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	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-05-18T09:17:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Baby_food&amp;diff=117313</id>
		<title>Baby food</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Baby_food&amp;diff=117313"/>
		<updated>2022-11-05T23:46:16Z</updated>

		<summary type="html">&lt;p&gt;Phi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{Stub}}{{Infobox main|food&lt;br /&gt;
| name = Baby food&lt;br /&gt;
| image = &lt;br /&gt;
| description = &lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = &amp;lt;!-- Meal --&amp;gt;&lt;br /&gt;
| hp = &lt;br /&gt;
| deterioration = &lt;br /&gt;
| marketvalue = 1.25&lt;br /&gt;
| mass base = &lt;br /&gt;
| flammability = &lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = &lt;br /&gt;
| ingested direct thought = &lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 8&lt;br /&gt;
| production facility 1 = &lt;br /&gt;
| production facility 2 = &lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| skill 1 level = &lt;br /&gt;
| resource 1 = Nutrition&lt;br /&gt;
| resource 1 type = vegetarian&lt;br /&gt;
| resource 1 amount = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = &lt;br /&gt;
| preferability = &lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = &lt;br /&gt;
| draw gui overlay = &lt;br /&gt;
| eat effect = &lt;br /&gt;
| graphic class = &lt;br /&gt;
| graphic path = &lt;br /&gt;
| label = &lt;br /&gt;
| parent name = &lt;br /&gt;
| resource readout priority = &lt;br /&gt;
| selectable = &lt;br /&gt;
| social properness matters = &lt;br /&gt;
| sound eat = &lt;br /&gt;
| thing class = &lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = &lt;br /&gt;
}}&lt;br /&gt;
'''Baby food''' is a [[food]] added by the [[Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Created at a [[campfire]], [[electric stove]] or [[fueled stove]] with 5 non-[[Hay]] vegetarian products, creating 10 baby food.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Baby food is one of the few foods that are ingestible by [[children|babies]]. It has a 200% nutrition efficiency, i.e. you get 2 baby food for every raw food.&lt;br /&gt;
&lt;br /&gt;
A child (ages 3 or up) or adult eating baby food gives a ''-5 Ate baby food'' [[mood]]let.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Baby food, [[milk]], and [[insect jelly]] are the only food items that a baby can eat. Therefore, one of the two is a necessity if the mother is extremely busy, isn't lactating, is in [[cryptosleep casket|cryptosleep]] or dead, or if the baby is created from artificial [[pregnancy]]. Milk in particular requires maintaining [[animal]]s, which may not always be feasible - forcing baby food to be created.&lt;br /&gt;
&lt;br /&gt;
For adults, [[nutrient paste meal|nutrient paste]] is more nutritionally efficient ''and'' gives a smaller mood debuff, assuming you have the Nutrient Paste research unlocked.&lt;br /&gt;
&lt;br /&gt;
{{Nav|food|wide}}&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2lzoe6apgyxl9&amp;action=single-view</id>
		<title>Topic:X6d2ieyrlih8xea5</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2lzoe6apgyxl9&amp;action=single-view"/>
		<updated>2022-11-05T19:13:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Phi&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Phi (page does not exist)&quot;&gt;&lt;bdi&gt;Phi&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Phi&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Phi&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Phi&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Phi&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:X6d2ieyrlih8xea5&amp;amp;topic_showPostId=x6d2ieyrlmfb5i8d#flow-post-x6d2ieyrlmfb5i8d&quot;&gt;post&lt;/a&gt; on &quot;Incorrect Math&quot;&lt;/span&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2ksdezmeyevt9&amp;action=single-view</id>
		<title>Topic:X6d2ieyrlih8xea5</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2ksdezmeyevt9&amp;action=single-view"/>
		<updated>2022-11-05T19:13:03Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Phi&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Phi (page does not exist)&quot;&gt;&lt;bdi&gt;Phi&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Phi&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Phi&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Phi&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Phi&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:X6d2ieyrlih8xea5&amp;amp;topic_showPostId=x6d2ieyrlmfb5i8d#flow-post-x6d2ieyrlmfb5i8d&quot;&gt;post&lt;/a&gt; on &quot;Incorrect Math&quot;&lt;/span&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2kl5l4id7bjil&amp;action=single-view</id>
		<title>Topic:X6d2ieyrlih8xea5</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2kl5l4id7bjil&amp;action=single-view"/>
