<?xml version="1.0"?>
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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pete2105</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=Pete2105"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Pete2105"/>
	<updated>2026-04-06T01:06:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dog_leather&amp;diff=67318</id>
		<title>Dog leather</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dog_leather&amp;diff=67318"/>
		<updated>2019-11-21T00:02:30Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Define|Leather&lt;br /&gt;
| image = Dogleather&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (209,168,39)&lt;br /&gt;
| commonality = 0.075&lt;br /&gt;
| default color = (209,168,39)&lt;br /&gt;
| default color two = (200,200,200)&lt;br /&gt;
| description = Tanned, dried, scraped skin. A good traditional material for making clothes and bags.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = dogleather&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| insulation - cold factor = 14&lt;br /&gt;
| insulation - heat factor = 16&lt;br /&gt;
| market value base = 2.0&lt;br /&gt;
| market value factor = 1.30&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dog leather''' is leather obtained by butchering dogs, including [[husky|huskies]], [[labrador retriever|labrador retrievers]], and [[yorkshire terrier|yorkshire terriers]].&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=63519</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=63519"/>
		<updated>2019-05-17T14:20:33Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: updated the name of Spike trap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
:''Main article: [[Armor]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.60 cells per second (c/s).&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing ratty apparel' [[thought]], and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.&lt;br /&gt;
&lt;br /&gt;
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 or earlier:&lt;br /&gt;
*Each point of armor from 1 - 50% reduces damage by 1%. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Flak vest}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
| image        = ArmorVest.png&lt;br /&gt;
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.&lt;br /&gt;
| note         = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
| image        = ArmorPants.png&lt;br /&gt;
| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.&lt;br /&gt;
| note         = A pair of pants with armor plates sewn in.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle and Shell Layers ==&lt;br /&gt;
&lt;br /&gt;
{{main|Plate armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Plate armor&lt;br /&gt;
| image        = Plate_armor.png&lt;br /&gt;
| description  = Overlapping solid plates of armor covering the entire body from neck to feet.&lt;br /&gt;
| note         = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 535}}&lt;br /&gt;
{{Tag/Protect+ | Torso, Arms and Legs | blunt = material * quality * 73 | sharp = material * quality * 73 | heat = material * quality * 73 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.80 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Marine armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Marine armor&lt;br /&gt;
| image        = PoweredArmor.png&lt;br /&gt;
| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. &amp;lt;br&amp;gt; Armor like this is often used by imperial janissaries and rapid-incursion space marines.&lt;br /&gt;
| note         = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 4,500 }}&amp;lt;!-- MaxHitPoints = 340 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 45 | sharp = 108 | heat = 54 }}&lt;br /&gt;
{{Tag/TempMin- | 34 }}&lt;br /&gt;
{{Tag/TempMax+ | 10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.40 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
== Over Head Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Simple helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Simple helmet&lt;br /&gt;
| image        = M1Helmet.png&lt;br /&gt;
| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.&lt;br /&gt;
| note         = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 40 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = material * quality * 50 | sharp = material * quality * 50 | heat = material * quality * 50 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Advanced helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Advanced helmet&lt;br /&gt;
| image        = KevlarHelmet.png&lt;br /&gt;
| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&lt;br /&gt;
| note         = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 300 }}&amp;lt;!-- MaxHitPoints = 120 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = material * quality * 70 | sharp = material * quality * 70 | heat = material * quality * 70 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Power armor helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power armor helmet&lt;br /&gt;
| image        = PoweredArmorHelmet.png&lt;br /&gt;
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.&lt;br /&gt;
| note         = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 2,000 }}&amp;lt;!-- MaxHitPoints = 180 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Full Head | blunt = 36 | sharp = 100 | heat = 90 }}&lt;br /&gt;
{{Tag/TempMin- | 4 }}&lt;br /&gt;
{{Tag/TempMax+ | 2 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Psychic foil helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Psychic foil helmet&lt;br /&gt;
