<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PieTau</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=PieTau"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/PieTau"/>
	<updated>2026-04-07T04:23:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:PieTau&amp;diff=84866</id>
		<title>User:PieTau</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:PieTau&amp;diff=84866"/>
		<updated>2021-04-22T03:47:34Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Category:Clothing]]&lt;br /&gt;
| ?Work To Make&lt;br /&gt;
| ?Resource 1 Amount&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Category:Furniture]]&lt;br /&gt;
| ?Mass Base&lt;br /&gt;
| ?Resource 1 Amount&lt;br /&gt;
| ?Work To Make&lt;br /&gt;
}}&lt;br /&gt;
plant pot or animal sleeping box&lt;br /&gt;
plant pot has higher density but more work, 17% higher density but 42.4% more work (per unit)&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yak&amp;diff=84292</id>
		<title>Yak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yak&amp;diff=84292"/>
		<updated>2021-04-11T15:37:29Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Made some words to links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Yak&lt;br /&gt;
|image = Yak.png&lt;br /&gt;
|description = &amp;quot;Yaks are robust cattle with a bulky frame, short but thick legs, and rounded cloven hooves that are splayed to help them walk in snow.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 1.9&lt;br /&gt;
|healthscale = 1.5&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|movespeed = 3.2&lt;br /&gt;
|attack1dmg = 8.18&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = front left leg&lt;br /&gt;
|attack1cool = 126&lt;br /&gt;
|attack2dmg = 8.18&lt;br /&gt;
|attack2type = blunt&lt;br /&gt;
|attack2part = front right leg&lt;br /&gt;
|attack2cool = 126&lt;br /&gt;
|milk = 12&lt;br /&gt;
|milktime = 2&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|leatheryield = 57&lt;br /&gt;
|manhunter = 0.05&lt;br /&gt;
|manhuntertame = 0.02&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = none&lt;br /&gt;
|wildness = 0.11&lt;br /&gt;
|gestation = 20&lt;br /&gt;
|lifespan = 22&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 0.45&lt;br /&gt;
|marketvalue = 320&lt;br /&gt;
|nuzzlemtbhours = 120&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tropicalrainforest = true&lt;br /&gt;
|massadult = 114&lt;br /&gt;
|petness = 0.30&lt;br /&gt;
|min comfortable temperature = -45&lt;br /&gt;
|max comfortable temperature = 40&lt;br /&gt;
}}&lt;br /&gt;
'''Yaks''' are tameable [[herbivore]]s with a medium movement speed. A Yak will increase the carrying capacity of any [[caravan]] it's part of by 66.5 kg. Males of the species can be distinguished by their horns and lack of udders, while females have the opposite.&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
Yaks can be found in [[Biomes#Arid shrubland|Arid Shrubland]], [[Biomes#Temperate Forest|Temperate Forest]], [[Biomes#Boreal Forest|Boreal Forest]] and [[Biomes#Tropical Rainforest|Tropical Rainforest]]. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
Yaks can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Yaks purchased from [[traders]] will be already tamed. Yaks can be brought along with a [[caravan]] to increase carrying capacity by 66.5kg.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
[[Overview#Handle|Handlers]] are required to harvest resources from [[animals]].&lt;br /&gt;
&lt;br /&gt;
Female yaks can be milked once every 2 days, producing 12 [[milk]].&lt;br /&gt;
&lt;br /&gt;
Note that while [[cow]]s are faster [[milk]] producers, yaks produce [[milk]] AND are pack animals, which is a combo that [[muffalo]]s no longer provide. However, the [[dromedary]] is also a milkable pack animal that is superior in speed and carrying capacity.&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.&lt;br /&gt;
* [[Version/1.1.2559|1.1.2559]] - Decrease minimum comfortable temperature &lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
YakMale east.png|Male yak&lt;br /&gt;
YakFemale east.png|Female yak&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bison&amp;diff=84291</id>
		<title>Bison</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bison&amp;diff=84291"/>
		<updated>2021-04-11T13:28:25Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Extended comparison to muffalo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Bison&lt;br /&gt;
|image = Animal Bison side.png|200px{{!}}Bison&lt;br /&gt;
|description = A large plant eating mammal appearing in the savannah wilderness. Tamed are quite docile, but enraged are fast and dangerous.&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Wild&lt;br /&gt;
|bodysize = 2.1&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|movespeed = 4.70&lt;br /&gt;
|attack1dmg = 15&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack1cool = 174&lt;br /&gt;
|attack2dmg = 10&lt;br /&gt;
|attack2type = blunt&lt;br /&gt;
|attack2part = left hoof&lt;br /&gt;
|attack2cool = 120&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = blunt&lt;br /&gt;
|attack3part = right hoof&lt;br /&gt;
|attack3cool = 120&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = bite&lt;br /&gt;
|attack4part = Teeth&lt;br /&gt;
|attack4cool = 120&lt;br /&gt;
|attack4chance = 0.5&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|leatheryield = 63&lt;br /&gt;
|woolname = bison wool&lt;br /&gt;
|wool = 100&lt;br /&gt;
|sheartime = 25&lt;br /&gt;
|manhunter = 0.1&lt;br /&gt;
|manhuntertame = 0.013&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = simple&lt;br /&gt;
|wildness = 0.6&lt;br /&gt;
|gestation = 28&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|massadult = 147&lt;br /&gt;
|maturityage = 0.5&lt;br /&gt;
|marketvalue  = 350&lt;br /&gt;
|min comfortable temperature = -55&lt;br /&gt;
|max comfortable temperature = 45&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_borealforest = ?&lt;br /&gt;
|livesin_icesheet = ?&lt;br /&gt;
|livesin_seaice = ?&lt;br /&gt;
|livesin_temperateforest = ?&lt;br /&gt;
|livesin_tundra = ?&lt;br /&gt;
}}&lt;br /&gt;
'''Bison''' are slow-moving, grass-grazing quadrupeds analogous to buffalo. When enraged, they can melee and can become a threat to colonists due to their high health. They provide a large quantity of leather compared to other creatures that spawn in the same biomes, two or three Bison usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. Their leather is a dark brown color. A Bison will also increase the carrying capacity of any [[caravan]] it's part of by 73.5 kg.&lt;br /&gt;
&lt;br /&gt;
Bison stats are equivalent to [[muffalo]] except they have slightly higher move speed and market value, are more likely to aggro when harmed, and give [[plainleather]] instead of [[bluefur]]. They give [[bison wool]] instead of [[Muffalo wool]] wich is the same but has 4 (&amp;amp;deg;C) less cold insulation.&lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Bison can be found in the following biomes: [[Temperate forest]]. They can either be tamed by a [[Menus#Handle|Handler]] or self-tame in a random [[events|event]].&lt;br /&gt;
&lt;br /&gt;
Bison can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Bison purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Handlers are required to harvest resources from animals.&lt;br /&gt;
&lt;br /&gt;
Tamed Bison can be sheared once each 25 days for 100 [[bison wool]]. Note that [[alpaca]]s are faster wool producers but inferior pack animals.&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=84234</id>
		<title>Unstable power cell</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unstable_power_cell&amp;diff=84234"/>
		<updated>2021-04-09T00:34:24Z</updated>

		<summary type="html">&lt;p&gt;PieTau: updated stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|furniture||&lt;br /&gt;
|name = Unstable power cell&lt;br /&gt;
|image = Unstablepc.png&lt;br /&gt;
|description = A mechanoid power generation unit. The vanometric power core will run forever, extracting energy from quantum foam fluctuations. An internal amplifier system makes it unstable. If damaged, the unit will generate a massive explosion. Some brave humans steal these from mechanoids for their own use as power plants or defensive bombs. However, an unintentional detonation can be devastating.&lt;br /&gt;
|type = Misc{{!}}Miscellaneous&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|beauty = -20&lt;br /&gt;
|mass base = 15&lt;br /&gt;
|material amount  = &lt;br /&gt;
|material name = &lt;br /&gt;
|material 2 amount  =&lt;br /&gt;
|material 2 name =&lt;br /&gt;
|material 3 amount  = &lt;br /&gt;
|material 3 name = &lt;br /&gt;
|marketvalue = 400&lt;br /&gt;
|hp = 200&lt;br /&gt;
|cover = 0.35&lt;br /&gt;
|flammability =0.0&lt;br /&gt;
|deconstruct yield = {{icon|component|2}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|An '''unstable power cell''' is a power generation units that is of [[Mechanoid]] origin. The cell will always output 400w and can be placed anywhere, but if damaged can explode like an [[antigrain warhead]]. The cell bears some similarities to the [[Vanometric power cell]] in that it will create free energy infinitely and can be placed in fortified positions.}}&lt;br /&gt;
&lt;br /&gt;
The explosion has a radius of 9.9 tiles.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The UPC can be claimed and stolen from [[mechanoid cluster]]s once the cluster is defeated. Beware of mechanoid turret explosions damaging the UPC, resulting in a chain explosion that can easily kill nearby colonists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|power|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mech_node&amp;diff=84230</id>
		<title>Mech node</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mech_node&amp;diff=84230"/>
		<updated>2021-04-08T23:32:51Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Made page but much is missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|building|&lt;br /&gt;
|name = Gloomlight&lt;br /&gt;
|image = Gloomlight.png&lt;br /&gt;
|description = &lt;br /&gt;
| type  = Buildings&lt;br /&gt;
| type2 = Miscellaneous&lt;br /&gt;
|hp = &lt;br /&gt;
|marketvalue = 200&lt;br /&gt;
|beauty= &lt;br /&gt;
|mass base = 9&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|flammability = &lt;br /&gt;
|cover = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|deconstruct yield = {{icon|plasteel|22}}{{icon|component|1}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|An '''Gloomlight''' can be claimed from a [[Mechanoid cluster]] if it is not dammaged in the fight.&lt;br /&gt;
&lt;br /&gt;
It provides light of 50%.&lt;br /&gt;
&lt;br /&gt;
It can not be sold. ''Needs validation''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Environment]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:PieTau&amp;diff=83938</id>
		<title>User:PieTau</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:PieTau&amp;diff=83938"/>
		<updated>2021-04-05T00:32:39Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ask: [[Category:Clothing]]&lt;br /&gt;
| ?Work To Make&lt;br /&gt;
| ?Resource 1 Amount&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59982</id>
		<title>Template:Ranged Weapon Table Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59982"/>
		<updated>2018-09-13T11:01:50Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#vardefine: name         | {{{?Name|Heavy SMG}}}&lt;br /&gt;
}}{{#vardefine: DPS         | {{Q| {{#var:name}} | Maximum DPS}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! 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) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{#var:name}}}}&lt;br /&gt;
! style='text-align: left !important; width: 10em' | [[{{#var:name}}]]&lt;br /&gt;