		<updated>2022-11-05T19:12:57Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Phi&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Phi (page does not exist)&quot;&gt;&lt;bdi&gt;Phi&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Phi&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Phi&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Phi&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Phi&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:X6d2ieyrlih8xea5&amp;amp;topic_showPostId=x6d2ieyrlmfb5i8d#flow-post-x6d2ieyrlmfb5i8d&quot;&gt;post&lt;/a&gt; on &quot;Incorrect Math&quot;&lt;/span&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2ieyrlmfb5i8d&amp;action=single-view</id>
		<title>Topic:X6d2ieyrlih8xea5</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X6d2ieyrlih8xea5&amp;topic_postId=x6d2ieyrlmfb5i8d&amp;topic_revId=x6d2ieyrlmfb5i8d&amp;action=single-view"/>
		<updated>2022-11-05T19:11:52Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Phi&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Phi (page does not exist)&quot;&gt;&lt;bdi&gt;Phi&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Phi&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Phi&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Phi&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Phi&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:X6d2ieyrlih8xea5&amp;amp;topic_showPostId=x6d2ieyrlmfb5i8d#flow-post-x6d2ieyrlmfb5i8d&quot;&gt;commented&lt;/a&gt; on &quot;Incorrect Math&quot; (&lt;em&gt;Just for the record, the math on this page is wrong. It says atomizers destroy 2 waste per day, pumps remove 4 polluted tiles every day,...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bionic_stomach&amp;diff=103505</id>
		<title>Bionic stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bionic_stomach&amp;diff=103505"/>
		<updated>2022-05-05T14:39:54Z</updated>

		<summary type="html">&lt;p&gt;Phi: Fixed incorrect math (verified in game that bionic stomach increases metabolism to 112%)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Bionic stomach&lt;br /&gt;
| image = Health item bionic.png|Bionic stomach&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| description = An advanced artificial stomach. A set of sensors and chemical synthesizers effectively digest any energy-bearing foodstuff. An integrated lattice-dust healing system automatically repairs any damage caused by the powerful acids. It is better than a biological stomach in every way.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
| research = Bionic replacements&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| mass base = 2.00&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 785&lt;br /&gt;
| tradeTags = TechHediff, Bionic&lt;br /&gt;
| techHediffsTags = Advanced&lt;br /&gt;
}}&lt;br /&gt;
A '''bionic stomach''' is an organ replacement that has 125% efficiency, and increases [[metabolism]] by 12.5% (metabolism is the average of stomach and liver efficiency).&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bionic stomachs can be crafted at a [[{{P|Production Facility 1}}]] 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}}]] of {{P|Skill 1 Level}}&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|bought]] from exotic traders, [[Empire]] traders, and at [[Outlander]] [[faction base]]s. They are also sometimes offered as a [[quest]] reward.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
A bionic stomach improves a pawn's [[metabolism]] by 12.5% (due to it contributing 50% along with the liver). This, in turn, slightly improves the [[rest rate multiplier]] by 3.75%, meaning the colonist will require less sleep. &lt;br /&gt;
&lt;br /&gt;
Unlike the [[Royalty DLC]] stomach replacements, [[EMP]]ing a pawn with a bionic stomach will not force them to vomit. &lt;br /&gt;
&lt;br /&gt;
Installing a stomach can be used to instantly treat [[gut worms]] as the new stomach replaces the diseased part. With it installed, further infections are also prevented.&lt;br /&gt;
&lt;br /&gt;
[[Eating]] capacity, [[eating speed]], and [[food poisoning]] chances are unaffected. &lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
Installing a bionic stomach requires {{ticks|2500}} of work, 2x medicine of ??{{Check Tag|What Quality|Herbal, Industrial or Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing a bionic stomach requires {{ticks|2500}} of work, 1x medicine of ??{{Check Tag|What Quality|Herbal, Industrial or Glitterworld?}} quality or better, and a [[Skills#Medical|Medical skill]] of ?.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General value proposition needed, not just comparisons to other stomachs}}&lt;br /&gt;
A bionic stomach gives a 12.5% increase to metabolism, which in turn has a 30% influence on Sleep rate; thus, it is a 3.75% increase in sleep efficiency, or, for a standard 8 hour sleep cycle, a savings of just over 17 minutes/day, or about a 1.8% increase in waking hours/day.&lt;br /&gt;
&lt;br /&gt;
The bionic stomach is a cheaper way to reduce time sleeping than upgrading to a [[royal bed]], however both can be combined. &lt;br /&gt;
&lt;br /&gt;