| image        = psychicfoilhelmet.png&lt;br /&gt;
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&lt;br /&gt;
| note         = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 350 }}&amp;lt;!-- MaxHitPoints = 90 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = quality * 9 | sharp = quality * 9 | heat = quality * 27 }}&lt;br /&gt;
{{Tag/PsySens- | 90% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Shield belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Shield belt&lt;br /&gt;
| image        = ShieldBelt.png&lt;br /&gt;
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).&lt;br /&gt;
| note         = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[spike trap|Spike traps]] as if they were ranged attacks. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 390 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Smokepop belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Smokepop belt&lt;br /&gt;
| image        = SmokepopBelt.png &lt;br /&gt;
| description  = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.&lt;br /&gt;
| note         = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 166 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this is completely out of date and needs redoing or removal&lt;br /&gt;
== Table ==&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! data-sort-type=&amp;quot;number&amp;quot; | Move Speed&amp;lt;ref&amp;gt;Bonus/penalty on movement speed.&amp;lt;/ref&amp;gt; !! Layer&amp;lt;ref&amp;gt;What part this armor covers (may be multiple).&amp;lt;/ref&amp;gt; !! Covers !! Market Value !! Commonality&amp;lt;ref&amp;gt;Statistic of how common this armor should be.&amp;lt;/ref&amp;gt; !! Blunt !! Sharp !! Heat !! Electric !! Toxic&lt;br /&gt;
|-&lt;br /&gt;
! [[#Armor vest|Armor vest]]&lt;br /&gt;
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Simple Helmet|Simple helmet]]&lt;br /&gt;
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Advanced Helmet|Advanced helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor Helmet|Power armor helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor|Power armor]]&lt;br /&gt;
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Shield belt|Shield belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Smokepop belt|Smokepop belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear]]&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smithy&amp;diff=62769</id>
		<title>Electric smithy</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smithy&amp;diff=62769"/>
		<updated>2019-02-22T16:12:14Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: Removed a now obsolete item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Electric smithy&lt;br /&gt;
|image = TableSmithing.png|Electric smithy&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A workbench equipped for weapons and tools production.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180  &lt;br /&gt;
|power = - 210&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy = {{icon|metal|100}} + {{icon|component|4}}&lt;br /&gt;
|sell = {{icon|metal|75}} + {{icon|component|3}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons.&lt;br /&gt;
Weapons are producing using Bills. Weapons can be made out of most [[material]]. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See [[Quality]].&lt;br /&gt;
}}&amp;lt;!-- Comment placed for readability and to prevent extra line break.&lt;br /&gt;
--&amp;gt;If a smithing job is interrupted for any reason the crafter will drop the piece on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The inspect pane indicates the name of the piece's crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons (under &amp;gt;Items &amp;gt;Unfinished) which allows the player to control where they are stored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
!Item !! Material needed !! Work to make !! Base Value !! Value/Work !! Value/Material&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|50 ||334|| 180 || ~0.539 || 3.600&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|120 ||667|| 400 || ~0.599 || 3.333&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|40 ||100|| 104 || 1.040 || 1.486&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|90 ||417|| 280 || 0.671 || 3.111&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|75 ||250|| 210 || 0.840 || 2.800&lt;br /&gt;
|-&lt;br /&gt;
![[Club]] &lt;br /&gt;
|40 ||9|| 82 || 9.111... || 2.050&lt;br /&gt;
|-&lt;br /&gt;
![[Short bow]]&lt;br /&gt;
|40||150|| 60 || 3.000 || 1.500&lt;br /&gt;
|-&lt;br /&gt;
![[Pila]]&lt;br /&gt;
|70||217|| 90 || 3.750 || 0.750&lt;br /&gt;
|-&lt;br /&gt;
![[Great bow]]&lt;br /&gt;
|50||300|| 180 || ~ 6.207 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Weapons#Material_.2F_Quality_Modifiers|Weapon Modifiers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown !! Blunt !! Sharp&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.35 || 1.00 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.35 || 1.00 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.35 || 1.00 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.35 || 1.00 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.35 || 1.00 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || 1.10 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.10 || 1.15 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80 || 1.00 || 1.20&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|0.90 || 0.80 || 0.30&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.35 || 1.40 || 1.10&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.10 || 1.50 || 0.80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Base Damage Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.40&lt;br /&gt;