| {{Q| {{#var:name}} | Damage Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Aiming Time Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Ranged Cooldown Base| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Range| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Count|1}}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Ticks| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Velocity| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Touch) Base| -  |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Short) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Medium) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Long) Base| - |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Miss Radius| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Blast Radius| - }}&lt;br /&gt;
| {{#var:DPS}}&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Touch) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Short) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Medium) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Long) Base}}/100*{{#var:DPS}} }} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
| {{Q| {{#var:name}} | Market Value|?}}&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59981</id>
		<title>Template:Ranged Weapon Table Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59981"/>
		<updated>2018-09-13T10:57:45Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#vardefine: name         | {{NAME}}&lt;br /&gt;
}}{{#vardefine: DPS         | {{Q| {{#var:name}} | Maximum DPS}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! 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) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{#var:name}}}}&lt;br /&gt;
! style='text-align: left !important; width: 10em' | [[{{#var:name}}]]&lt;br /&gt;
| {{Q| {{#var:name}} | Damage Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Aiming Time Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Ranged Cooldown Base| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Range| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Count|1}}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Ticks| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Velocity| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Touch) Base| -  |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Short) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Medium) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Long) Base| - |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Miss Radius| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Blast Radius| - }}&lt;br /&gt;
| {{#var:DPS}}&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Touch) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Short) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Medium) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Long) Base}}/100*{{#var:DPS}} }} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
| {{Q| {{#var:name}} | Market Value|?}}&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59980</id>
		<title>Template:Ranged Weapon Table Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59980"/>
		<updated>2018-09-13T10:57:03Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#vardefine: name         | {{PAGENAME}}&lt;br /&gt;
}}{{#vardefine: DPS         | {{Q| {{#var:name}} | Maximum DPS}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! 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) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{#var:name}}}}&lt;br /&gt;
! style='text-align: left !important; width: 10em' | [[{{#var:name}}]]&lt;br /&gt;
| {{Q| {{#var:name}} | Damage Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Aiming Time Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Ranged Cooldown Base| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Range| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Count|1}}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Ticks| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Velocity| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Touch) Base| -  |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Short) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Medium) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Long) Base| - |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Miss Radius| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Blast Radius| - }}&lt;br /&gt;
| {{#var:DPS}}&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Touch) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Short) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Medium) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Long) Base}}/100*{{#var:DPS}} }} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
| {{Q| {{#var:name}} | Market Value|?}}&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59978</id>
		<title>Template:Ranged Weapon Table Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59978"/>
		<updated>2018-09-13T10:55:25Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#vardefine: name         | {{{?Name}}}&lt;br /&gt;
}}{{#vardefine: DPS         | {{Q| {{#var:name}} | Maximum DPS}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! 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) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{#var:name}}}}&lt;br /&gt;
! style='text-align: left !important; width: 10em' | [[{{#var:name}}]]&lt;br /&gt;
| {{Q| {{#var:name}} | Damage Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Aiming Time Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Ranged Cooldown Base| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Range| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Count|1}}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Ticks| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Velocity| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Touch) Base| -  |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Short) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Medium) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Long) Base| - |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Miss Radius| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Blast Radius| - }}&lt;br /&gt;
| {{#var:DPS}}&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Touch) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Short) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Medium) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Long) Base}}/100*{{#var:DPS}} }} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
| {{Q| {{#var:name}} | Market Value|?}}&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59977</id>
		<title>Template:Ranged Weapon Table Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Table_Row&amp;diff=59977"/>
		<updated>2018-09-13T10:31:45Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#vardefine: name         | {{{?name|Heavy SMG}}}&lt;br /&gt;
}}{{#vardefine: DPS         | {{Q| {{#var:name}} | Maximum DPS}}&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! 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) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|{{#var:name}}}}&lt;br /&gt;
! style='text-align: left !important; width: 10em' | [[{{#var:name}}]]&lt;br /&gt;
| {{Q| {{#var:name}} | Damage Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Aiming Time Base| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Ranged Cooldown Base| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Range| ? }}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Count|1}}&lt;br /&gt;
| {{Q| {{#var:name}} | Burst Ticks| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Velocity| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Touch) Base| -  |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Short) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Medium) Base| - |% }}&lt;br /&gt;
| {{Q| {{#var:name}} | Accuracy (Long) Base| - |%}}&lt;br /&gt;
| {{Q| {{#var:name}} | Miss Radius| - }}&lt;br /&gt;
| {{Q| {{#var:name}} | Blast Radius| - }}&lt;br /&gt;
| {{#var:DPS}}&lt;br /&gt;
{{#if:{{Q| {{#var:name}} | Accuracy (Touch) Base}}|&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Touch) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Short) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Medium) Base}}/100*{{#var:DPS}} }}&lt;br /&gt;
{{!}} {{#expr:{{Q| {{#var:name}} | Accuracy (Long) Base}}/100*{{#var:DPS}} }} |&lt;br /&gt;
{{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - {{!}}{{!}} - &lt;br /&gt;
}}&lt;br /&gt;
| {{Q| {{#var:name}} | Market Value|?}}&amp;lt;noinclude&amp;gt;|}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Icon_Small&amp;diff=59877</id>
		<title>Template:Icon Small</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Icon_Small&amp;diff=59877"/>
		<updated>2018-09-07T21:48:47Z</updated>

		<summary type="html">&lt;p&gt;PieTau: First character is now always uppercase, also added some checks that will give back info whats gone wrong. so it's easier to use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine: name    | {{ucfirst:{{{1|}}}&lt;br /&gt;
}}}}{{#ifeq: {{#ifexist: {{#var:name}}| TRUE | FALSE}}| FALSE | [[{{#var:name}}]](Page does not exist)&lt;br /&gt;
|{{#ifeq: {{#ifexist: {{#show: {{#var:name}} | ?image | link = none }}| TRUE | FALSE}}| FALSE | [[{{#var:name}}]] (Page has no &amp;quot;Image&amp;quot;) &lt;br /&gt;
|[[{{#show: {{#var:name}} | ?image | link = none }}|{{#if:{{{2|}}}|{{{2|}}}|16}}px|link={{#var:name}}]]&lt;br /&gt;
}} }}&amp;lt;/onlyinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
== Description==&lt;br /&gt;
Will give a small icon (16px default)&amp;lt;/br&amp;gt;&lt;br /&gt;
Image is taken from the page, so all pages that have a image should be able to display an icon of it.&lt;br /&gt;
&lt;br /&gt;
There are checks that will give some feedback when inproper used&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Icon Small&lt;br /&gt;
| name &amp;lt;-- determines image displayed, is a Pagename that has an image&lt;br /&gt;
| image size (optional, 16px resize by default) has to be an integer&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Just an icon: {{Icon Small|steel}}&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Icon Small|steel}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Icon with Size: {{Icon Small|Wood|32}}&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Icon Small|Wood|32}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Beer&amp;diff=47138</id>
		<title>Beer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Beer&amp;diff=47138"/>
		<updated>2017-04-13T10:40:14Z</updated>

		<summary type="html">&lt;p&gt;PieTau: &amp;lt;noinclude&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Beer&lt;br /&gt;
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol addiction.&lt;br /&gt;
| deterioration rate base = 0&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| equipment type = Primary&lt;br /&gt;
| equipped angle offset = -150&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Drug/Beer&lt;br /&gt;
| label = beer&lt;br /&gt;
| market value base = 9&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0.08&lt;br /&gt;
| melee cooldown base = 108&lt;br /&gt;
| melee damage base = 7&lt;br /&gt;
| melee damage def = blunt&lt;br /&gt;
| parent name = DrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability = NeverForNutrition&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = Ingest_Beer&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base =	&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.006&lt;br /&gt;