Of all the bionic parts in the game, excluding the [[bionic spine]] (which is situational), it is perhaps the least generally useful, only improving rest rate multiplier. However, it is still worth installing if there is one available, as this bonus is still significant.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
{{Royalty|No category}}&lt;br /&gt;
The [[Royalty DLC]] introduced a number of Stomach replacements with their own advantages and disadvantages. All three of these variants include the benefits offered by the bionic stomach in addition to their unique benefits however they are also susceptible to [[EMP]], causing the pawn to vomit uncontrollably for a short length of time. &lt;br /&gt;
&lt;br /&gt;
====Detoxifier Stomach====&lt;br /&gt;
In addition to the normal benefits of a bionic stomach, the [[detoxifier stomach]] eliminates the risk of food poisoning at the cost of vulnerability to EMP. &lt;br /&gt;
&lt;br /&gt;
====Reprocessor Stomach====&lt;br /&gt;
In addition to the normal benefits of a bionic stomach, the [[reprocessor stomach]] reduces the amount of food a pawn requires by 25% at the cost of vulnerability to EMP. &lt;br /&gt;
&lt;br /&gt;
====Nuclear Stomach====&lt;br /&gt;
In addition to the normal benefits of a bionic stomach, the [[nuclear stomach]] combines the benefits of both the detoxifier and reprocessor stomachs, reduces the amount of food a pawn requires by a whopping 75% and eliminating the risk of food poisoning at the cost of vulnerability to EMP and inflicting torso [[cancer]] on average once 120 in-game days. &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_01 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Stomach&lt;br /&gt;
! Cost&lt;br /&gt;
! [[Metabolism]]&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Hunger Rate&lt;br /&gt;
! [[Food poisoning]]&lt;br /&gt;
! [[Gut Worms]]&lt;br /&gt;
! [[EMP]]&lt;br /&gt;
! [[Carcinoma]]&lt;br /&gt;
! Market Value&lt;br /&gt;
|-&lt;br /&gt;
| Stomach {{RimworldIcon}}&lt;br /&gt;
| Harvest&lt;br /&gt;
| 1x&lt;br /&gt;
| 1x&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Bionic stomach]] {{RimworldIcon}}&lt;br /&gt;
| {{icon|{{Q|Bionic stomach|Resource 1}}|{{Q|Bionic stomach|Resource 1 Amount}}}} + {{icon|{{Q|Bionic stomach|Resource 2}}|{{Q|Bionic stomach|Resource 2 Amount}}}} &lt;br /&gt;
| 1.25x&lt;br /&gt;
| 1x&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| {{icon|Silver|{{Q|Bionic stomach|Market Value Base}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Detoxifier stomach]] {{RoyaltyIcon}}&lt;br /&gt;
| {{icon|{{Q|Detoxifier stomach|Resource 1}}|{{Q|Detoxifier stomach|Resource 1 Amount}}}} + {{icon|{{Q|Detoxifier stomach|Resource 2}}|{{Q|Detoxifier stomach|Resource 2 Amount}}}} &lt;br /&gt;
| 1.25x&lt;br /&gt;
| 1x&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| {{icon|Silver|{{Q|Detoxifier stomach|Market Value Base}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Reprocessor stomach]] {{RoyaltyIcon}}&lt;br /&gt;
| {{icon|{{Q|Reprocessor stomach|Resource 1}}|{{Q|Reprocessor stomach|Resource 1 Amount}}}} + {{icon|{{Q|Reprocessor stomach|Resource 2}}|{{Q|Reprocessor stomach|Resource 2 Amount}}}} &lt;br /&gt;
| 1.25x&lt;br /&gt;
| 0.75x&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| {{icon|Silver|{{Q|Reprocessor stomach|Market Value Base}} }}&lt;br /&gt;
|-&lt;br /&gt;
| [[Nuclear stomach]] {{RoyaltyIcon}}&lt;br /&gt;
| {{icon|{{Q|Nuclear stomach|Resource 1}}|{{Q|Nuclear stomach|Resource 1 Amount}}}} + {{icon|{{Q|Nuclear stomach|Resource 2}}|{{Q|Nuclear stomach|Resource 2 Amount}}}} &lt;br /&gt;
| 1.25x&lt;br /&gt;
| 0.25x&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:ex.png|24px]]&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| [[File:check.png|24px]]&lt;br /&gt;
| {{icon|Silver|{{Q|Nuclear stomach|Market Value Base}} }}&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;
== Installation ==&lt;br /&gt;
{{See also|Doctoring#Surgery|l1=Surgery}}&lt;br /&gt;
&lt;br /&gt;
Installing the bionic stomach requires 2 additional [[Medical Items#Medicine|medicine]], herbal or better.&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Added.&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;/div&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=89159</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=89159"/>
		<updated>2021-08-09T22:03:27Z</updated>

		<summary type="html">&lt;p&gt;Phi: melee weapon damage now sorts numerically)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
{{for|ways for both countering and using each kind of weapon|Weapon Guide}}&lt;br /&gt;
&lt;br /&gt;
'''Weapons''' are used by [[colonists]] and [[raiders]] alike to fight each other (and sometimes to put down enraged [[animals]]). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, a weapon on the ground will [[Deterioration|deteriorate]] until it disintegrates without a trace. Weapons stored in a [[shelf]] will not deteriorate, even if left outside.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Range weapons consist mostly of firearms, as well as other non-gunpowder weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced charge rifle and incendiary launcher. A ranged weapon's accuracy and damage are also affected by its [[quality]] level. &lt;br /&gt;