|-&lt;br /&gt;
!Shoddy&lt;br /&gt;
|0.70&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.85&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|-&lt;br /&gt;
!Superior&lt;br /&gt;
|1.30&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.70&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|2.10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megasloth&amp;diff=62768</id>
		<title>Megasloth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megasloth&amp;diff=62768"/>
		<updated>2019-02-22T11:52:32Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: fixed it again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{verified|A14C}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Megasloth&lt;br /&gt;
|image = Megatherium.png&lt;br /&gt;
|description = &amp;quot;Giant, solitary herbivores. Long extinct after being wiped out by the natives of Earth's America continent, the megasloth was later brought back using advanced cloning and artificial gestators.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 4.0&lt;br /&gt;
|healthscale = 3.6&lt;br /&gt;
|movespeed = 4.8&lt;br /&gt;
|attack1dmg = 22&lt;br /&gt;
|attack1type = scratch&lt;br /&gt;
|attack1part = left hand&lt;br /&gt;
|attack1cool = 140&lt;br /&gt;
|attack2dmg = 22&lt;br /&gt;
|attack2type = scratch&lt;br /&gt;
|attack2part = right hand&lt;br /&gt;
|attack2cool = 140&lt;br /&gt;
|leathername = Heavy fur&lt;br /&gt;
|manhunter = 0.10&lt;br /&gt;
|manhuntertame = 0.10&lt;br /&gt;
|hungerrate = 2.0&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|wildness = 0.97&lt;br /&gt;
|is exotic species = true&lt;br /&gt;
|handleskill = 9&lt;br /&gt;
|gestation = 55&lt;br /&gt;
|lifespan = 20&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3.0+&lt;br /&gt;
|marketvalue = 700&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|wool = 400&lt;br /&gt;
|woolname = megasloth wool&lt;br /&gt;
|sheartime = 50&lt;br /&gt;
|massadult = 280&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{info|The '''megasloth''' is a giant, ancient sloth. Attacking them is quite dangerous and taming one will require both high skill and considerable risk. It is the second hardest animal after the [[Thrumbo]] to tame, and with most skill levels, the manhunter chance is higher than the taming chance. Wounding then saving the megasloth is the recommended way to tame one.}} &lt;br /&gt;
&lt;br /&gt;
It makes an excellent attack animal, but its taming difficulty means that you're generally better off trying to tame other animals, such as the [[elephant]] or [[rhinoceros]]. &lt;br /&gt;
&lt;br /&gt;
One advantage of taming them is that they can be sheared for an incredible amount of wool. Although they can only be sheared every 50 days (the longest interval of any shearable animal), they give 400 wool per shearing, making them the most efficient source of wool in the game. This feature can be exploited to either make lots of excellent cold-resistant clothing, or lots of silver.&lt;br /&gt;
===Training===&lt;br /&gt;
Megasloths can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
This creature was renamed from &amp;quot;Megatherium&amp;quot; to &amp;quot;Megasloth&amp;quot; in Alpha 16.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Body part !!Health&lt;br /&gt;
|-&lt;br /&gt;
|Head ||108&lt;br /&gt;
|-&lt;br /&gt;
|Neck ||108&lt;br /&gt;
|-&lt;br /&gt;
|Eye &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||36&lt;br /&gt;
|-&lt;br /&gt;
|Ear &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right)||36&lt;br /&gt;
|-&lt;br /&gt;
|Jaw ||36&lt;br /&gt;
|-&lt;br /&gt;
|Brain ||36&lt;br /&gt;
|-&lt;br /&gt;
|Body ||144&lt;br /&gt;
|-&lt;br /&gt;
|Kidney&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||72&lt;br /&gt;
|-&lt;br /&gt;
|Lung&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||72&lt;br /&gt;
|-&lt;br /&gt;
|Liver&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||72&lt;br /&gt;
|-&lt;br /&gt;
|Heart&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||72&lt;br /&gt;
|-&lt;br /&gt;
|Spine&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||72&lt;br /&gt;
|-&lt;br /&gt;
|Stomach&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||90&lt;br /&gt;
|-&lt;br /&gt;
|Legs&amp;lt;br&amp;gt;(left, right, rear, front) ||108&lt;br /&gt;
|-&lt;br /&gt;
|Paw&amp;lt;br&amp;gt;(left, right, rear, front) ||36&lt;br /&gt;
|-&lt;br /&gt;
|Skull ||108&lt;br /&gt;
|-&lt;br /&gt;
|Tail ||36&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megasloth&amp;diff=62767</id>
		<title>Megasloth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megasloth&amp;diff=62767"/>
		<updated>2019-02-22T11:51:43Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{verified|A14C}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
|name = Megasloth&lt;br /&gt;
|image = Megatherium.png&lt;br /&gt;
|description = &amp;quot;Giant, solitary herbivores. Long extinct after being wiped out by the natives of Earth's America continent, the megasloth was later brought back using advanced cloning and artificial gestators.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 4.0&lt;br /&gt;
|healthscale = 3.6&lt;br /&gt;
|movespeed = 4.8&lt;br /&gt;
|attack1dmg = 22&lt;br /&gt;
|attack1type = scratch&lt;br /&gt;
|attack1part = left hand&lt;br /&gt;