| drug category = social&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.17&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{#set:Damage Type= Blunt}}{{#set:Maximum DPS={{#expr: (( {{Q|{{BASEPAGENAME}} |Melee Damage Base|0}} ) / (( {{Q| {{BASEPAGENAME}} | Melee Cooldown Base|1}}/60 ))) round 2 }}}}&lt;br /&gt;
{{Info|Beer is produced by fermenting wort in a fermenting barrel for 10 days. Wort is produced at a [[Brewery|brewery]]. The brewery requires a colonist with the cooking job type set in the [[Overview]]. It uses the bill system like other production stations. The bill can be set to a require minimum cooking skill level. This process yields 5 wort for 25 [[hops]] and takes 17 work. The amount of time it takes to complete the bill is determined by the colonist's [[Brewing Speed|brewing speed]]. Beer is consumed by colonists who are addicted, stressed, on an [[Mood#Binging|alcohol binge]] or are in need of some food and joy (it actually replenishes both by quite a bit). Beer is useful for [[mood]] management as it provides a positive mood modifier to offset stress. Overuse, including for stress relief, may lead to alcohol addiction.&lt;br /&gt;
&lt;br /&gt;
Beer provides a huge boost to a colonist's [[joy]].&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beer can be wielded as a weapon with the following stats.&lt;br /&gt;
{| {{STDT| c_06 text-center}}&lt;br /&gt;
! Melee Attack !! Damage Amount !! Cooldown!!DPS&lt;br /&gt;
|-&lt;br /&gt;
![[Injury|{{Q|{{BASEPAGENAME}}| Damage Type }}]]&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Melee Damage Base}}&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Melee Cooldown Base}}&lt;br /&gt;
|{{Q|{{BASEPAGENAME}}|Maximum DPS}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inebriation==&lt;br /&gt;
Consuming beer raises a colonist's alcohol level by 15% per beer. Alcohol level, not displayed in-game, determines inebriation level and falls automatically over time. Beer's effect on mood and pain can help a colonist with poor mood or in extreme pain. Once a colonist becomes drunk the game records it so it may be used later in an art description.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Label !! Alcohol Level (%) !! Mood (+) !! Pain Reduction (%) !! Side Effects&lt;br /&gt;
|-&lt;br /&gt;
| Buzzed-hidden || &amp;lt;10 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Warm || 10 || 10 || 10 || manipulation -2%&lt;br /&gt;
|-&lt;br /&gt;
| Tipsy || 25 || 15 || 20 || consciousness -10%&lt;br /&gt;
|-&lt;br /&gt;
| Drunk || 40 || 20 || 50 || consciousness -35%, vomiting&lt;br /&gt;
|-&lt;br /&gt;
| Hammered || 70 || 25 || 70 || consciousness -60%, vomiting&lt;br /&gt;
|-&lt;br /&gt;
| Blackout || 90 || 25 || 90 || consciousness 10% max (incapacitated)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hangover==&lt;br /&gt;
Once a colonist reaches a drunk state they will go through the hangover stages after their inebriation wears off. If a colonist drinks beer while hungover they will be both hungover and inebriated.&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Label !! Mood !! Side Effects&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (pounding) || -10 || consciousness -18%, vomiting&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (strong) || -5 || consciousness -8%&lt;br /&gt;
|-&lt;br /&gt;
| Hungover (slight) || -2 || consciousness -3%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Long-term Effects==&lt;br /&gt;
When one starts developing a tolerance to Alcohol, they will develop Cirrhosis of the liver in a mean time of 60 in-game days (or 1 year), which permanently hinders their consciousness, blood filtration, and blood pumping - and the only way to cure Cirrhosis is to perform a liver transplant. Additionally, a Major or worse Carcinoma (with a minimum severity of 0.5) will develop in the liver in a mean time of 180 in-game days (3 years): a mean time of 2 years after Cirrhosis steps in, again being fixable either via transplant, or removed by a skilled doctor. However, animals cannot have transplants performed as of Alpha 16, unless playing with mods.&lt;br /&gt;
&lt;br /&gt;
Chemical Damage in the brain which has a massive effect on consciousness (limits it to 50%) will occur should one pass out from too much alcohol in a mean time of 10 days after losing consciousness. There is no way to perform brain surgery in the base game as of Alpha 16, so affected pawns will permanently have significantly reduced performance, and effectively rendered useless in firefights with the exception of being put on rocket or grenade duty (or any other weapon which has a forced miss radius).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Weapons&amp;diff=47111</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Weapons&amp;diff=47111"/>
		<updated>2017-04-13T01:07:25Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&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;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&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;
&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 an [[equipment rack]] will not deteriorate.&lt;br /&gt;
{{Clr}}&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like [[Neolithic Weapons|bows and throwing spears]], and also the advanced [[Advanced Weapons|Charge Rifle and Incendiary Launcher]]. Ranged weapons that are damaged and have lost hit points suffer lower accuracy. A ranged weapon's accuracy is also affected by its [[quality]] level. &lt;br /&gt;
&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;
&lt;br /&gt;
Accuracy stats listed below are for weapons with 100% hit points and of normal quality. The ranges are measured in tiles and correspond to: Touch = 4 , Short = 15, Medium = 30, Long = 50. 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 shotgun, with range 16 and acc. stats 96/87/76/64, will never fire at medium (30) or long (50) range. You can think of its acc. stats as 96/87/-/- instead.&lt;br /&gt;
&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;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !! Damage !! Warm-Up&amp;lt;br/&amp;gt;(ticks*) !! Cooldown&amp;lt;br/&amp;gt;(ticks*) !! Range&amp;lt;br/&amp;gt;(tiles) !! Burst Count !! Burst (ticks*) !! 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) !! DPS&amp;lt;br/&amp;gt;(Touch) !! DPS&amp;lt;br/&amp;gt;(Short) !! DPS&amp;lt;br/&amp;gt;(Medium) !! DPS&amp;lt;br/&amp;gt;(Long) !! Value {{icon|silver|}}&lt;br /&gt;
{{#ask:[[Concept:Ranged Weapons]]&lt;br /&gt;
| ?# = Name|| named args = yes|| format     = template|| template = Weapon/Row/Ranged}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &amp;lt;i&amp;gt;At normal game speed, there are 60 ticks to one real world second.&amp;lt;/i&amp;gt; See: [[Time]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are touch-range weapons.&lt;br /&gt;
&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. Melee weapons that are damaged and have lost hit points suffer a reduced damage amount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that melee accuracy is determined by a [[Colonist|colonist's]] [[Skills#Melee|melee skill]] and further modified by health stats of consciousness and sight.&lt;br /&gt;
&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;
&lt;br /&gt;
In terms of economy, Maces are the most efficient weapons to sell, as they have the best material cost:value ratio (75 and 210, respectively), and they bring in lump sums of cash. Technically, small weapons such as the knife and shiv have better ratios, but the amount of work required to make them and the amount of items a player would need to bring in a decent sum of silver make them impractical to mass-produce. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base Melee Stats===&lt;br /&gt;
The following stats are for weapons with 100% hit points, of normal quality, and made of steel (the baseline material).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! colspan='2'|Name !!  Melee cooldown !! Damage !! colspan='2'| DPS !! Damage Type !! data-sort-type=&amp;quot;number&amp;quot;| Value {{icon|silver|}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan='2'|Fist *&lt;br /&gt;
| {{Ticks|110}} || | 6 || | 3.28 || | || | Blunt || | -&lt;br /&gt;
{{List| Main   | item = Weapon/Row/Melee| query = [[Concept:Melee Weapons]] }}|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;#42; &amp;lt;i&amp;gt;Material cannot be changed for these. They also do not come in varying quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&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)&lt;br /&gt;
|-&lt;br /&gt;
![[Sandstone Blocks|Sandstone]]&lt;br /&gt;
|1.35|| | 1.00 || 0.60 || | 0.50 || 0.37&lt;br /&gt;
|-&lt;br /&gt;
![[Granite Blocks|Granite]]&lt;br /&gt;
|1.35|| | 1.00 || 0.60 || | 0.65 || 0.48&lt;br /&gt;
|-&lt;br /&gt;
![[Limestone Blocks|Limestone]]&lt;br /&gt;
|1.35|| | 1.00 || 0.60 || | 0.60 || 0.44&lt;br /&gt;
|-&lt;br /&gt;
![[Slate Blocks|Slate]]&lt;br /&gt;
|1.35|| | 1.00 || 0.60 || | 0.60 || 0.44&lt;br /&gt;
|-&lt;br /&gt;
![[Marble Blocks|Marble]]&lt;br /&gt;
|1.35|| | 1.00 || 0.60 || | 0.60 || 0.44&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|1.00 || | 1.10 || 1.10 || | 0.50 || 0.50&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|1.10|| | 1.15 || 1.04 || | 0.30 || 0.27&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|1.00 || | 1.00 || 1.00 || | 1.00 || 1.00&lt;br /&gt;
|-&lt;br /&gt;
![[Plasteel]]&lt;br /&gt;
|0.80|| | 1.00 || 1.25 || | 1.20 || 1.50&lt;br /&gt;
|-&lt;br /&gt;
![[Wood]]&lt;br /&gt;
|0.90|| | 0.80 || 0.92 || | 0.30 || 0.35&lt;br /&gt;
|-&lt;br /&gt;
![[Uranium]]&lt;br /&gt;
|1.35|| | 1.40 || 0.84 || | 1.10 || 0.66&lt;br /&gt;
|-&lt;br /&gt;
![[Jade]]&lt;br /&gt;
|1.10|| | 1.50 || 1.35 || | 0.80 || 0.72&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;
|0.40&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;
|1.20&lt;br /&gt;
|-&lt;br /&gt;
!Excellent&lt;br /&gt;
|1.35&lt;br /&gt;
|-&lt;br /&gt;
!Masterwork&lt;br /&gt;
|1.45&lt;br /&gt;
|-&lt;br /&gt;
!Legendary&lt;br /&gt;
|1.55&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Stone blocks can only be used with club or shiv&lt;br /&gt;
=== Melee Formulas ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Damage&amp;lt;/b&amp;gt; for any melee weapon is &amp;lt;b&amp;gt;Base Damage x Material Modifier x Quality Modifier&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, a Masterwork Granite Gladius.  A Gladius deals Sharp damage, so the Sharp damage material modifier is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage = 13, Material Modifier = 0.65, Quality = 1.45&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.45) = 12.2525 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cooldown&amp;lt;/b&amp;gt; is calculated as &amp;lt;b&amp;gt;Weapon melee cooldown / Material melee cooldown&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;DPS&amp;lt;/b&amp;gt; (damage per second) is calculated as &amp;lt;b&amp;gt;Damage / Cooldown&amp;lt;/b&amp;gt;. 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;
&lt;br /&gt;
The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded).&lt;br /&gt;
&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>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Triple_rocket_launcher&amp;diff=47110</id>
		<title>Triple rocket launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Triple_rocket_launcher&amp;diff=47110"/>
		<updated>2017-04-13T01:06:44Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Triple rocket launcher&lt;br /&gt;
|image = TripleRocketLauncher.png|Triple rocket launcher&lt;br /&gt;
|description = &amp;quot;A single-use rocket launcher that fires 3 projectiles in quick succession.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 40&lt;br /&gt;
|range = 40&lt;br /&gt;
|accuracy = 60%-80%-92%-88%&lt;br /&gt;
|accuracyTouch = 60&lt;br /&gt;