&lt;br /&gt;
Stats listed in the table below are for weapons that are of normal quality. The ranges are measured in tiles and correspond to: &lt;br /&gt;
*Touch = 3&lt;br /&gt;
*Short = 12&lt;br /&gt;
*Medium = 25&lt;br /&gt;
*Long = 40. &lt;br /&gt;
&lt;br /&gt;
Between those ranges, accuracy stats are interpolated. A weapon will never fire past its range stat, even if it has an accuracy value listed for longer ranges. E.g. a pump shotgun, with range 15.9 and acc. stats 80-87-77-64, will never fire at medium (25) or long (40) range, yet the medium stat does still bear relevance to its accuracy at 13-15 cells; you can think of its accuracy stats as 80-87-77-0 instead.&lt;br /&gt;
&lt;br /&gt;
DPS (Optimal) refers to the theoretical DPS if every single shot were to hit the target. DPS for the various ranges takes into account the weapon's accuracy at the start of the defined range.&lt;br /&gt;
&lt;br /&gt;
Some ranged weapons fire in bursts with each shot having individual hit chances. Cooldown starts once all shots in a burst are fired.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons also can't fire in melee range unless the target is downed or not immediately hostile to the player's faction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! AP !! Stopping Power !! Warm-Up&amp;lt;br/&amp;gt;(ticks){{ref label|Time|A}} !! Cooldown&amp;lt;br/&amp;gt;(ticks){{ref label|Time|A}} !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks){{ref label|Time|A}} !! Bullet Speed !! Accuracy&amp;lt;br/&amp;gt;(Touch) !! Accuracy&amp;lt;br/&amp;gt;(Short) !! Accuracy&amp;lt;br/&amp;gt;(Medium) !! Accuracy&amp;lt;br/&amp;gt;(Long)  !! Miss Radius !! Blast Radius !! DPS&amp;lt;br/&amp;gt;(Optimal){{ref label|DPS Targets|B}} !! DPS&amp;lt;br/&amp;gt;(Touch){{ref label|DPS Targets|B}} !! DPS&amp;lt;br/&amp;gt;(Short){{ref label|DPS Targets|B}} !! DPS&amp;lt;br/&amp;gt;(Medium){{ref label|DPS Targets|B}} !! DPS&amp;lt;br/&amp;gt;(Long){{ref label|DPS Targets|B}} !! Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
 | named args=yes&lt;br /&gt;
 | ?Name=?Name&lt;br /&gt;
 | format=template&lt;br /&gt;
 | template=Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
:{{note|Time|A}} At normal game speed, there are 60 ticks to one real world second. See: [[Time]].&lt;br /&gt;
:{{note|DPS Targets|B}} This DPS assumes a single target - weapons with a blast radius may have higher effective DPS by virtue of hitting multiple targets.&lt;br /&gt;
&lt;br /&gt;
A weapon stats spreadsheet for B19 with mods https://drive.google.com/open?id=1gdu8YTE9cwj9jcCsT1TrizsbbjkVZwco&lt;br /&gt;
&lt;br /&gt;
=== Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Quality !! Accuracy Modifier !! Base Damage Modifier !! Armor Penetration Modifier&lt;br /&gt;
|-&lt;br /&gt;
!Awful&lt;br /&gt;
|0.80&lt;br /&gt;
|0.90&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Good&lt;br /&gt;
|1.10&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|1.00&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.35&lt;br /&gt;
|1.25&lt;br /&gt;
|1.25&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|1.50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Weapons==&lt;br /&gt;
These weapons are equipped by either mechanoids or by turrets and cannot be obtained independent from their regular users without the use of [[dev mode]].&lt;br /&gt;
They include: the [[autocannon]], the [[heavy_charge_blaster|heavy charge blaster]], the [[inferno_cannon|inferno cannon]], the [[Inferno_cannon_(Turret)|turret form of the inferno cannon]], the [[light_charge_blaster|light charge blaster]], the [[mini-slugger]], the [[mini-turret_gun|mini-turret gun]], the [[needle_gun|needle gun]], and the [[uranium_slug_cannon|uranium slug cannon]]. When a normal pawn equips a debug-spawned weapon and then drops it, the weapon will disappear.&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons. Besides dedicated melee weapons, all ranged weapons can also be used as makeshift melee weapons.&lt;br /&gt;
&lt;br /&gt;
The exact damage of a melee weapon is based on its [[quality]] level, with a low quality weapon dealing less damage and a high quality weapon dealing more.&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[colonist]]'s [[Skills#Melee|melee skill]] and further modified by health stats of manipulation and sight, as well as the opponent's dodge chance.&lt;br /&gt;
&lt;br /&gt;
Weapons of quality Excellent or higher have an engraving that can be read by clicking the Art tab from the inspect pane. &lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons that are of normal quality and made out of [[steel]] (the baseline material).&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Average cooldown !! data-sort-type=&amp;quot;number&amp;quot;| Weakest attack damage !! data-sort-type=&amp;quot;number&amp;quot;| Strongest attack damage !! data-sort-type=&amp;quot;number&amp;quot;| Average DPS !! Damage type {{ref label|Blunt|A|A}} !! Average AP !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'|&lt;br /&gt;
! style='text-align: left !important;'| Unarmed human&lt;br /&gt;