|attack1cool = 140&lt;br /&gt;
|attack2dmg = 22&lt;br /&gt;
|attack2type = scratch&lt;br /&gt;
|attack2part = right hand&lt;br /&gt;
|attack2cool = 140&lt;br /&gt;
|leathername = [[Heavy fur|Heavy Fur]]&lt;br /&gt;
|manhunter = 0.10&lt;br /&gt;
|manhuntertame = 0.10&lt;br /&gt;
|hungerrate = 2.0&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = advanced&lt;br /&gt;
|wildness = 0.97&lt;br /&gt;
|is exotic species = true&lt;br /&gt;
|handleskill = 9&lt;br /&gt;
|gestation = 55&lt;br /&gt;
|lifespan = 20&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 3.0+&lt;br /&gt;
|marketvalue = 700&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = true&lt;br /&gt;
|livesin_tundra = true&lt;br /&gt;
|livesin_icesheet = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|wool = 400&lt;br /&gt;
|woolname = megasloth wool&lt;br /&gt;
|sheartime = 50&lt;br /&gt;
|massadult = 280&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{info|The '''megasloth''' is a giant, ancient sloth. Attacking them is quite dangerous and taming one will require both high skill and considerable risk. It is the second hardest animal after the [[Thrumbo]] to tame, and with most skill levels, the manhunter chance is higher than the taming chance. Wounding then saving the megasloth is the recommended way to tame one.}} &lt;br /&gt;
&lt;br /&gt;
It makes an excellent attack animal, but its taming difficulty means that you're generally better off trying to tame other animals, such as the [[elephant]] or [[rhinoceros]]. &lt;br /&gt;
&lt;br /&gt;
One advantage of taming them is that they can be sheared for an incredible amount of wool. Although they can only be sheared every 50 days (the longest interval of any shearable animal), they give 400 wool per shearing, making them the most efficient source of wool in the game. This feature can be exploited to either make lots of excellent cold-resistant clothing, or lots of silver.&lt;br /&gt;
===Training===&lt;br /&gt;
Megasloths can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
=== Version history ===&lt;br /&gt;
&lt;br /&gt;
This creature was renamed from &amp;quot;Megatherium&amp;quot; to &amp;quot;Megasloth&amp;quot; in Alpha 16.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Body part !!Health&lt;br /&gt;
|-&lt;br /&gt;
|Head ||108&lt;br /&gt;
|-&lt;br /&gt;
|Neck ||108&lt;br /&gt;
|-&lt;br /&gt;
|Eye &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||36&lt;br /&gt;
|-&lt;br /&gt;
|Ear &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right)||36&lt;br /&gt;
|-&lt;br /&gt;
|Jaw ||36&lt;br /&gt;
|-&lt;br /&gt;
|Brain ||36&lt;br /&gt;
|-&lt;br /&gt;
|Body ||144&lt;br /&gt;
|-&lt;br /&gt;
|Kidney&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||72&lt;br /&gt;
|-&lt;br /&gt;
|Lung&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||72&lt;br /&gt;
|-&lt;br /&gt;
|Liver&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||72&lt;br /&gt;
|-&lt;br /&gt;
|Heart&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||72&lt;br /&gt;
|-&lt;br /&gt;
|Spine&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||72&lt;br /&gt;
|-&lt;br /&gt;
|Stomach&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||90&lt;br /&gt;
|-&lt;br /&gt;
|Legs&amp;lt;br&amp;gt;(left, right, rear, front) ||108&lt;br /&gt;
|-&lt;br /&gt;
|Paw&amp;lt;br&amp;gt;(left, right, rear, front) ||36&lt;br /&gt;
|-&lt;br /&gt;
|Skull ||108&lt;br /&gt;
|-&lt;br /&gt;
|Tail ||36&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=62759</id>
		<title>Prisoner</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Prisoner&amp;diff=62759"/>
		<updated>2019-02-21T22:52:06Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: haha, yes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{distinguish|Hats}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Prisoners are [[people]], usually [[raider]]s, hostile tribals, or your own colonists undergoing a [[mood|mental break]], who have been taken captive. They are unable to leave their [[Room_roles|prison barracks]] and can only use facilities (such as a [[Nutrient_paste_dispenser|food dispenser]] or [[shelf|shelf]]) on their own if they are placed inside the prison barracks. &lt;br /&gt;
&lt;br /&gt;
You should notice that your colonists won't haul food away from cells, even when directed to do so.  Animals may still enter the cell on their own and eat that food however.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Taking a Prisoner ==&lt;br /&gt;
&lt;br /&gt;
In order to take a prisoner you first need a fully enclosed cell&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; where you want the prisoner(s) to stay and at least one unclaimed bed or sleeping spot per prisoner. In order to make a prisoner's bed, you need to click the bed/sleeping spot and click the button that says &amp;quot;Set for prisoners&amp;quot;. The bed will turn orange, with an orange outline of the room indicating what will be considered a cell. Setting one bed for prisoners will set all beds in that room as prison beds. Cells cannot be shared with non-prisoners. Also note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture which can as well result in the death of the outsider.&lt;br /&gt;
&lt;br /&gt;
* [[Raiders]] cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture &amp;lt;name&amp;gt;'. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.&lt;br /&gt;
* Incapacitated pawns can be captured, without the need to draft a colonist.&lt;br /&gt;