|accuracyShort = 80&lt;br /&gt;
|accuracyMedium = 92&lt;br /&gt;
|accuracyLong = 88&lt;br /&gt;
|mode = Single-Use&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 20&lt;br /&gt;
|handling = Normal	&lt;br /&gt;
|warmup = 300&lt;br /&gt;
|cooldown = 270&lt;br /&gt;
|velocity = 50	&lt;br /&gt;
|missRadius = 2.0&lt;br /&gt;
|blastRadius = 3.0&lt;br /&gt;
|sell = {{icon|silver|1000}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Single use like its cousin, the [[Doomsday rocket launcher]]. It takes a half-second longer to aim, and has a drastically lower blast radius compared to the Doomsday, but makes up for it all by having a barrage of 3 rockets. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'Heavy mercenary' raiders are typically encountered later on in the game, and they are the raiders which are found equipped with Triple Rocket Launchers - and rarely Doomsday Rocket Launchers. Regardless; enemies with triple rocket launchers are a major threat to your colony as they can handily kill multiple colonists if clustered, along with causing moderate collateral damage, and should be a priority target immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fired it will not stop until all three rockets are fired, even if the target is dead.&lt;br /&gt;
&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>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sniper_rifle&amp;diff=47108</id>
		<title>Sniper rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sniper_rifle&amp;diff=47108"/>
		<updated>2017-04-13T01:05:30Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Sniper Rifle&lt;br /&gt;
|image = SniperRifle.png|Sniper Rifle&lt;br /&gt;
|description = &amp;quot;Ancient pattern military sniper rifle. Bolt action. Long range, great accuracy and power.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 40&lt;br /&gt;
|range = 45&lt;br /&gt;
|accuracyTouch = 50&lt;br /&gt;
|accuracyShort = 86&lt;br /&gt;
|accuracyMedium = 86&lt;br /&gt;
|accuracyLong = 88&lt;br /&gt;
|mode = Single-Shot	&lt;br /&gt;
|warmup = 260&lt;br /&gt;
|cooldown = 140&lt;br /&gt;
|velocity = 100&lt;br /&gt;
|burst = 1	&lt;br /&gt;
|sell = {{icon|silver|850}}&lt;br /&gt;
|buy = {{icon|steel|60}}{{icon|component|8}} + 2000 work&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An 'upgraded' version of the '''[[Survival Rifle]]'''. It fares worse in close-quarter combat compared to the Survival Rifle, but has better qualities regarding range and power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sniper Rifle currently has the longest range out of all of the guns in the game, as well as the highest damage. Its only real drawback is the long warm-up time between shots, making it less than ideal when the position of the shooter is under fire. Make sure your marksmen are well-covered by turrets or close combat troops. Also remember that raiders often carry these with them when they go on attacks or sieges on your colony, so be very careful of enemy snipers. Consider designing your defenses accordingly to eliminate positions where raiders could safely sit and take shots at your colonists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This weapon is powerful enough to destroy limbs in one hit, which makes it a very useful weapon for killing raiders at extremely long ranges. This does mean, however, that if you plan to capture enemies and turn them to your side, you may find yourself burning through your stock of replacement arms and legs rather quickly to try and patch them up -- if they even survive at all, that is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Sniper Rifle is also a valued tool for defending against [[Raider|siege]] attacks. Not only can you attack enemies preemptively and potentially kill several before they get close enough to fight back, but you can also target their artillery shells and mortars in their camp, causing them to explode, damaging or killing anyone nearby, and potentially starting a wildfire. In the latter case, the fire alone can wipe out the whole camp if the raiders don't move and the weather is clear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Single-Shot_Weapons&amp;diff=47107</id>
		<title>Single-Shot Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Single-Shot_Weapons&amp;diff=47107"/>
		<updated>2017-04-13T01:05:22Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;{{:Incendiary launcher}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;{{:Pump shotgun}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;{{:Pistol}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#set:Weapons/Row/Ranged/NoInclude=True}}&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Short_bow&amp;diff=47106</id>
		<title>Short bow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Short_bow&amp;diff=47106"/>
		<updated>2017-04-13T01:05:06Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Short Bow&lt;br /&gt;
|image = ShortBow.png|Short Bow&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|description = &amp;quot;A simple short bow, made with skill, '''but using only the most primitive technologies.&amp;quot;'''&lt;br /&gt;
|class = Neolithic&lt;br /&gt;
|damage = 10&lt;br /&gt;
|range = 29&lt;br /&gt;
|accuracyTouch = 89&lt;br /&gt;
|accuracyShort = 64&lt;br /&gt;
|accuracyMedium = 41&lt;br /&gt;
|accuracyLong = 22&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 150&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 44&lt;br /&gt;
|buy= {icon|wood|40}&lt;br /&gt;
|Market Value = 60&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A simple weapon dropped used by primitive raiders and also sold by combat traders. Low damage output, but has a decent range, and even out-ranges some firearms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Short Bow can be purchased for very low prices, found on enemy tribals, crafted at a [[Crafting spot|Crafting Spot]] for 40 [[Wood]], or you can start with 2 Short Bows in the 'Lost Tribe' scenario. The Short Bow is arguably one of the worst ranged weapons in the game: It has relatively low damage, a fairly long warmup time and poor accuracy, but it has a fairly decent range. It is significantly less powerful overall than the [[Great Bow]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because of its attributes and ease of crafting, it's a great weapon to make early-game to cover the beginning part of the game, but even a low quality [[Pistol]] can outclass a Normal quality Short Bow with a much quicker warmup time and also similar or better accuracy. Therefore the Short Bow should be replaced with a better weapon ASAP and can quite easily be replaced too. The ideal range for use of the Short Bow is within 15 cells as it becomes too inaccurate for reliable use past that range, along with the standard dropoff with Shooter Accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapon| ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pump_shotgun&amp;diff=47104</id>
		<title>Pump shotgun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pump_shotgun&amp;diff=47104"/>
		<updated>2017-04-13T01:04:09Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Pump shotgun&lt;br /&gt;
|image = Shotgun.png|Pump shotgun&lt;br /&gt;
|description = &amp;quot;Ancient design. Deadly, but short range.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 20&lt;br /&gt;
|range = 16&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 75.333&lt;br /&gt;
|accuracyTouch = 80&lt;br /&gt;
|accuracyShort = 87&lt;br /&gt;
|accuracyMedium = 77&lt;br /&gt;
|accuracyLong = 64&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 55&lt;br /&gt;
|sell = {{icon|silver|305}}&lt;br /&gt;
|buy = {{icon|steel|60}} + {{icon|component|3}} + 500 work&lt;br /&gt;
|mass base = 3.4&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|The Pump shotgun is a close combat weapon mostly useful early to mid-game due to the fact that it has a relatively good damage output and a decent firing rate, but its main drawback is that it has a limited range (as typical with a shotgun). As a result of its attributes, the pump shotgun is generally a solid option for close-range combat throughout the game, but more-so in the early-to-mid game. There are generally better options for close-quarters weapons in the late game however, as weapons such as the [[charge rifle]] become more common. Due to the short range, decent weapon accuracy, and fast warmup and cooldown times; the pump shotgun is a great weapon for those with perhaps lower shooting skill, as they'll still be somewhat useful in close-range engagements - and this makes the pump shotgun a decent counter against [[Raider#Tribal|Tribals]] (particularly those with pila), partially due to their complete lack of body armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's a somewhat common weapon (in the early-to-mid game) used by [[Raider#Pirates|Pirates]] and [[Raider#Outlanders|Outlanders]]. If you have weapons with medium-to-long range at your disposal, these raiders are usually out-ranged and may be shot down before they even get a chance to fire. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When this weapon is used at close range and lands a successful hit, the effects can be devastating: It's easily capable of killing or incapacitating most enemies within a couple or few successful hits. Because of this and its reasonably high damage per shot, it's not rare to destroy body parts or organs. It will more likely severely damage body parts and organs, making this a less suitable weapon in some respects for obtaining useful prisoners.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The pump shotgun seems to have the appearance of a variant of the Remington 870.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pila&amp;diff=47100</id>
		<title>Pila</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pila&amp;diff=47100"/>
		<updated>2017-04-12T23:08:33Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Pila&lt;br /&gt;
|image = Pila.png|Pila&lt;br /&gt;
|description = &amp;quot;A bundle of pila, non-reusable throwing spears.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Neolithic&lt;br /&gt;
|damage = 30&lt;br /&gt;
|range = 24&lt;br /&gt;
|accuracyTouch = 91&lt;br /&gt;
|accuracyShort = 71&lt;br /&gt;
|accuracyMedium = 50&lt;br /&gt;
|accuracyLong = 32&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 260&lt;br /&gt;
|cooldown = 270&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 26&lt;br /&gt;
|sell = {{icon|silver|90}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throwing spears used by tribes. Very slow to throw, but devastating if they hit their target.&lt;br /&gt;
Capable of decapitating '''[[Human|people]]''', both '''[[Colonist|colonists]]''' and '''[[Raider|raiders]]''' alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Bundles of Pila are throwing spears that are used by tribes, but you can also start with a bundle of Pila with the 'Lost Tribe' Scenario. Despite the description possibly implying a finite amount of Pila, the Pila works like any other ranged weapon in the game in terms of durability and ammunition. With a long warmup time of more than 4 seconds and an equally long cooldown time, you will generally want to be careful with how you position your colonists equipped with the Pila as they'll be vulnerable for a long period of time after throwing. Despite the lengthy periods, a Pilum that hits its target will generally hurt badly, and two torso shots can spell the end of the unlucky victim. A Pilum can also easily decapitate or incapacitate an unarmoured foe too, but they are generally less effective at the upper limits of their range as both weapon and shooter accuracy drops off, so you generally want to keep behind solid cover at a distance to exploit these weaknesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, this can become very difficult to micromanage as the game progresses due to sheer numbers of tribal enemies in the later game, meaning you could inevitably lose somebody or even multiple people if they aren't sufficiently protected against sharp damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Historical Brief====&lt;br /&gt;
