;
* The first Corn plants die at {{Temperature|-11}}&lt;br /&gt;
* Some Corn plants die around {{Temperature|-11|-14}}&lt;br /&gt;
* Every 2nd died around {{Temperature|-16}}&lt;br /&gt;
* Most Corn plants die around {{Temperature|-18}}&lt;br /&gt;
* All Corn plants die around {{Temperature|-19}}&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
The following table details how long it takes for corn plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
{{Grow Table}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
In regular soil, corn plants provide slightly less nutrition per day than [[rice plant]]s (97%) and slightly more than [[potato plant]]s (102%). Their primary advantage is their incredible labor efficiency: corn provides {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Potato plant|Harvest Yield}}/({{Q|Potato plant|Harvest Work}}+{{Q|Potato plant|Sow Work}})) *100 round 0 }}% the [[nutrition]] per work of potatoes, and {{#expr: ({{P|Harvest Yield}}/({{P|Harvest Work}}+{{P|Sow Work}}))/({{Q|Rice plant|Harvest Yield}}/({{Q|Rice plant|Harvest Work}}+{{Q|Rice plant|Sow Work}})) *100 round 0 }}% that of rice. &lt;br /&gt;
&lt;br /&gt;
However, these long harvest cycles also mean that losing a single harvest to [[blight]], fire, cold snaps, or other misfortune is far more consequential than losing a crop of faster-growing plants. And depending on the climate, corn might not reach maturity before winter hits.  If your harvest comes in mid-fall, you may want to either forbid sowing to save labour or temporarily switch to rice in order to get a little more food. It's also recommended to either keep an emergency food stockpile or other alternative food source on hand in case of crop loss. When possible, planting in rich soil will help mitigate the weaknesses associated with its long grow time, while planting in low-fertility soil will exacerbate them.&lt;br /&gt;
&lt;br /&gt;
Corn is arguably the most time efficient means of generating wealth. It takes 370 ticks to grow and harvest, and yields 24.2 wealth for the effort. A colonist with a pair of field hands, a circadian half cycler, and a nuclear stomach can plant/harvest ~25 plants per hour, for 20 hours a day with good optimization. In practice this can yield 10,000 wealth worth of corn per day. Hauling, processing, and selling that much corn is another matter, though.  &lt;br /&gt;
&lt;br /&gt;
Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - added.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.3 -&amp;gt; 0.4&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=111590</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=111590"/>
		<updated>2022-10-20T22:02:32Z</updated>

		<summary type="html">&lt;p&gt;Pawn: |blockswind = false&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
|blockswind = false&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
Electric smelters are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills, but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work. Weapons and armor can be smelted to return 25% of their crafting cost, minus [[component]]s or [[advanced component]]s, after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. The smelter also has the option to destroy weapons and apparel for no gain, which works even for nonmetallic items.&lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness.&lt;br /&gt;
&lt;br /&gt;
Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items (under 60% health remaining, the value of an item drops rapidly after 60 percent) are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}}|Locust armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=111589</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=111589"/>
		<updated>2022-10-20T22:01:48Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|production|&lt;br /&gt;
| name = Electric smelter&lt;br /&gt;
| image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 180&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| power = -700&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (217, 112, 33)&lt;br /&gt;
| heatpersecond = 9&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| thingCategories = BuildingsProduction&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 3500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 170&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
}}&lt;br /&gt;
The '''Electric smelter''' is used to extracts [[steel]] from [[steel slag chunk]]s and metal [[weapons]] and [[armor]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it.&lt;br /&gt;
&lt;br /&gt;
Electric smelters are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricty|Electricity]] has been completed.&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Electric smelters are placed on the ground and require 700 W of [[power]]. Powered electric smelters can convert [[steel slag chunk]]s, metal weapons, and metallic armor pieces into usable metal. [[Smelting Speed]] is not affected by skills, but can be increased by [[manipulation]] and [[Global Work Speed]]. &lt;br /&gt;
&lt;br /&gt;
Steel slag chunks are melted into {{Icon Small|steel||15}} [[steel]] after {{ticks|400}} of work. Weapons and armor can be smelted to return 25% of their crafting cost, minus [[component]]s or [[advanced component]]s, after {{ticks|1600}} of work. Smelting will convert the same items to the same materials, regardless of [[quality]], damage, [[biocoding]], or [[Apparel#Tainted_Apparel|tainting]]. The smelter also has the option to destroy weapons and apparel for no gain, which works even for nonmetallic items.&lt;br /&gt;
&lt;br /&gt;
While powered, smelters output light in a 6 tile radius; the nearest {{P|Light Radius}} tiles are above 50% light level and considered &amp;quot;lit&amp;quot;, negating the work speed penalty from darkness.&lt;br /&gt;
&lt;br /&gt;
Smelters also produce heat while in ''process of smelting'' things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