* To arrest a non-hostile: first [[drafting|draft]] a colonist, then right-click the target to arrest, and select 'Try to arrest &amp;lt;name&amp;gt;'. This will order the colonist to chase after, then escort the target person. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing attempt to escape if not incapacitated. Be careful with [[Events#Transport_pod_crash|Transport pod crash]] events, as some of the occupants may already belong to a friendly faction which you may not want to upset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The 'guilt' marker lasts 24 hours.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; The [[nutrient paste dispenser]] counts as a wall for the purpose of enclosing a cell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Captives from your attacks ===&lt;br /&gt;
&lt;br /&gt;
Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. Sometimes, you may arrive back home near bed time and your colonists will ''&amp;quot;wisely&amp;quot;'' choose to sleep first and then escort prisoners to their cells, but leaving them outside gives them a valuable chance to escape, so make sure no prisoner is left unattended.&lt;br /&gt;
&lt;br /&gt;
==Hosting a Prisoner==&lt;br /&gt;
Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.&lt;br /&gt;
&lt;br /&gt;
A solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built.&lt;br /&gt;
&lt;br /&gt;
Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for &amp;quot;compact prisoner storage&amp;quot;, but if the door or wall is broken or one of them decides to break out they will all escape at the same time.  Prisoners without their own rooms will suffer a mood penalty, the same as colonists.&lt;br /&gt;
&lt;br /&gt;
==Prisoners Interaction==&lt;br /&gt;
Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. Other than the &amp;quot;Gets food&amp;quot;, &amp;quot;Try to recruit&amp;quot;, &amp;quot;Doctors care&amp;quot;, and &amp;quot;Gets medicine&amp;quot; options, only one interaction in the Prisoner Interface may be selected at a time. If a prisoner is incapacitated, a doctor is required to feed the prisoner.&lt;br /&gt;
&lt;br /&gt;
=== Care ===&lt;br /&gt;
Determines if your colonists will take care of prisoners, or just let them die.&lt;br /&gt;
&lt;br /&gt;
====Gets food====&lt;br /&gt;
Wardens will provide food to the prisoner if available. When this option is unchecked a prisoner may eat meals left in a stockpile in the room or from a [[nutrient paste dispenser]], if one is accessible and stocked.&lt;br /&gt;
&lt;br /&gt;
====Medical care====&lt;br /&gt;
Determines the level of medical care administered to the prisoner.  The range is similar to [[doctoring]] colonists: no care at all, to doctor care only, to medicine levels available.&lt;br /&gt;
&lt;br /&gt;
==== Medical operations ====&lt;br /&gt;
You can also operate on any prisoners, the same way you operate on colonists.&lt;br /&gt;
&lt;br /&gt;
This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs or euthanizing them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Social Interactions ===&lt;br /&gt;
Determines what social interactions wardens will have with prisoners.&lt;br /&gt;
&lt;br /&gt;
====No interaction====&lt;br /&gt;
Wardens will not interact with the prisoner, causing no effect to relations.&lt;br /&gt;
&lt;br /&gt;
==== Reduce resistance ====&lt;br /&gt;
Wardens will have a conversation with the prisoner, reducing their resistance towards recruiting and making them easier to recruit. This also causes an increase in relations between the warden and the prisoner, as well as the Social skill of the warden, improves the chance of recruiting them later on. If resistance is already at zero, wardens will continue to interact with the prisoner, but will make no attempt to recruit them unless otherwise instructed.&lt;br /&gt;
&lt;br /&gt;
During interaction with prisoners, wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.&lt;br /&gt;
&lt;br /&gt;
==== Recruit ====&lt;br /&gt;
Wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]].  &lt;br /&gt;
&lt;br /&gt;
If there is remaining resistance, it will be reduced instead, akin to the 'Reduce resistance' option. Proper recruitment begins only when resistance is at zero.&lt;br /&gt;
&lt;br /&gt;
To maximize the recruit chance by fulfilling the prisoner's needs: make sure the cell is beautiful (potted plants, carpet, art, etc), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the &amp;quot;sharing rooms&amp;quot; debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.&lt;br /&gt;
&lt;br /&gt;
====Release====&lt;br /&gt;
&lt;br /&gt;
Wardens will take the prisoner outside and free the prisoner, who will then promptly leave the map.&lt;br /&gt;
&lt;br /&gt;
Releasing an arrested colonist will have them rejoin your colony.&lt;br /&gt;
&lt;br /&gt;
Releasing a prisoner from another faction will give +12 goodwill with their faction once they leave the map, provided he or she didn't belong to a pirate faction.  Note that this bonus only happens as soon as they &amp;quot;leave the map&amp;quot;.  If that prisoner can't walk, then he or she can't leave the map.  To prevent this, only prisoners capable of walking can be released.  If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.&lt;br /&gt;
&lt;br /&gt;
====Execution====&lt;br /&gt;
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits|psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.&lt;br /&gt;
&lt;br /&gt;
Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.&lt;br /&gt;
&lt;br /&gt;
=== Accidental ===&lt;br /&gt;
&lt;br /&gt;
==== Escape ====&lt;br /&gt;
&lt;br /&gt;