Bundles of Pila (plural for Pilum) are throwing spears that were used by ancient Roman soldiers when swords were inadequate. The Pila in Rimworld appears to be based off of the thick variant of the Roman Pilum, which is the more recent and also lighter variant of the heavier thin Pilum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapon| ]]&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Minigun&amp;diff=47096</id>
		<title>Minigun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Minigun&amp;diff=47096"/>
		<updated>2017-04-12T23:07:28Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Minigun&lt;br /&gt;
|image = Minigun.png|Minigun&lt;br /&gt;
|description = &amp;quot;A multi-barrel machine gun with an '''extremely high rate of fire'''. Mechanoid-built.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Mechanoid&lt;br /&gt;
|damage = 8&lt;br /&gt;
|range = 32&lt;br /&gt;
|accuracyTouch = 50&lt;br /&gt;
|accuracyShort = 42&lt;br /&gt;
|accuracyMedium = 18&lt;br /&gt;
|accuracyLong = 6&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 30&lt;br /&gt;
|burstTicks = 4&lt;br /&gt;
|handling = Heavy&lt;br /&gt;
|warmup = 240&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|velocity = 70	&lt;br /&gt;
|missRadius = 2.4&lt;br /&gt;
|buy = {{icon|steel|160}} + {{icon|component|20}} + 1667 work&lt;br /&gt;
|sell = {{icon|silver|2200}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The minigun is a [[Mechanoid]] weapon which can be found equipped and dropped by [[Mechanoid#Centipede|Centipedes]], or made at a [[Machining table]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Miniguns are excellent crowd control weapons. Their miss radius and extremely high DPS are valuable assets when it comes to crowd control, especially in later game when there are many more enemies in raids.&lt;br /&gt;
If you manage to get multiple miniguns to your name, you could possibly have a great deal of firepower on your side, but also a high risk of collateral damage if within your base, dependent on setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The minigun is even more powerful if equipped on [[Traits|trigger-happy]] colonists, as they have a 50% reduced warm-up time, allowing them to fire much faster; the accuracy penalty is completely irrelevant for this weapon as it has a forced miss radius. This forced miss radius won't change whether the minigun is worn-out and of awful quality, or pristine and legendary; quality also bears absolutely no relevance to miniguns unless at point-blank, and lower quality will actually be better because they won't affect colony wealth as much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It also functions as an excellent quasi-melee weapon, rapidly ripping the enemy to shreds at point-blank range. This works well especially when you are facing a manhunter pack with large animals such as [[elephant]]s or [[rhinoceros]]; most if not all of the shots will connect, killing or downing the poor animal outright with 1 burst, while melee weapons are much slower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite all this, it may be impractical to use outside of point-blank to very close range combat (even with higher qualities), or against single or highly spread out targets due to the insanely quick accuracy dropoff and forced miss radius.&lt;br /&gt;
Sometimes it may be a better idea to sell it to suppliers who will pay quite some money for one, or smelt it for a little steel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A single centipede armed with a minigun is almost trivial to deal with if engaged at even medium range and behind a wall or sandbags, simply spreading out sufficiently, or distracted with lone colonists; stack up multiple miniguns with [[Inferno Cannon|Inferno Cannons]] and [[Heavy Charge Blaster|Heavy Charge Blasters]] and things can quickly get out of hand without killzoning, (ideally at least 6) mortars or just outright raw firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides mechanoids,  heavy mercenary [[raider]]s may also be equipped with a minigun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mace&amp;diff=47095</id>
		<title>Mace</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mace&amp;diff=47095"/>
		<updated>2017-04-12T23:07:04Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Mace&lt;br /&gt;
|image = Mace.png|Mace&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|info = &amp;quot;A refined club, engineered for efficient swinging and deadly impacts.&amp;quot;&lt;br /&gt;
|class = Neolithic&lt;br /&gt;
|damage = 11&lt;br /&gt;
|range = 1&lt;br /&gt;
|mode = Melee&lt;br /&gt;
|warmup = 0&lt;br /&gt;
|cooldown = 126&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|sell = 75 x Material Value&lt;br /&gt;
|damage type=Blunt&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The more modern descendant of the ancient [[Club]], the Mace is more powerful than most Clubs, but also more expensive and takes longer to make. Maces can be found fairly commonly on mid-later game pirate/outlander raids, and they are the only other melee weapon in the vanilla game (as of A15C) which does blunt damage (not counting bionics). The standard DPS for a mace is 4.76, but of course varies from material to material. Unlike Clubs however, Maces can only be made out of metals and wood, as opposed to additionally stones in Clubs. Here's a table below which compares damage figures between all possible materials a mace could be made out of (assuming normal quality and full durability)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
!&lt;br /&gt;
!Wood&lt;br /&gt;
!Steel&lt;br /&gt;
!Plasteel&lt;br /&gt;
!Silver&lt;br /&gt;
!Gold&lt;br /&gt;
!Uranium&lt;br /&gt;
|- &lt;br /&gt;
|Damage&lt;br /&gt;
|9&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|15&lt;br /&gt;
|- newline&lt;br /&gt;
|Cooldown&lt;br /&gt;
|1.89s&lt;br /&gt;
|2.1s&lt;br /&gt;
|1.68s&lt;br /&gt;
|2.1s&lt;br /&gt;
|2.31s&lt;br /&gt;
|2.835s&lt;br /&gt;
|- newline&lt;br /&gt;
|DPS (to 3 dp)&lt;br /&gt;
|4.762&lt;br /&gt;
|5.238&lt;br /&gt;
|6.548&lt;br /&gt;
|5.714&lt;br /&gt;
|5.628&lt;br /&gt;
|5.291&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mace vs. Club===&lt;br /&gt;
Going back - although Maces are generally superior to Clubs, it could be argued that a Jade Club is superior to all maces of the same quality, here's a table below which compares metrics of a Jade Club to Plasteel and Silver maces. All the figures are assuming the damage output at Normal quality and full durability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
!&lt;br /&gt;
!Jade Club&lt;br /&gt;
!Plasteel Mace&lt;br /&gt;
!Silver Mace&lt;br /&gt;
|- &lt;br /&gt;
|Damage&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|- newline&lt;br /&gt;
|Cooldown&lt;br /&gt;
|2.64s&lt;br /&gt;
|1.68s&lt;br /&gt;
|2.1s&lt;br /&gt;
|- newline&lt;br /&gt;
|DPS (to 3 dp)&lt;br /&gt;
|6.439&lt;br /&gt;
|6.548&lt;br /&gt;
|5.714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the table shows, damage output figures are indeed very close between the Jade Club and Plasteel Mace, with the Silver Mace generally being left in the dust compared to the former two weapons. It could be argued that a Plasteel Mace has a slight advantage over a Jade Club, but this advantage may diminish and indeed hand over to the Jade Club against enemies with higher levels of blunt resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=LMG&amp;diff=47093</id>
		<title>LMG</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=LMG&amp;diff=47093"/>
		<updated>2017-04-12T23:05:52Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = LMG&lt;br /&gt;
|image = LMG.png|LMG&lt;br /&gt;
|description = &amp;quot;A light machine gun.&amp;quot;&lt;br /&gt;
|type = Equipment|Equipment&lt;br /&gt;
|type2 = Weapons|Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 8&lt;br /&gt;
|range = 25.9&lt;br /&gt;
|accuracyTouch = 50&lt;br /&gt;
|accuracyShort = 64&lt;br /&gt;
|accuracyMedium = 41&lt;br /&gt;
|accuracyLong = 22&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 6&lt;br /&gt;
|burstTicks = 7&lt;br /&gt;
|handling = Slow&lt;br /&gt;
|warmup = 120&lt;br /&gt;
|cooldown = 84&lt;br /&gt;
|velocity = 40&lt;br /&gt;
|sell = {{icon|silver|800}}&lt;br /&gt;
|buy = {{icon|steel|150}}{{icon|component|4}} + 1500 work&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|The LMG is similar to the gun used on the [[improvised turret]]. It fires a 6 round burst, and is notable for its high damage per second (DPS).}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
The LMG is typically equipped by raiders (bar tribals) in the mid-late game, but can also be purchased for a moderate price, or crafted at a [[Machining table|machining table]]. It has the longest burst out of any standard weapon in the game (bar the [[minigun]] and [[heavy charge blaster]]), which is shot at a moderate rate. The primary downside to the LMG is its poor accuracy, which makes it fall behind the [[charge rifle]] in most scenarios in terms of overall damage output - but the LMG can pull ahead against larger foes, or indeed at higher quality levels, or in the hands of a shooter with a pair of bionic eyes and/or consciousness-boosting drugs such as [[Luciferium]] or [[Go-juice]] (the former further boosting sight).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If one is equipped with an excellent quality or better LMG and has bionic eyes and/or arms and on the aforementioned drugs, you'll have a very effective shooter in your hands. LMGs are well-supplemented by a few survival rifles as they can pick off enemies at longer range, or more accurately - while the LMGs shred those that are closer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incendiary_launcher&amp;diff=47091</id>
		<title>Incendiary launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incendiary_launcher&amp;diff=47091"/>
		<updated>2017-04-12T23:05:07Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Incendiary Launcher&lt;br /&gt;
|image = T-9IncendiaryLauncher.png|T-9 Incendiary Launcher&lt;br /&gt;
|description = &amp;quot;Incendiary bolt launcher. Starts fires.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Advanced&lt;br /&gt;
|damage = 10&lt;br /&gt;
|range = 24&lt;br /&gt;
|accuracyTouch = 79&lt;br /&gt;
|accuracyShort = 42&lt;br /&gt;
|accuracyMedium = 18&lt;br /&gt;
|accuracyLong = 6&lt;br /&gt;
|burst = 1&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 180&lt;br /&gt;
|cooldown = 240&lt;br /&gt;
|velocity = 40	&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|blastRadius = 1.1&lt;br /&gt;
|buy = {{icon|steel|75}} + {{icon|component|4}} + 367 work&lt;br /&gt;
|sell = {{icon|silver|320}}&lt;br /&gt;