[[File:Graph1.png|thumb|right|This graph shows dependence item sell price multiplier($) from item hit points. ]]&lt;br /&gt;
Smelters are undoubtedly useful for steel slag chunks, tainted clothes, and biocoded weapons, which are all outright unsellable. Meanwhile, damage will quickly reduce the value of an item, so you could receive more silver by smelting. When making smelting bill(s), take these factors into account.&lt;br /&gt;
&lt;br /&gt;
Destroying items is rarely worth it. The destroy bill can help get rid of unsmeltable items like cloth apparel and stone [[club]]s. However, most of them can be sold for silver, which brings a little profit (as opposed to none at all). It has some use in [[wealth management]], though you can also create a [[caravan]] and drop items on the world map, destroying them all the same.&lt;br /&gt;
&lt;br /&gt;
As smelting is unaffected by skill, the fastest smelters are those with [[bionic arm]]s (or [[archotech arm|better]]), or have work speed modifying traits like [[Industrious]].&lt;br /&gt;
&lt;br /&gt;
===Sell vs Smelt===&lt;br /&gt;
For items that you can both sell and smelt, the table below describes the sale value (excluding sell/buy penalties and pawn trade skill) of the items at each quality, alongside the value of the raw resources that can be attained by smelting. Items made of different kinds of [[stuff]] do not have data. In parenthesis are the hit point percentages at which the item's value is equal to that of the raw resources. Above this percentage it is better to sell the item, where as below the percentage it is better to sell the raw resources. Note that this only considers selling each, so the cost to buy the same raw resources is not included.&lt;br /&gt;
&lt;br /&gt;
In general, very damaged items (under 60% health remaining, the value of an item drops rapidly after 60 percent) are better to smelt, as the sale price is reduced while the amount of resources recovered are unaffected. Note that items with 90% or more health remaining retain full value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material Return !! Material Value !! Awful Sale Value !! Poor Sale Value !! Normal Sale Value !! Good Sale Value !! Excellent Sale Value !! Masterwork Sale Value !! Legendary Sale Value&lt;br /&gt;
|-&lt;br /&gt;
![[Steel slag chunk]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 15}} {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
| 0 {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||12}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||25}} ''(250*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||7}} ''(75*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Ikwa]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||19}} ''(188*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Axe]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||13}} ''(125*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Warhammer]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||37}} ''(375*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Autopistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Autopistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Revolver]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 7}}|Revolver|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Pump shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Machine pistol]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||11}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 11}}|Machine pistol|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Bolt-action rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Assault rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15}}|Sniper rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|LMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Heavy SMG|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||10}}&lt;br /&gt;
| {{#expr: {{Market Value Calculator|steel}} * 10}} {{Icon Small|silver}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative|{{#expr: {{Market Value Calculator|steel}} * 10}}|EMP grenades|normal|0.2}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
![[Chain shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||18}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 18}}|Chain shotgun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||40}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 40}}|Minigun|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Incendiary launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|EMP launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Smoke launcher]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 19}}|Smoke launcher|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Charge rifle|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge lance]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||15}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 15}}|Charge lance|0.2}}&lt;br /&gt;
|-&lt;br /&gt;
![[Shield belt]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||12}} + {{Icon Small|plasteel||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 12 + {{Market Value Calculator|plasteel}} * 5}}|Revolver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Simple helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||10}} ''(100*)'' + {{Icon Small|plasteel||2}}&lt;br /&gt;
| ? + {{#expr: {{Market Value Calculator|plasteel}} * 2}} {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 8}}|Recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10}}|Marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13}}|Cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||10}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||1}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 10 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 1}}|Prestige recon helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||13}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 13 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 2}}|Prestige marine helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract helmet]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||19}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||2}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 19 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 2}}|Prestige cataphract helmet}}&lt;br /&gt;