| 2 s || 5 || 8.2 || 2.29 || Blunt || - || -&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Axe]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 9 || 15 || 6.71 || Sharp || 20% || 120&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Breach axe|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Breach axe]]&lt;br /&gt;
| ? || ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Beer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Beer]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 9 || 9 || 4.50 || Blunt || 13% || 12&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Bionic arm|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Bionic arm]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2 s || 12 || 12 || 6.00 || Blunt || 18% || 1 500&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|club|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Club]]&lt;br /&gt;
| 2 s || 9 || 14 || 6.27 || Blunt || 19% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Elephant tusk|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Elephant tusk]] {{ref label|Material|B|B}}&lt;br /&gt;
| 2.48 s || 9 || 18.2 || 6.89 || Sharp || 27% || 80&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Gladius|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Gladius]]&lt;br /&gt;
| 2 s || 9 || 15 || 7.52 || Sharp || 23% || 124&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Ikwa|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Ikwa]]&lt;br /&gt;
| 1.91 s || 9 || 15 || 6.71 || | Sharp || 20% || 113&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Jade knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Jade knife]] {{ref label|Jade|C|C}}&lt;br /&gt;
| 2.76 s || 12 || 13.5 || 5.35 || Sharp || 20% || 159&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Knife|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Knife]]&lt;br /&gt;
| 1.82 s || 9 || 13 || 6.50 || Sharp || 18% || 63&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Longsword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Longsword]]&lt;br /&gt;
| 2.5 s || 9 || 23 || 8.60 || Sharp || 33% || 255&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Mace|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Mace]]&lt;br /&gt;
| 2 s || 9 || 15.7 || 7.02 || Blunt || 21% || 117&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Monosword]]{{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2 s || 12 || 28 || 13.33 || Sharp || 84% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Monosword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_monosword|Persona Monosword]] {{ref label|Material|D|D}}  {{ref label|Royalty|E|E}}&lt;br /&gt;
| 1 s || 12 || 32 || 30.69 || Sharp ||  85% || 1300-2900&lt;br /&gt;
|- &lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Plasmasword]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 2.6 s || 12 || 21 || 7.85 || Sharp + Burn || 28% || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Plasmasword|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_plasmasword|Persona Plasmasword]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}{{ref label|Plasma|F|F}}&lt;br /&gt;
| 1.3 s || 12 || 23 || 11.11 || Sharp + Burn || 33% || 1500-2100&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Eltex staff|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Eltex staff]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 12 || 12 || 4.62 || Blunt || ?% || 1000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Spear|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Spear]]&lt;br /&gt;
| 2.5 s || 13 || 23 || 7.35 || Sharp || 38% || 186&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Thrumbo horn|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Thrumbo horn]] {{ref label|Material|B|B}}&lt;br /&gt;
| 1.85 s || 15 || 15 || 8.11 || Sharp || 41% || 800&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Warhammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Warhammer]] {{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.6 s || 11 || 20|| 6.89 || Blunt || 27% || ?&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Zeushammer]] {{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.75 s || 15 || 31 + 9 EMP Damage|| 9.95 || Blunt + EMP || 42%  || 2000&lt;br /&gt;
|-&lt;br /&gt;
! style='text-align: left !important;'| {{Icon Small|Zeushammer|}}&lt;br /&gt;
! style='text-align: left !important;'| [[Persona_zeushammer|Persona Zeushammer]]{{ref label|Material|D|D}}{{ref label|Royalty|E|E}}&lt;br /&gt;
| 2.05 s || 15 || 31 + 12 EMP Damage|| 13.40 || Blunt + EMP || 42% || 2600-4200&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:{{note label|Blunt|A|A}} All sharp melee weapons come also with (weak) blunt attacks.&lt;br /&gt;
:{{note label|Material|B|B}} Material cannot be changed for these. They also do not come in varying quality levels. The average DPS is always the final value and no formulas are needed for them.&lt;br /&gt;
:{{note label|Jade|C|C}} Jade knifes can only be obtained via the Lost tribe scenario; they cannot be crafted nor purchased.&lt;br /&gt;