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|500px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]&lt;br /&gt;
&lt;br /&gt;
If there is an exit towards open space or you leave the prison door open, the prisoner may escape.&lt;br /&gt;
&lt;br /&gt;
Dropping items right in the door holds it open, giving opportunistic prisoners their chance.&lt;br /&gt;
&lt;br /&gt;
This method can be used to get rid of unwanted colonists without mood penalty.&lt;br /&gt;
&lt;br /&gt;
==== Social fights ====&lt;br /&gt;
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won't cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.&lt;br /&gt;
&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Escorting ===&lt;br /&gt;
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.&lt;br /&gt;
[[File:Escorting prisoner.png|400px|thumb|none|Escorting a prisoner from one cell to another.]]&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
&lt;br /&gt;
Prisoners can be recruited into your faction if you set the 'Social Interactions' setting to 'Chat and recruit'. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.&lt;br /&gt;
&lt;br /&gt;
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.&lt;br /&gt;
&lt;br /&gt;
For every recruitment pitch made there is at least 0.5% chance that the prisoner accepts, no matter how difficult it may be.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment difficulty ===&lt;br /&gt;
&lt;br /&gt;
Each prisoner has their own recruitment difficulty. It has several factors:&lt;br /&gt;
*The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.&lt;br /&gt;
*For each level of technology between your faction and the enemy's, the difficulty is increased by 16%.&lt;br /&gt;
*The storyteller will change the recruitment difficulty of prisoners depending on your existing population.&lt;br /&gt;
&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
&lt;br /&gt;
In addition to recruitment difficulty, each prisoner has a resistance stat. For recruitment to commence, resistance must be at zero; if not, recruitment attempts will instead reduce resistance until it reaches zero.&lt;br /&gt;
&lt;br /&gt;
It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.&lt;br /&gt;
&lt;br /&gt;
Starting resistance is based on the recruitment difficulty:&lt;br /&gt;
&lt;br /&gt;
*At 10% difficulty prisoners have no starting resistance.&lt;br /&gt;
*At 50% they have 15.&lt;br /&gt;
*At 90% they have 25.&lt;br /&gt;
*At 100% they have 50.&lt;br /&gt;
&lt;br /&gt;
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance:&lt;br /&gt;
&lt;br /&gt;
*At -1 intent the resistance is multiplied by 2.&lt;br /&gt;
*At 0 the resistance is multiplied by 1.5.&lt;br /&gt;
*At 1 the resistance is multiplied by 1.&lt;br /&gt;
*At 2 the resistance is multiplied by 0.8.&lt;br /&gt;
&lt;br /&gt;
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.&lt;br /&gt;
&lt;br /&gt;
=== Resistance reduction ===&lt;br /&gt;
The amount of resistance reduced per attempt is dependent on some factors. &lt;br /&gt;
&lt;br /&gt;
If a factor is causing the reduction to lower, it will be shown after the resistance reduction is complete, alongside the chance in reduction.&lt;br /&gt;
&lt;br /&gt;
The base reduction is 1.0, and it is affected by the below:&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect resistance reduction. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the recruitment chance factor is 50%.&lt;br /&gt;
*At 0 opinion the recruitment chance factor is 100%.&lt;br /&gt;
*At 100 opinion the recruitment chance factor is 150%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the resistance reduction is made also matters. A well-fed prisoner in an impressive cell with give a fine mood to work with.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the recruitment chance factor is 20%.&lt;br /&gt;
*At 50%, the recruitment chance factor is 100%.&lt;br /&gt;
*At 100%, the recruitment chance factor is 150%.&lt;br /&gt;
&lt;br /&gt;
=== Recruitment chance ===&lt;br /&gt;
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.&lt;br /&gt;
&lt;br /&gt;
==== Recruit prisoner chance ====&lt;br /&gt;
&lt;br /&gt;
The base chance that a recruitment pitch succeeds is equal to 50% of the warden's negotiation ability.&lt;br /&gt;
&lt;br /&gt;
Talking and hearing has a 90% importance on this stat, meaning that a warden with impaired talking and hearing will have lower chances of success. In addition, colonists incapable of talking or social cannot attempt to recruit a prisoner.&lt;br /&gt;
&lt;br /&gt;
==== Recruitment difficulty ====&lt;br /&gt;
Obviously the prisoner's recruitment difficulty is taken into account.&lt;br /&gt;
&lt;br /&gt;
*At 0% difficulty, the base chance factor is 200%.&lt;br /&gt;
*At '''10% difficulty (lowest possible)''', the base chance factor is 180%.&lt;br /&gt;
*At 50% difficulty, the base chance factor is 100%.&lt;br /&gt;
*At '''99% difficulty (highest possible)''', the base chance factor is 2.196%.&lt;br /&gt;
*At 100% difficulty, the base chance factor is 2%.&lt;br /&gt;
&lt;br /&gt;
==== Opinion towards warden ====&lt;br /&gt;
Opinion of the prisoner towards the warden can greatly affect recruitment chances. This is usually increased by the warden building rapport with the prisoner.&lt;br /&gt;
&lt;br /&gt;
*At -100 opinion, the recruitment chance factor is 50%.&lt;br /&gt;
*At 0 opinion the recruitment chance factor is 100%.&lt;br /&gt;
*At 100 opinion the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
==== Current mood ====&lt;br /&gt;