|-&lt;br /&gt;
![[Plate armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||43}} ''(425*)''&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak vest]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||8}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 8}}|Flak vest}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak pants]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||15}} + {{Icon Small|cloth||7}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 15 + {{Market Value Calculator|cloth}} * 7}}|Flak pants}}&lt;br /&gt;
|-&lt;br /&gt;
![[Flak jacket]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|steel||17}} + {{Icon Small|cloth||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|steel}} * 17 + {{Market Value Calculator|cloth}} * 13}}|Flak jacket}}&lt;br /&gt;
|-&lt;br /&gt;
![[Recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||20}} + {{Icon Small|uranium||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 20 + {{Market Value Calculator|uranium}} * 3}}|Recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5}}|Marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||37}} + {{Icon Small|uranium||13}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 37 + {{Market Value Calculator|uranium}} * 13}}|Cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige recon armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||3}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|gold}} * 3}}|Prestige recon armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige marine armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||5}} + {{Icon Small|gold||3}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 39 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|gold}} * 3}}|Prestige marine armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Prestige cataphract armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||48}} + {{Icon Small|uranium||12}} + {{Icon Small|gold||4}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 48 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|gold}} * 4}}|Prestige cataphract armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Locust armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||30}} + {{Icon Small|uranium||3}} + {{Icon Small|chemfuel||25}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 30 + {{Market Value Calculator|uranium}} * 3 + {{Market Value Calculator|chemfuel}} * 25}}|Locust armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Grenadier armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||25}} + {{Icon Small|uranium||5}} + {{Icon Small|steel||19}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 25 + {{Market Value Calculator|uranium}} * 5 + {{Market Value Calculator|steel}} * 19}}|Grenadier armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Phoenix armor]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|plasteel||38}} + {{Icon Small|uranium||12}} + {{Icon Small|steel||18}} + {{Icon Small|chemfuel||10}}&lt;br /&gt;
| {{Hit Point Market Value Inverse/relative/quality table|{{#expr: {{Market Value Calculator|plasteel}} * 38 + {{Market Value Calculator|uranium}} * 12 + {{Market Value Calculator|steel}} * 18 + {{Market Value Calculator|chemfuel}} * 10}}|Phoenix armor}}&lt;br /&gt;
|-&lt;br /&gt;
![[Visage mask]]&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot; |{{Icon Small|stuff||4}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
| ? {{Icon Small|silver}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;#42; return for small materials (gold, silver, uranium) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.4.460|0.4.460]] -  Added as '''Slag Refinery'''&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Pawns no longer smelt [[relic]]s{{IdeologyIcon}}, to avoid accidental mishaps.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]] [[Category:Resource Production]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armchair&amp;diff=111588</id>
		<title>Armchair</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armchair&amp;diff=111588"/>
		<updated>2022-10-20T21:18:15Z</updated>

		<summary type="html">&lt;p&gt;Pawn: Like other furniture, they are not subject to deterioration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Armchair&lt;br /&gt;
|image = Armchair.png&lt;br /&gt;
|description = A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 18&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 120&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|comfort = 0.8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Complex furniture&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 5&lt;br /&gt;
|work to make = 14000&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 110&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|An '''armchair''' is a type of [[furniture]] which your colonists can sit on. Armchairs can be placed at [[table]]s to allow your colonists to eat there; in front of [[television]]s to let them watch; or in front of [[production]] benches to provide [[comfort]] as they work, improving their [[mood]] and allowing them to work longer before needing a break. Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]].}}&lt;br /&gt;
&lt;br /&gt;