:{{note label|Monoswords|D|D}} These weapons cannot be created by the player, they are able to be obtained through quests and purchasing them from Merchants. Both of these are also able to come in 'persona' variants that cannot be wielded by anyone other than the bonded pawn unless it has the &amp;quot;Freewielder&amp;quot; trait, so make sure you choose a good and unlikely to die pawn to use them. &lt;br /&gt;
:{{note label|Royalty|E|E}} These weapons were added by [[Royalty (DLC)]]&lt;br /&gt;
:{{note label|Plasma|F|F}} These weapons also have a 75% chance to set a pawn on fire. This damage is included in the DPS.&lt;br /&gt;
&lt;br /&gt;
=== Material / Quality Modifiers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Material !! Cooldown speed factor !! Damage factor (Blunt) !! DPS factor (Blunt) !! Damage factor (Sharp) !! DPS factor (Sharp) !! Max HP factor&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.50 || 0.38 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.65 || 0.50 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.55&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.3&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.30|| | 1.00 || 0.77 || | 0.60 || 0.46 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 0.85 || 0.85 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.00|| | 1.00 || 1.00 || | 0.75 || 0.75 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 0.90 || 1.13 || | 1.10 || 1.38 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|1.00|| | 0.90 || 0.90 || | 0.45 || 0.45 || 0.65&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.10|| | 1.50 || 1.36 || | 1.10 || 1.00 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.30|| | 1.50 || 1.15 || | 1.00 || 0.77 || 0.5&lt;br /&gt;
|-&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;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
!Poor&lt;br /&gt;
|0.90&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;
!Excellent&lt;br /&gt;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.65&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Do note that stone blocks can only be used with clubs.&lt;br /&gt;
&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
==== General Formulas ====&lt;br /&gt;
&lt;br /&gt;
'''Damage''' for any melee weapon is '''Base Damage x Material Modifier x Quality Modifier'''&lt;br /&gt;
&lt;br /&gt;
'''Cooldown''' is calculated as '''Weapon melee cooldown / Material melee cooldown'''&lt;br /&gt;
&lt;br /&gt;
'''DPS''' (damage per second) is calculated as '''Damage / Cooldown'''. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.&lt;br /&gt;
&lt;br /&gt;
'''AP''' (armor piercing) defaults to 0.015 x '''Damage''' if no value is specified&lt;br /&gt;
&lt;br /&gt;
'''Chance Factor''' defaults to 1 if no value is specified&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Weapons ====&lt;br /&gt;
&lt;br /&gt;
The DPS listed on the info tab for weapons is deceiving as it is no longer used when a pawn equips the item (see below). Regardless this is how it is computed based on the melee attack options the weapon has:&lt;br /&gt;
# For each attack option compute the '''Selection Weight''' = '''Damage''' x '''Damage'''&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Selection Weight''' / SumOfAll('''Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Note that this is mathematically incorrect (see below for more details). Below is an example with a Normal Persona Zeus Hammer:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 || 961 || 81%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 || 225 || 19% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 81% + 15 x 19% = 27.965&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 81% + 1.6 x 19% = 2.086&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 27.965 / 2.086 = 13.40&lt;br /&gt;
&lt;br /&gt;
You can find more of these values in Dev mode &amp;gt;&amp;gt; Logging Menu &amp;gt;&amp;gt; Tools. There are also values listed for pawns and these are computed the same as above except that in step 1 you also multiply by 0.3 and the '''Chance Factor''' if one is specified. Note that just like the item values these are not actually used in the game anymore (see below).&lt;br /&gt;
&lt;br /&gt;
==== Listed DPS on Pawns ====&lt;br /&gt;
&lt;br /&gt;
This is a system used since version [[Version/1.1.2610|1.1.2610]] and it is based on a category system. It is based on the attack options available however now we take both the options from the weapon as well as the options from the pawn (eg. fists) into account:&lt;br /&gt;
&lt;br /&gt;
# For each attack option compute the '''Initial Selection Weight''' = '''Damage''' x (1 + '''AP''') x '''Chance Factor''' / '''Cooldown'''&lt;br /&gt;
# For each attack option determine the '''Category''' based on the highest weight value we just computed:&lt;br /&gt;
#* ''Best'' if '''Initial Selection Weight''' &amp;gt;= 0.95 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Worst'' if '''Initial Selection Weight''' &amp;lt; 0.25 x MAX('''Initial Selection Weight''')&lt;br /&gt;
#* ''Mid'' Otherwise&lt;br /&gt;