The mood of the prisoner when the recruitment pitch is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with. You may also wish to provide them with [[drugs]] and/or [[beer]], which, in addition to improving mood, helps to mitigate the pain often associated with wounds the prisoner may have suffered. Be careful about leaving beer in their cell, though; beer can be equipped as a weapon, should the prisoner break free and attack your colonists.&lt;br /&gt;
&lt;br /&gt;
*At 0% mood, the recruitment chance factor is 20%.&lt;br /&gt;
*At 50%, the recruitment chance factor is 100%.&lt;br /&gt;
*At 100%, the recruitment chance factor is 200%.&lt;br /&gt;
&lt;br /&gt;
== Cabin Fever ==&lt;br /&gt;
Depending on prisoners' resistance to recruitment, they may only be stuck in a prison cell for a few days, or for quite a bit longer than that. If they have to stay indoors for an extended period of time, they will be sure to develop the troublesome &amp;quot;cabin fever&amp;quot; mood penalty (-7 to -15 depending on severity). This can become a serious problem if your prisoners are already in a bad mood.&lt;br /&gt;
&lt;br /&gt;
To mitigate this, you need to let your prisoners go outside, to an area without a [[Structures#Roof|roof]]. However, roofless rooms are impossible to keep temperature-controlled, and give their own set of mood penalties (as well as negating several good ones, such as &amp;quot;spacious interior&amp;quot;). An easy way to do this without building additional (roofless) cells is to remove the roof in a given prisoner's cell, and rebuild it when their cabin fever's gone.&lt;br /&gt;
&lt;br /&gt;
== Prison breaks ==&lt;br /&gt;
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip weapons.  Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.&lt;br /&gt;
&lt;br /&gt;
In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.&lt;br /&gt;
&lt;br /&gt;
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Prisoners can be brought along in caravans, after capturing them from various sources, such as a faction base attack.&lt;br /&gt;
&lt;br /&gt;
Prisoners can be formed as part of a caravan, but like everybody else they need to be capable of moving. Reforming a caravan as opposed to forming one from scratch removes this requirement, meaning you can bring any downed prisoners you find. Prisoners will carry 35 kg worth of items, like your colonists.&lt;br /&gt;
&lt;br /&gt;
If a caravan has a hostile encounter, like ambushes or base attacks, the prisoner will proceed to wander around the map without attempting to escape. This often puts the prisoner at risk as they may wander into the crossfire getting themselves severely injured or killed. Hostile factions will also attack prisoners if they are captured from an enemy faction of theirs.&lt;br /&gt;
&lt;br /&gt;
== Unwanted Prisoners == &lt;br /&gt;
&lt;br /&gt;
There are several ways to dispose of unwanted prisoners, most of which involve killing the prisoner.  Any colonist without the [[Traits|psychopath]] trait will get a negative mood effect from a prisoner dying.  Normally this effect is -5, but euthanizing a prisoner gives a lighter -3 penalty, and if a prisoner is considered ''guilty'' and is executed or euthanized, it will only be -2.&lt;br /&gt;
&lt;br /&gt;
Enemies who had fallen in battle may not always be worth capturing. For example, a hostile whom during the firefight had their spine shattered won't be able to move at all, unless they get a [[Bionic spine]].&lt;br /&gt;
&lt;br /&gt;
; Organ removal: You can remove one kidney and one lung without killing an otherwise healthy prisoner. Removing important body parts, like the heart, will kill the prisoner. Removing any organ will give all colonists without the [[Traits|psychopath]] trait a negative mood modifier.&lt;br /&gt;
&lt;br /&gt;
; Starvation: Set 'gets food' to the false (x) and wait.  The prisoner will have the negative [[thoughts]] and resulting [[Mood|mental breaks]] associated with hunger.  This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don't want dead.&lt;br /&gt;
 &lt;br /&gt;
; Selling To Slaver: If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a -5 mood penalty labeled &amp;quot;A prisoner was sold&amp;quot; that lasts for 7 days and 12 hours and the seller a Social penalty.&lt;br /&gt;
&lt;br /&gt;
; Gifting To Slaver: Equivalent to releasing them. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.&lt;br /&gt;
&lt;br /&gt;
; Temperature control: Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.&lt;br /&gt;
&lt;br /&gt;
; Manually killing them: You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner. &lt;br /&gt;
&lt;br /&gt;
; Execution: The execution in the prisoner interaction menu allows this.&lt;br /&gt;
&lt;br /&gt;
; Euthanasia: Open the 'Operations' menu in the Health tab, then select 'Euthanize'. A doctor will come in and euthanize the prisoner. Similar to Execution, except it allows doctors to practice medicine, and has a lighter mood penalty.&lt;br /&gt;
&lt;br /&gt;
; Release: Financial gains aside, this can be the best option as you get free goodwill without negative mood effects. Not very useful against pirates as it does not result in increased goodwill, but it does prevent the mood debuffs that normally result from getting rid of unwanted prisoners. Note that you only get the full goodwill bonus if they exit the map with any wounds treated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colonist&amp;diff=62758</id>
		<title>Colonist</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colonist&amp;diff=62758"/>