Like other [[furniture]], they are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing an armchair requires [[Research#Complex furniture|Complex Furniture]] to be researched, a [[Skills#Construction|construction skill]] of 5, {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]]. This makes armchairs difficult to acquire early on, but very affordable once your colony has established itself, has filled its early textile needs, and either is habitually hunting or has tamed [[animal]]s that can provide [[wool]], such as [[alpaca]]s or [[muffalo]]s, or a [[cotton plant|cotton]] farm. The material used does not affect comfort, however it does affect beauty, hitpoints, flammability and value.&lt;br /&gt;
&lt;br /&gt;
Chairs in general, and armchairs in particular are useful for preventing the &amp;quot;Uncomfortable&amp;quot; [[Mood#Situation Needs|mood debuff]] and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal [[quality]] armchair will maintain the &amp;quot;Very Comfortable&amp;quot; buff (+6) all day. Once excellent quality armchairs are available, with a comfort level of 99%, the armchair can maintain the +10 bonus all day. This is a significant bonus, equivalent to a drinking 2 [[beer]]s a day but without the time constraint and without the cost, the addiction chance, the increased social fight chance and decreased [[manipulation]]. It is also relatively achievable once sufficient textiles are available - with a level 13 constructor has a ~25% chance to build an excellent or better armchair.&lt;br /&gt;
&lt;br /&gt;
Thus, every dining table, recreation item, and production bench that allows sitting should have armchairs installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[telescope]]s and tables changed over last. &lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sitting in a chair a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Armchairs of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
{{stub|section=1|reason=added specifcs needed, see [[Formal_vest#Trade]] as example}}&lt;br /&gt;
As of [[Version/1.2.2900|1.2.2900]], armchairs and [[duster]]s are the most of efficient method of turning [[textiles]] into products for sale in the core game, assuming a moderately skilled [[Skills#Construction|builder]] or [[Skills#Crafting|crafter]] respectively, is available. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armchair&amp;diff=111587</id>
		<title>Armchair</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armchair&amp;diff=111587"/>
		<updated>2022-10-20T21:17:41Z</updated>

		<summary type="html">&lt;p&gt;Pawn: |blockswind = false&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Armchair&lt;br /&gt;
|image = Armchair.png&lt;br /&gt;
|description = A large, soft, comfy seat. Great for relaxation. Can be used at tables, work stations, and elsewhere.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 30&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 18&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 120&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|beauty = 4&lt;br /&gt;
|comfort = 0.8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|research = Complex furniture&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 5&lt;br /&gt;
|work to make = 14000&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 110&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|An '''armchair''' is a type of [[furniture]] which your colonists can sit on. Armchairs can be placed at [[table]]s to allow your colonists to eat there; in front of [[television]]s to let them watch; or in front of [[production]] benches to provide [[comfort]] as they work, improving their [[mood]] and allowing them to work longer before needing a break. Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Constructing an armchair requires [[Research#Complex furniture|Complex Furniture]] to be researched, a [[Skills#Construction|construction skill]] of 5, {{Required Resources}}, and {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Armchairs are more comfortable than [[stool]]s or [[dining chair]]s, but can only be made from [[textiles]]. This makes armchairs difficult to acquire early on, but very affordable once your colony has established itself, has filled its early textile needs, and either is habitually hunting or has tamed [[animal]]s that can provide [[wool]], such as [[alpaca]]s or [[muffalo]]s, or a [[cotton plant|cotton]] farm. The material used does not affect comfort, however it does affect beauty, hitpoints, flammability and value.&lt;br /&gt;
&lt;br /&gt;
Chairs in general, and armchairs in particular are useful for preventing the &amp;quot;Uncomfortable&amp;quot; [[Mood#Situation Needs|mood debuff]] and can even grant mood buffs at good qualities. For pawns with jobs that can done sitting in an chair, a normal [[quality]] armchair will maintain the &amp;quot;Very Comfortable&amp;quot; buff (+6) all day. Once excellent quality armchairs are available, with a comfort level of 99%, the armchair can maintain the +10 bonus all day. This is a significant bonus, equivalent to a drinking 2 [[beer]]s a day but without the time constraint and without the cost, the addiction chance, the increased social fight chance and decreased [[manipulation]]. It is also relatively achievable once sufficient textiles are available - with a level 13 constructor has a ~25% chance to build an excellent or better armchair.&lt;br /&gt;
&lt;br /&gt;
Thus, every dining table, recreation item, and production bench that allows sitting should have armchairs installed on them. Priority should be given to objects in continuous use, such as stoves and research benches, with less used objects such as [[telescope]]s and tables changed over last. &lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sitting in a chair a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Armchairs of the same quality level will all have the same quality, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
{{stub|section=1|reason=added specifcs needed, see [[Formal_vest#Trade]] as example}}&lt;br /&gt;
As of [[Version/1.2.2900|1.2.2900]], armchairs and [[duster]]s are the most of efficient method of turning [[textiles]] into products for sale in the core game, assuming a moderately skilled [[Skills#Construction|builder]] or [[Skills#Crafting|crafter]] respectively, is available. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]] [[Category:Chair]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=111586</id>