# For each attack option compute the '''Final Selection Weight''' based on the categories:&lt;br /&gt;
#* 0.75 / NumberOfOptionsIn(''Best'') if the option is in the ''Best'' category&lt;br /&gt;
#* 0.25 / NumberOfOptionsIn(''Mid'') if the option is in the ''Mid'' category&lt;br /&gt;
#* 0.0 if the option is in the ''Worst'' category&lt;br /&gt;
# For each attack option compute the '''Selection Chance''' = '''Final Selection Weight''' / SumOfAll('''Final Selection Weights''')&lt;br /&gt;
# Compute the '''Average Damage''' = SumOfAll('''Damage''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average Cooldown''' = SumOfAll('''Cooldown''' x '''Selection Chance''')&lt;br /&gt;
# Compute the '''Average DPS''' = '''Average Damage''' / '''Average Cooldown'''&lt;br /&gt;
&lt;br /&gt;
Below is an example with a pawn carrying a Normal Persona Zeus Hammer (note that AP is not specified and therefore is defined as '''Damage''' x 0.015):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack !! Damage !! Cooldown !! Armor Piercing !! Chance Factor !! Initial Selection Weight !! Category !! Final Selection Weight !! Selection Chance&lt;br /&gt;
|-&lt;br /&gt;
| head || 31 || 2.2 ||  ||  || 20.64 || Best || 0.75 || 75.0%&lt;br /&gt;
|-&lt;br /&gt;
| handle || 15 || 1.6 ||  ||  || 11.48 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| left fist (archotech arm) || 14 || 2 ||  ||  || 8.47 || Mid || 0.125 || 12.5%&lt;br /&gt;
|-&lt;br /&gt;
| right fist || 8.2 || 2 ||  ||  || 4.60 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| teeth || 8.2 || 2 ||  || 0.07 || 0.32 || Worst || 0.00 || 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| head || 5 || 2 ||  || 0.2 || 0.54 || Worst || 0.00 || 0.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Average Damage''' = 31 x 75% + 15 x 12.5% + 14 x 12.5% = 26.875&lt;br /&gt;
&lt;br /&gt;
'''Average Cooldown''' = 2.2 x 75% + 1.6 x 12.5% + 2 x 12.5% = 2.100&lt;br /&gt;
&lt;br /&gt;
'''Average DPS''' = 26.875 / 2.100 = 12.80&lt;br /&gt;
&lt;br /&gt;
Note that in this case upgrading the left arm actually decreased the average DPS (from 13.17 to 12.80) by moving an inferior attack option from ''Worst'' to ''Mid''.&lt;br /&gt;
&lt;br /&gt;
There is a peculiarity in the description above as it seems that the AccuracyTouch properties of ranged weapons is not used. This may be a bug as it seems intended that it should have been used.&lt;br /&gt;
&lt;br /&gt;
== Biocoding ==&lt;br /&gt;
Weapons can be biocoded. These weapons are found on raiders, guests and other pawns and are only usable by the specific pawn that the weapon is biocoded to. They can be [[Electric smelter|smelted]] and have a specific option in the bill menu to allow their sorting.&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Shooting accuracy split into into misses due to equipment and misses due to skill.&lt;br /&gt;
* [[Version/0.0.250|0.0.250]] - Melee attacks incap more than guns and explosives. '''N.b. That this change may or may not be represented in the current version. It was only added in this previous version.''' &lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Melee weapons have a [[quality]]. Can now craft any kind of melee weapon from appropriate materials.&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/1.1.0|1.1.0]] - Biocoding added&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=70751</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=70751"/>
		<updated>2020-05-17T15:16:52Z</updated>

		<summary type="html">&lt;p&gt;Phi: fixed and added some info reg. ascetics. as of V1.1.2624&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food.  Moreover, Throne Room requirements (braziers, drapes, instruments, size, flooring) do not need to be satisfied.  Keep in mind that they do need a throne room to satisfy their need for Authority (No authority results in a -18 moodlet), and based on the [[Room_stats#Impressiveness|Impressiveness]] of the room they may get a negative moodlet (-6 for awful, -2 for dull (with the moodlet &amp;quot;mediocre throne room&amp;quot;, possibly a bug)) if the room is less than Mediocre.  In practice this means that an Ascetic Count/Countess (or any title) may be kept happy with raw food, a 1x2 awful bedroom, and a 3x3 smooth stone throne room with a normal throne and a light source.  Do also note that having a throne room that meets or exceeds the requirements and is sufficiently impressive can result in a positive moodlet, which may be useful but is a very expensive way to get a mood bonus. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Inheritance and Renouncing ===&lt;br /&gt;
Heirs are automatically assigned with additional weight to spouses. Can be changed by using a [[Comms console]] and perfoming a ritual.&lt;br /&gt;
Should a noble die and be [[Resurrector mech serum|resurrected]], the heir keeps the title.&lt;br /&gt;
Titles can be renounced.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
Dying, being kidnapped, or renoucing a title ends any current decrees as of 1.1.2579.&lt;br /&gt;
&lt;br /&gt;
=== Conceited vs Non Conceited ===&lt;br /&gt;
&lt;br /&gt;