|mass base = 3.4&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An '''incendiary launcher''' is a single-shot rifle that fires an explosive incendiary bolt. The bolt will explode into flames and pawns and anything flammable in the target and adjacent squares will catch [[fire]]. An incendiary launcher can be a very potent weapon as it can effectively disable enemies as they run around engulfed in flames, and therefore a potential big threat if you don't properly micromanage enemies with incendiary launchers or prioritize them soon enough. Incendiary launchers do appear to become less common later in the game as enemies favor powerful weapons such as charge rifles, triple rocket launchers, and grenades. An incendiary launcher can trivially dispose of [[Events#Infestation|infestations]] (which can become very problematic if left uncontrolled or with higher colony wealth on higher difficulties).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Its low base damage is compensated by the damage over time of the fire if not put out quickly. It's effective against wildlife since it burns large areas, affecting many animals at once, unless extinguished by rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Improvised_turret_gun&amp;diff=47090</id>
		<title>Improvised turret gun</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Improvised_turret_gun&amp;diff=47090"/>
		<updated>2017-04-12T23:04:58Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Improvised Turret Gun&lt;br /&gt;
|image = ImprovisedTurretGun.png|Improvised Turret Gun&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|description = &amp;quot;Jury-rigged gun attached to a turret.&amp;quot;&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 11&lt;br /&gt;
|range = 25.9&lt;br /&gt;
|accuracyTouch = 80&lt;br /&gt;
|accuracyShort = 64&lt;br /&gt;
|accuracyMedium = 41&lt;br /&gt;
|accuracyLong = 22&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|warmup = 90&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 8&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 70&lt;br /&gt;
|sell = {{icon|silver|0}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|The gun mounted on the [[improvised turret]], somewhat similar in stats to the [[LMG]], but only fire a 3-round burst.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heavy_charge_blaster&amp;diff=47089</id>
		<title>Heavy charge blaster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heavy_charge_blaster&amp;diff=47089"/>
		<updated>2017-04-12T23:04:51Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Heavy Charge Blaster&lt;br /&gt;
|image = HeavyChargeBlaster.png|Heavy Charge Blaster&lt;br /&gt;
|description = &amp;quot;Charged-shot blaster for area suppressive fire. Mechanoid-built.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Mechanoid&lt;br /&gt;
|damage = 15&lt;br /&gt;
|range = 27&lt;br /&gt;
|accuracyTouch = 60&lt;br /&gt;
|accuracyShort = 77&lt;br /&gt;
|accuracyMedium = 59&lt;br /&gt;
|accuracyLong = 42&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|warmup = 100&lt;br /&gt;
|cooldown = 420&lt;br /&gt;
|missRadius = 2.9&lt;br /&gt;
|burst = 24&lt;br /&gt;
|burstTicks = 5&lt;br /&gt;
|velocity = 90&lt;br /&gt;
|sell = {{icon|silver|2400}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[Mechanoid|mechanoid]] weapon with a lengthy warm-up and cooldown time - once fired, it devastates anyone unlucky enough to be in its way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the [[Minigun]], it is an excellent crowd control weapon, except it has an even higher DPS and a larger miss radius (2.9 tiles vs minigun's 2.4).&lt;br /&gt;
Its fire can also be dodged completely simply by standing still- as long as no other colonists are nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doesn't drop on death, making it a mechanoid-only weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heavy_SMG&amp;diff=47088</id>
		<title>Heavy SMG</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heavy_SMG&amp;diff=47088"/>
		<updated>2017-04-12T23:04:43Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Heavy SMG&lt;br /&gt;
|image = HeavySMG.png|Heavy SMG&lt;br /&gt;
|description =&amp;quot;A compact, wide-caliber slug-thrower. Very short range, but it packs a punch and handles quite well.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 13&lt;br /&gt;
|range = 18&lt;br /&gt;
|velocity = 48&lt;br /&gt;
|accuracyTouch = 89&lt;br /&gt;
|accuracyShort = 64&lt;br /&gt;
|accuracyMedium = 37&lt;br /&gt;
|accuracyLong = 22&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 11&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 99&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|mass base = 3.5&lt;br /&gt;
|sell = {{icon|silver|345}}&lt;br /&gt;
|buy = {{icon|steel|75}} + {{icon|component|4}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The heavy SMG is a moderate-weight, automatic firearm in RimWorld which deals considerable damage, has a moderate-high fire rate, very short range, and moderate accuracy. Although the heavy SMG is limited strictly to close quarters combat, it is capable of doing this very effectively - although it is indeed no [[charge rifle]] in that aspect. As it's restricted to not far above the 'short' range threshold, the heavy SMG is a decent weapon to equip those with poor (less than 95%) shooting accuracy, while still performing somewhat decently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The heavy SMG's main strength lies in its solid theoretical damage output.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Heavy SMGs can be purchased from outlander and orbital weapon traders for a low price, or obtained from outlander and pirate [[raider]]s predominantly in the early-mid game. Heavy SMGs can also be crafted at a [[machining table]] once the [[research#machining|machining]] research is completed; from 45 [[steel]], 3 [[component]]s, and {{ticks|28000}} of work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion &amp;amp; Comparison===&lt;br /&gt;
Overall, the heavy SMG is a very limited weapon, but it is a solid performer where it counts - primarily with its high stopping power. Although 13 damage per shot in an automatic weapon is an excellent amount - even edging out the charge rifle's 12; the heavy SMG is still let down by its comparatively long time between shots and comparatively poor accuracy, and these two areas are both where the charge rifle is vastly superior. In its class, the heavy SMG sits above the [[machine pistol]], and is on par with the [[pump shotgun]]; but it falls significantly behind the [[LMG]] and the charge rifle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Heavy SMG seems to take it's appearance after that of the TEC-DC9 Semi-Automatic Pistol in real life, albeit Full Auto in RimWorld. The Intratec TEC-9, TEC-DC9, or AB-10 is a blowback-operated semi-automatic pistol, chambered in 9×19mm Parabellum. It was designed by Intratec, an American offshoot of Interdynamic AB. The TEC-9 was made of inexpensive molded polymers and a mixture of stamped and milled steel parts. The simple design of the gun made it easy to repair and modify.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Grenades&amp;diff=47087</id>
		<title>Grenades</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Grenades&amp;diff=47087"/>
		<updated>2017-04-12T23:04:35Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;{{:Molotov cocktails}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;{{:Frag grenades}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;{{:EMP grenades}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#set:Weapons/Row/Ranged/NoInclude=True}}&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Greatbow&amp;diff=47086</id>
		<title>Greatbow</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Greatbow&amp;diff=47086"/>
		<updated>2017-04-12T23:04:27Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Great Bow&lt;br /&gt;
|image = GreatBow.png|Great Bow&lt;br /&gt;
|description = &amp;quot;A powerful greatbow. Fires a heavy arrow long distances.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Neolithic&lt;br /&gt;
|damage = 18&lt;br /&gt;
|range = 32&lt;br /&gt;
|accuracyTouch = 93&lt;br /&gt;
|accuracyShort = 85&lt;br /&gt;
|accuracyMedium = 75&lt;br /&gt;
|accuracyLong = 50&lt;br /&gt;
|mode = Single-Shot&lt;br /&gt;
|warmup = 170&lt;br /&gt;
|cooldown = 40&lt;br /&gt;
|burst = 1&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 49&lt;br /&gt;
|buy = {{icon|wood|50}}&lt;br /&gt;
|sell = {{icon|silver|180}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
A primitive weapon used by raiders and sellable to [[Trade|combat suppliers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
The Great Bow is a moderately powerful ranged weapon that can be purchased, found on enemy tribals, or crafted at [[Fueled smithy|any]] [[Electric smithy|Smithy]] for 50 [[Wood|wood]]. In terms of overall stats, it is significantly better than the [[Short Bow]] and it could be seen as a slightly lesser equivalent to the [[Survival Rifle]], having the same damage but slightly longer warmup, less accuracy, and slightly shorter range. Still, with its range of 32 cells, it can outrange most weapons in the game and remain somewhat accurate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As it still does 18 damage per shot, it can inflict some serious damage and be potentially fatal if it hits an organ, and it is also capable of severely damaging a Humanlike spine to the point of incapacitating them, but not to the point of paralysis. If it hits the leg, it can severely hinder movement and a hit to the arm can adversely affect manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapon| ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Frag_grenades&amp;diff=47085</id>
		<title>Frag grenades</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Frag_grenades&amp;diff=47085"/>
		<updated>2017-04-12T23:04:03Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Frag grenades&lt;br /&gt;
|image = FragGrenades.png|Frag grenades&lt;br /&gt;
|description = Old-school fragmentation grenades.&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 40&lt;br /&gt;
|range = 12&lt;br /&gt;
|accuracy = -&lt;br /&gt;
|warmup = 108&lt;br /&gt;
|cooldown = 160&lt;br /&gt;
|burst = 1&lt;br /&gt;
|mode = Single Thrown&lt;br /&gt;
|velocity = 12&lt;br /&gt;
|missRadius = 1.0&lt;br /&gt;
|blastRadius = 1.9&lt;br /&gt;
|sell = {{icon|silver|200}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
'''Frag grenades''' have a very short range, a moderate aiming time, and a delay before exploding in a 3x3 area. Very dangerous to use, hard to hit with against moving targets, very expensive, and prone to extensive collateral damage, they aren't the best choice all around for colony defense; at least, not in the early stages of the game. When the raiders and packs of wild animals start getting really thick, though -- and it will happen -- these nifty handheld explosives may be just the saving grace you need to even the odds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a character throws a grenade, it will generally land within 1 to 2 tiles of the point the colonist was aiming at, and explode about 1 second after that. Any item or creature within a 3x3 box centered on the explosion will suffer 40 damage, while structures and terrain features will suffer 160 damage -- a rather hefty amount, especially if multiple targets are caught in the blast radius. Since this is an explosion, rather than a bullet, whoever is throwing the grenade can't actually 'miss' their target; even if it lands 1 tile away, it can still deal plenty of damage. This makes [[raiders]] armed with frag grenades (a disturbingly common sight in the mid- to late-game) a massive threat to [[Improvised turret|auto-turrets]] and [[soldier]]s in cover, quickly destroying the former while flushing out or outright killing the latter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their quick-throwing nature, 3x3 blast radius, and their high damage, frag grenades could be the saving grace against outlanders and tribes (and indeed pirates and mechanoids) when on Intense or Extreme difficulty, as the former two raids get much larger (especially tribes) as colony wealth grows. If a colonist has a damaged (or missing) eye, it's more than ideal to equip then with frag grenades, as they they're not affected by shooter accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage to Extinguish Fire== &lt;br /&gt;