		<title>Animal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=111586"/>
		<updated>2022-10-20T21:13:36Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Animal bed&lt;br /&gt;
|image = Animal_bed.png|86px{{!}}Animal bed&lt;br /&gt;
|description = A soft bed for animals to sleep on. Fits any animal.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|surgery success chance factor = 1&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 400&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
}}&lt;br /&gt;
An '''animal bed''' provides a place for an animal to sleep and receive medical treatment.&lt;br /&gt;
It accommodates animals of any size.&lt;br /&gt;
&lt;br /&gt;
Like other [[furniture]], they are not subject to [[deterioration]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The animal bed can be built with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Unlike [[animal sleeping box]]es, all animals can fit inside an animal bed.&lt;br /&gt;
&lt;br /&gt;
=== Rest effectiveness ===&lt;br /&gt;
[[Rest effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for animal beds varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery success chance factor ===&lt;br /&gt;
The [[surgery success chance factor]] is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type only, with both the animal sleeping box and animal bed having a base value of 100% while the [[animal sleeping spot]] has a lower value of 70%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery success chance factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=Health regen affects, rest effectiveness and general value proposition both by itself and vs other animal beds needed.}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Bed]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=111585</id>
		<title>Animal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=111585"/>
		<updated>2022-10-20T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;Pawn: |blockswind = false&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Animal bed&lt;br /&gt;
|image = Animal_bed.png|86px{{!}}Animal bed&lt;br /&gt;
|description = A soft bed for animals to sleep on. Fits any animal.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|blockswind = false&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|surgery success chance factor = 1&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 400&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
}}&lt;br /&gt;
An '''animal bed''' provides a place for an animal to sleep and receive medical treatment.&lt;br /&gt;
It accommodates animals of any size.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The animal bed can be built with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Unlike [[animal sleeping box]]es, all animals can fit inside an animal bed.&lt;br /&gt;
&lt;br /&gt;
=== Rest effectiveness ===&lt;br /&gt;
[[Rest effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for animal beds varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery success chance factor ===&lt;br /&gt;
The [[surgery success chance factor]] is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type only, with both the animal sleeping box and animal bed having a base value of 100% while the [[animal sleeping spot]] has a lower value of 70%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery success chance factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=Health regen affects, rest effectiveness and general value proposition both by itself and vs other animal beds needed.}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Bed]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=111584</id>
		<title>Animal bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animal_bed&amp;diff=111584"/>
		<updated>2022-10-20T21:09:11Z</updated>

		<summary type="html">&lt;p&gt;Pawn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|furniture|&lt;br /&gt;
|name = Animal bed&lt;br /&gt;
|image = Animal_bed.png|86px{{!}}Animal bed&lt;br /&gt;
|description = A soft bed for animals to sleep on. Fits any animal.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.15&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 140&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.07&lt;br /&gt;
|surgery success chance factor = 1&lt;br /&gt;
|comfort = 0.75&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|work to make = 400&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
}}&lt;br /&gt;
An '''animal bed''' provides a place for an animal to sleep and receive medical treatment.&lt;br /&gt;
It accommodates animals of any size.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The animal bed can be built with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Unlike [[animal sleeping box]]es, all animals can fit inside an animal bed.&lt;br /&gt;
&lt;br /&gt;
=== Rest effectiveness ===&lt;br /&gt;
[[Rest effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for animal beds varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery success chance factor ===&lt;br /&gt;
The [[surgery success chance factor]] is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type only, with both the animal sleeping box and animal bed having a base value of 100% while the [[animal sleeping spot]] has a lower value of 70%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery success chance factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{stub|section=1|reason=Health regen affects, rest effectiveness and general value proposition both by itself and vs other animal beds needed.}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Bed]]&lt;/div&gt;</summary>
		<author><name>Pawn</name></author>
	</entry>
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