Titled pawns with the Greedy or Jealous traits become Conceited after gaining Titles, and would refuse to do certain types of work as they rise up the ranks.&lt;br /&gt;
&lt;br /&gt;
Titled pawns without those traits can continue to do all types of work they used to be able to even after gaining higher titles.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
*Freeholder: The Imperial title of freeholder gives an Imperial citizen the right to own productive private property. In the Empire, most freeholders own no more than a tiny shop or taxi, but some can become very wealthy as merchants, entrepreneurs, or investors.&lt;br /&gt;
*Yeoman: The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title and offers no economic rights beyond those of a freeholder, it does give the holder the right to use low-level psychic abilities.In the Empire, this title is often held by high-level soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals.&lt;br /&gt;
*Esquire: The Imperial title of esquire is held by individuals at the lowest level of nobility. Esquires are subordinate nobles who mostly do what their liege lord tells them. In the Empire, esquires might own a city building or a farm complex. During wartime, an esquire might lead a platoon of troops, captain a frigate, or serve their lord as a specialist or advisor. Their low rank makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked esquire to a negotiation can itself be seen as an insult, whereas a yeoman negotiator is seen as only representing his lord.&lt;br /&gt;
*Knight: The Imperial title of knight is held by subordinate nobles of significant stature, but without a leadership role. Knights serve higher lords in all their actions, but they are ranked high enough to command respect from everyone. In the Empire, a knight will control a factory complex, commercial district, or small farming region. In combat, a knight typically leads a company of troops or a small fleet assault group. Knights are expected to engage personally in work and battle.&lt;br /&gt;
*Praetor: The Imperial title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above. In the Empire, praetors usually hold title to a city district, asteroid sector, or agricultural region. At war, they take authority over the smallest combat units that fight independently. On the ground, a praetor will lead a troop cohort. In the fleet, a praetor will captain a destroyer or a combat group.&lt;br /&gt;
*Count: The Imperial title of count is the middle rank of middle nobility. In the Empire, a count would hold title to a city or colony, and might have a small personal fleet possibly including capital ships.&lt;br /&gt;
*Duke: The Imperial title of duke is the highest of the middle nobility. In the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships an dozens of support craft.&lt;br /&gt;
*Consul: The Imperial title of consul is a lower level of high nobility. In the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures.&lt;br /&gt;
*Stellarch: The Imperial title of stellarch represents dominion over an entire star system.b In the Empire, since interstellar travel times are years long, stellarchs rule their systems with a great degree of independence. They each swear fealty to the Emperor, but since the Emperor may be many light-years away, a stellarch may go years or decades without interacting with him.&lt;br /&gt;
*Emperor: The Imperial title of emperor indicates sovereign dominion over the entire Empire, all its peoples, planets, and fleets. All other lords swear fealty to a high lord, while the Emperor swears fealty to no one. However, even the Emperor depends on the support of lower nobles to remain in power.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements (''lost'' next tier in ''italic'') !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Area 24, All floored, x2 Brazier, All braziers must be lit''' || '''Area 16, all floored, double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || '''Area 24''', '''impressiveness 40''', all floored, double bed, '''end table, dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, '''impressiveness 50''', all floored, double bed, end table, dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || '''Area 30''', '''impressiveness 70''', All floored, '''royal bed''', end table, dresser, '''drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Area 30, '''Room impressiveness 80''', All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&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:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* Royalty Initial Release: Added&lt;br /&gt;
* 1.1.2571: Baron can now do Animals, Count can now do commoner work and instead is now only unable to do same as Baron, plus Animals.&lt;br /&gt;
* 1.1.2575: added the ability to renounce the title from the bio tab.&lt;br /&gt;
* 1.1.2579: mechanics were changed from all Nobles having hard restrictions, to only some. Dying, being kidnapped, or renoucing a title now ends decrees.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Phi</name></author>
	</entry>
</feed>