A grenade blast instantly extinguishes any [[fire]] in it's blast radius. If you're having trouble with a fire, equip a colonist with frag grenades, then order him to throw the grenades at the fire. One grenade each can put out a 3x3 area. However, the resulting collateral damage means it's safer to use [[firefoam popper]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beware of using grenades near important buildings because they can do 40 damage on each square, which means it has a potential of delivering (40&amp;amp;times;9) 360 damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Usage to Destroy Items==&lt;br /&gt;
Grenades can also be used to clear a [[dumping zone]] for free by having a soldier throw the grenades at the dumping zone. Any items or debris within will be quickly destroyed. Be sure that any items you actually want to keep are not in the blast radius, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:frags.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMP_grenades&amp;diff=47082</id>
		<title>EMP grenades</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMP_grenades&amp;diff=47082"/>
		<updated>2017-04-12T23:03:11Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = EMP grenades&lt;br /&gt;
|image = EMPGrenade.png|EMP grenades&lt;br /&gt;
|description = &amp;quot;Electromagnetic pulse grenades damaging to electronic equipment.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 80&lt;br /&gt;
|range = 12.9&lt;br /&gt;
|accuracy = -&lt;br /&gt;
|mode = Single Thrown&lt;br /&gt;
|warmup = 108&lt;br /&gt;
|cooldown = 160&lt;br /&gt;
|missRadius = 1.0&lt;br /&gt;
|burst = 1&lt;br /&gt;
|blastRadius = 3.5&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|velocity = 12&lt;br /&gt;
|sell = {{icon|silver|400}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''EMP grenades''' stun [[mechanoid]]s, [[improvised turret]]s, [[mortar]]s, deplete [[Armor#Personal_Shield|personal shields]], and detonate [[mortar shell]]s, but have no effect on humans and do not deal physical damage. A target that is stunned shows a mote saying 'Stunned'. After being stunned, targets may randomly become 'Adapted' and gain stun immunity. This stun immunity is not permanent, but takes a long time to wear off (usually lasts longer than the fight that caused it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EMP grenades are very effective against [[Mechanoid Centipede|mechanoid centipedes]]. Their slow moving speed and large size makes them an easy target. They have a very high damage potential, so even temporarily shutting down their ability to attack will give your colonists an advantage in a battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to manually aim EMP grenades instead of letting the AI do that. AI will not lead the targets and will not attack targets which can only be hit by area of effect. Repeated applications of stun while the target is already stunned will cause stun adaptation to happen earlier, while not affecting stun time significantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using EMP grenades against [[Friendlies|friendlies]] counts as an attack even if they aren't hurt.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Doomsday_rocket_launcher&amp;diff=47081</id>
		<title>Doomsday rocket launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Doomsday_rocket_launcher&amp;diff=47081"/>
		<updated>2017-04-12T23:03:03Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Doomsday rocket launcher&lt;br /&gt;
|image = RocketLauncher.png|Doomsday rocket launcher&lt;br /&gt;
|description = &amp;quot;A single-use rocket launcher for quick retribution.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 40&lt;br /&gt;
|range = 40&lt;br /&gt;
|accuracyTouch = 100&lt;br /&gt;
|accuracyShort = 100&lt;br /&gt;
|accuracyMedium = 100&lt;br /&gt;
|accuracyLong = 100&lt;br /&gt;
|mode = Single-Use&lt;br /&gt;
|burst = 1&lt;br /&gt;
|handling = Normal	&lt;br /&gt;
|warmup = 270&lt;br /&gt;
|cooldown = 270&lt;br /&gt;
|velocity = 50	&lt;br /&gt;
|missRadius = 1.0&lt;br /&gt;
|blastRadius = 7.8&lt;br /&gt;
|sell = {{icon|silver|2000}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;b&amp;gt;single-use&amp;lt;/b&amp;gt; rocket launcher that has significantly larger blast radius than the [[Triple rocket launcher]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's worth noting that this launcher is never automatically aimed by [[Colonist|colonists]] - they have to be ordered to fire by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
The Doomsday Rocket Launcher is the big brother of the triple-rocket launcher, firing a single rocket that produces a devastating explosion as opposed to three smaller rockets - but also remains as a single-use solution to threats. Although the large main explosion is standard, the doomsday rocket launcher also produces 5 smaller incendiary explosions interspersed with the main explosion, meaning that, given the right conditions: doomsday rocket launchers can also be the cause of '''massive''' wildfires that obliterate anything that stands in its way - until precipitation rains down upon it, ending its sheer reign. These two traits combined make the Doomsday Rocket Launcher an ''extremely'' high threat, as it will happily wipe out anybody unlucky enough to be caught in the blast radius: either by the explosion itself, or the blaze that will consume them moments later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not unlike the triple-rocket launcher, Doomsday rocket launchers can only be acquired either through trade (this will typically set you back for a considerable amount of silver), or by looting it from 'Heavy Mercenary' raiders that have this equipped, but not yet fired it (as of Alpha 16). Since Doomsday Rocket Launchers can now be found in raids, pawns that wield these behemoths should be top priority as a target to gun down as they will be a significant threat - even above triple-rocket launchers (in most cases), [[incendiary launcher]]s, [[frag grenades]] and [[molotov cocktails]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday Rocket Launchers have a range that dwarfs most other weapons; being tied with the triple-rocket launcher and only surpassed by the [[sniper rifle]]. Therefore, Doomsday Rocket Launchers could be the ultimate solution to dispatch of dangerous sieges and late-game tribal raids - along with multiple mortars arguably being just as effective for the former (if you don't mind the steel cost and don't want to risk your colonists), and even the latter if the tribals 'prepare' before attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:DoomsdayExplosion.png|400px]] &amp;lt;br&amp;gt;&lt;br /&gt;
''A Doomsday Rocket Launcher being used against a large siege. Do note that a couple of sieging pirates also have Doomsday Rocket Launchers equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Damage_per_Second&amp;diff=47080</id>
		<title>Damage per Second</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Damage_per_Second&amp;diff=47080"/>
		<updated>2017-04-12T23:02:54Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Damage per second (a.k.a. DPS for short), is a measure of how much damage a given weapon does per second.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disclaimer==&lt;br /&gt;
These DPS formulas don't account for a pawn's shooting skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's just a calculation of raw, total output damage (on a single target).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Calculation==&lt;br /&gt;
The DPS of weapons on the [[Weapons|weapons page]] have been calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Maximum DPS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the maximum potential damage, ignoring accuracy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{math|big=1|Max DPS {{=}} (Damage &amp;amp;times; Burst Count) &amp;amp;divide; ((Cooldown + Warmup + (Burst Ticks &amp;amp;times; (Burst Count - 1))) &amp;amp;divide; 60 ticks per second ) }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real DPS===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the realistic damage output of just the weapon itself with accuracy factored in. Doesn't account for colonist skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{math|big=1|Real DPS {{=}} Max DPS &amp;amp;times; Average Accuracy }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Numbers are rounded to two decimal places for readability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Club&amp;diff=47079</id>
		<title>Club</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Club&amp;diff=47079"/>
		<updated>2017-04-12T23:02:46Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Club&lt;br /&gt;
|image = Club.png|Club&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|description = &amp;quot;The oldest human weapon - a shaped piece of wood for bashing enemies to death. Primitive but effective.&amp;quot;&lt;br /&gt;
|class = Neolithic&lt;br /&gt;
|damage = 11&lt;br /&gt;
|range = 1&lt;br /&gt;
|mode = Melee&lt;br /&gt;
|warmup = 0&lt;br /&gt;
|cooldown = 144&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|sell = 40 x Material Value&lt;br /&gt;
|damage type=Blunt&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The club is a neolithic weapon in RimWorld that can be crafted out of any material and at a crafting spot. Commonly used by tribes, but can also be seen on bog standard pirates and outlanders too, the club deals blunt damage meaning it's generally slightly more effective when put up against armoured foes. It does the same damage per hit as its more modern descendant - the [[Mace]], but has a slightly longer cooldown time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
As a neolithic weapon, Clubs can be made out of any appropriate crafting material in the game. All five rock types are equally effective in terms of raw damage output, with the only differences being durability. The table below displays figures of raw damage, cooldown and DPS of all materials this weapon can be made out of. These figures assume Normal quality and full durability...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Materials&lt;br /&gt;
!Wood&lt;br /&gt;
!Stone&lt;br /&gt;
!Steel&lt;br /&gt;
!Plasteel&lt;br /&gt;
!Silver&lt;br /&gt;
!Gold&lt;br /&gt;
!Uranium&lt;br /&gt;
!Jade&lt;br /&gt;
|- &lt;br /&gt;
|Damage&lt;br /&gt;
|9&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|15&lt;br /&gt;
|17&lt;br /&gt;
|- newline&lt;br /&gt;
|Cooldown&lt;br /&gt;
|2.16s&lt;br /&gt;
|3.24s&lt;br /&gt;
|2.4s&lt;br /&gt;
|1.92s&lt;br /&gt;
|2.4s&lt;br /&gt;
|2.64s&lt;br /&gt;
|3.24s&lt;br /&gt;
|2.64s&lt;br /&gt;
|- newline&lt;br /&gt;
|DPS (to 3 dp)&lt;br /&gt;
|'''4.167'''&lt;br /&gt;
|'''3.395'''&lt;br /&gt;
|'''4.583'''&lt;br /&gt;
|'''5.729'''&lt;br /&gt;
|'''5'''&lt;br /&gt;
|'''4.924'''&lt;br /&gt;
|'''4.63'''&lt;br /&gt;
|'''6.439'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DPS figures that are '''bold''' are those that are viable as they are greater than the base unarmed DPS (3.279), meaning those that aren't bold should generally be avoided as weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mace vs. Club===&lt;br /&gt;
It is arguable that a Jade Club could beat out a Plasteel Mace, but that is highly situational dependent on the type of enemy and the level of armour they have. This table goes more in depth about it (figures assume Normal quality)...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_12 text-center}}&lt;br /&gt;