		<updated>2019-02-21T22:49:15Z</updated>

		<summary type="html">&lt;p&gt;Pete2105: what even&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
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&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Colonists are the living inhabitants of each RimWorld colony. Each colonist has specific [[skills]], positive and negative [[traits]], and a character backstory. In general, every [[Human|human]] is a colonist except for [[Raider|raiders]]/[[Traveler|travelers]]/[[Prisoner|prisoners]]. The colonists come in various outfits based on their background, which can be seen by looking at the 'Character' tab in game.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creation==&lt;br /&gt;
{{Main Article|Characters}}&lt;br /&gt;
&lt;br /&gt;
Upon creating a new colony, a screen where 3 colonists can be &amp;lt;!--currently--&amp;gt; randomized individually is shown. The player cannot pick each character aspect by its own. Each of the colonists has a name, an age, a backstory, limitations, traits, and skills. The name is the only information that does not alter a colonist. The age can cause Cataracts, a bad back, Frailty, or other age-related conditions. Traits can cause mood disruption, psychic resistance, increase in skills, and so on.&lt;br /&gt;
[[File:CharacterCreationA16.png|200px|thumb|right|Typical character creation screen]]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{{Main Article|Skills}}&lt;br /&gt;
&lt;br /&gt;
Each colonist has different skill levels generated at the start. They tend to range from zero to five, before accounting traits and backstories. Those numeric values are not fixed but temporarily and will increase as the character performs actions related to that area.&lt;br /&gt;
&lt;br /&gt;
Older colonists tend to have better skills, but these are often offset by their poor health.&lt;br /&gt;
&lt;br /&gt;
===Backstory===&lt;br /&gt;
{{Main Article|Backstories}}&lt;br /&gt;
&lt;br /&gt;
Each colonist will have one or two backstories, teenage character will usually only have one due to their young age. Each story has a short description to go along with it, detailing a portion of the colonist's past. Each backstory has different effects on the colonist, such as  increasing/decreasing stats and disallowing certain tasks. Such information is important to consider when creating the first colonists for the new colony.  It may be difficult to even survive the start without certain skills, and future colonists may not join for awhile.&lt;br /&gt;
&lt;br /&gt;
==Playing==&lt;br /&gt;
There are 4 default [[scenario_system|scenarios]], in addition to the ability to create/ download more.&lt;br /&gt;
Each can have different attributes, e.g. no. of colonists, starting equipment, etc.&lt;br /&gt;
&lt;br /&gt;
Colonists may be dropped in escape pods on the map or start off standing.&lt;br /&gt;
&lt;br /&gt;
Upon generation of a new colony, starting characters will have varying equipment. For example, colonies starting as New Arrivals will be outfitted with [[synthread]] [[clothing]], while New Tribes will be outfitted with [[tribalwear]].&lt;br /&gt;
&lt;br /&gt;
In addition to being clothed, equipment, supplies and materials will be dropped with or near the starting point, or scattered around the map, depending on the scenario.&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, other colonists can join, by walking onto the map from the border, falling in from their own pods via an event, be discovered in [[Cryptosleep casket|cryptosleep sarcophagi]], captured and recruited or bought from slave [[trader]]s.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{{Main Article|Weapons}}&lt;br /&gt;
&lt;br /&gt;
Colonists can be equipped with various items, which are shown on their information panel while individually selected. They can only be equipped with one item type at a time, meaning a single shirt, a single weapon, and so on. Their skill with their weapons is determined by their skill with Shooting, for projectile-based weapons, and Melee for the rest. An example of this can be seen below.&lt;br /&gt;
[[File:ColonistEquippedA16.png|300px|thumb|none|Marine colonist equipped with a survival rifle from earlier versions]]&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
The work tab allows manually setting the tasks that each colonist is allowed to perform. Colonists will have a natural aptitude at a task, and have no check-boxes for tasks they are unable to perform. &lt;br /&gt;
[[File:WorkTab.png|300px|thumb|none|With default prioritization]]&lt;br /&gt;
&lt;br /&gt;
You can also prioritize a colonist's actions manually. To do this, go to the Work tab, and check the Manual Priorities box in the upper left-hand corner. The colonist has the numbers 1-4 in each check-box available, with 1 being the highest priority. If two or more tasks have the same prioritization number, then the colonist will do tasks from left to right, in relation to the task menu.&lt;br /&gt;
[[File:WorkTabCustom.png|300px|thumb|none|With manual prioritization selected]]&lt;br /&gt;
&lt;br /&gt;
===Thoughts===&lt;br /&gt;
{{Main Article|Thoughts}}&lt;br /&gt;
&lt;br /&gt;
The Thoughts tab shows what your colonist is thinking and experiencing, whether good or bad, and these thoughts will increase or decrease [[mood]].&lt;br /&gt;
&lt;br /&gt;
===Needs===&lt;br /&gt;
{{:Needs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Pete2105</name></author>
	</entry>
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