!Weapons&lt;br /&gt;
!Jade Club&lt;br /&gt;
!Plasteel Mace&lt;br /&gt;
!Silver Mace&lt;br /&gt;
|- &lt;br /&gt;
|Damage&lt;br /&gt;
|17&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|- newline&lt;br /&gt;
|Cooldown&lt;br /&gt;
|2.64s&lt;br /&gt;
|1.68s&lt;br /&gt;
|2.1s&lt;br /&gt;
|- newline&lt;br /&gt;
|DPS (to 3 dp)&lt;br /&gt;
|6.439&lt;br /&gt;
|6.548&lt;br /&gt;
|5.714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the figures in the table show, a Jade Club trades blows when it comes to overall damage output - Plasteel Mace has a miniscule advantage, but this will diminish against more protected enemies and the Jade Club will most likely take the lead as armour levels increase. The Silver Mace was thrown in the mix too because of Silver's slight advantage in damage per hit with blunt weapons. Silver is clearly outmatched by the other two weapons though by quite a margin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=47078</id>
		<title>Charge rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Charge_rifle&amp;diff=47078"/>
		<updated>2017-04-12T23:02:38Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Charge Rifle&lt;br /&gt;
|image = R4ChargeRifle.png|Charge Rifle&lt;br /&gt;
|description = &amp;quot;Phase-charging energy projectile rifle.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|class = Advanced&lt;br /&gt;
|damage = 12&lt;br /&gt;
|range = 23&lt;br /&gt;
|accuracyTouch = 80&lt;br /&gt;
|accuracyShort = 83&lt;br /&gt;
|accuracyMedium = 68&lt;br /&gt;
|accuracyLong = 53&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 12	&lt;br /&gt;
|warmup = 60&lt;br /&gt;
|cooldown = 68.4&lt;br /&gt;
|velocity = 70&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|buy = {{icon|steel|20}} + {{icon|plasteel|40}} + {{icon|component|7}}&lt;br /&gt;
|sell = {{icon|silver|945}}&lt;br /&gt;
|mass base = 4.6	&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The charge rifle is a somewhat heavy, fully automatic futuristic pulse rifle in RimWorld which deals considerable damage, has a rather short time between shots, short range, and high accuracy. Considering all of the stats, the charge rifle is one of the best weapons in the game and by far the best in its class (with the exception of the [[LMG]] that can sometimes trade blows); excellent damage output owing to its high fire rate and stopping power, combined with superior accuracy in its class, the only 'weakness' that the charge rifle has is its short range. The charge rifle is arguably the best weapon for individual opponents, but there are better weapons out there when it comes to tearing apart large crowds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The charge rifle's main strength (as already mentioned) is its superior damage output combined with the best accuracy in its class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Obtaining===&lt;br /&gt;
Charge rifles can be purchased from outlander and orbital weapon traders for a hefty price, or obtained from pirate raiders in the mid-late game onwards. Charge Rifles can also be crafted at a [[machining table]] once the [[research#machining|machining]] and [[research#chargedshot|charged shot]] researched have been completed; from 20 [[steel]], 40 [[plasteel]], 7 [[component]]s, and {{ticks|50000}} of work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also start with a charge rifle in the [[scenario system#richexplorer|rich explorer]] scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conclusion &amp;amp; Comparison===&lt;br /&gt;
As previously mentioned: the charge rifle shadows most other weapons in its class with the exception of the LMG which comes close to it. The [[heavy SMG]] may offer slightly better stopping power, but the charge rifle demolishes it in terms of accuracy and has quicker time between shots, and the [[pump shotgun]] offers notably better stopping power, but the charge rifle again has superior fire rate, and also range. The LMG cuts it a lot closer though: the charge rifle will generally come out on top in common combat scenarios (unmodified shooters against humans), but the LMG has a chance of pulling ahead in the hands of a fully augmented trigger-happy shooter (bionics and luciferium) - especially against larger enemies and also small groups of enemies, as LMGs can cause minor collateral damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the subject of collateral damage, a [[minigun]] is arguably just as effective as a small firing squad of charge rifle gunners against crowds of enemies: while the minigun is terrible against individual targets owing to its forced miss radius, it'll happily tear several new holes into anybody that stands in the way of this target, or around the target for that matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An ideal firing squad (in non-killbox situations) would be a combination of charge rifles to dispose of close-range enemies, and then perhaps [[assault rifle]]s to gun enemies down at mid-range, and then [[survival rifle|survival]] and/or [[sniper rifle|sniper]] rifles to pick off enemies at medium-long or long range. Perhaps mix a few trigger-happy minigunners in to rip grouped enemies apart - although you'll want to be careful with miniguns as they can just as easily dispatch of your own pawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The charge rifle remains a useful weapon throughout all stages of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Charged-shot weapons are also referred to as [https://en.wikipedia.org/wiki/Tokamak Tokamak] weapons in the [https://docs.google.com/document/d/1pIZyKif0bFbBWten4drrm7kfSSfvBoJPgG9-ywfN8j8/pub fiction primer]. They fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. These require high amounts of power to fire and are powered by hex-cells at small scales (like Charge Rifles), or fusion reactors in the case of large cannons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Assault_rifle&amp;diff=47076</id>
		<title>Assault rifle</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Assault_rifle&amp;diff=47076"/>
		<updated>2017-04-12T23:02:21Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|weapon|&lt;br /&gt;
|name = Assault rifle&lt;br /&gt;
|image = Assault Rifle.png|Assault rifle&lt;br /&gt;
|description = &amp;quot;A general-purpose military weapon for field or urban combat. It fires a three-round burst. Good range, low power, high rate of fire.&amp;quot;&lt;br /&gt;
|type = Equipment&lt;br /&gt;
|type2 = Weapons&lt;br /&gt;
|mass base = 3.5&lt;br /&gt;
|class = Modern&lt;br /&gt;
|damage = 7&lt;br /&gt;
|range = 31&lt;br /&gt;
|accuracyTouch = 70&lt;br /&gt;
|accuracyShort = 87&lt;br /&gt;
|accuracyMedium = 77&lt;br /&gt;
|accuracyLong = 64&lt;br /&gt;
|mode = Burst&lt;br /&gt;
|burst = 3&lt;br /&gt;
|burstTicks = 7&lt;br /&gt;
|warmup = 54&lt;br /&gt;
|cooldown = 81.5&lt;br /&gt;
|velocity = 70&lt;br /&gt;
|sell = {{icon|silver|445}}&lt;br /&gt;
|DPS = DPS&lt;br /&gt;
|buy = {{icon|steel|60}}{{icon|component|7}} + 750 work&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''assault rifle''' is a compromise between a slow-firing rifle and a long-ranged machine-gun. It can keep enemies in check at a range most weapons can't fire at, while still maintaining just enough rate of fire to threaten both targets in cover and those closing the distance. These traits make it a very well-balanced, highly recommended weapon at both the early and later stages of the game.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Unfortunately, its relatively low shot power is a very real drawback, so you may want to upgrade your colonists to the [[heavy SMG]] or [[charge rifle]] when possible, especially if facing against [[raiders]] using [[Armor#personal_shield|personal shield]]s, or heavily-armored [[Mechanoid|mechanoids]] that can soak up enormous punishment. If you're however looking for an accurate weapon, this weapon generally dominates both the charge rifle by a fair margin and a more tangible accuracy boost over the heavy SMG.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The assault rifle can be built at the [[machining table]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The assault rifle is based off of the well-known American [https://en.wikipedia.org/wiki/M16_rifle M16] assault rifle in real life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Kind::Weapons| ]]&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spacer_Weapons&amp;diff=47075</id>
		<title>Spacer Weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spacer_Weapons&amp;diff=47075"/>
		<updated>2017-04-12T23:02:13Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&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;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;min-height:56em&amp;quot;&amp;gt;{{:Incendiary Launcher}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;min-height:56em&amp;quot;&amp;gt;{{:Charge Rifle}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|weapon|wide}}&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vent&amp;diff=47074</id>
		<title>Vent</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vent&amp;diff=47074"/>
		<updated>2017-04-12T23:02:06Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_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;
{{UC}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{item infobox&lt;br /&gt;
| name = Vent&lt;br /&gt;
| image = [[File:vent.png]]&lt;br /&gt;
| type = Temperature&lt;br /&gt;
| type2 = &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A simple vent for equalizing the [[temperature]] between two rooms without allowing people to walk between them.&lt;br /&gt;
| width = 3*&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A '''vent''' conducts some of the [[temperature]] from one room to another room. It structurally acts like a wall to separate rooms and it supports a roof. Placement of a vent requires open space on its two sides. The blueprint can be laid atop an existing wall; the wall is replaced upon construction. The placement of multiple vents along a wall increases the temperate transference.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(* added space for input and output)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=47073</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=47073"/>
		<updated>2017-04-12T23:01:57Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&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;
| {{Architect_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;
&lt;br /&gt;
{| style='float: right'&lt;br /&gt;
|- style='vertical-align: top'&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Cooler|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Cooler&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:Cooler.png|The cooler]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = An electrical device that fits and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = 200&lt;br /&gt;
}}&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Heater|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Heater&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:Heater.png|The heater]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = An electrical device that turns electricity into heat. It can automatically turn itself on and off to reach a target temperature.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = 175&lt;br /&gt;
}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = Campfire&lt;br /&gt;
| image = [[File:Campfire.png|Campfire]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A temporary heat source which burns for a few days. It may be used to cook simple meals anywhere, but as with all heat sources, it must be placed indoors so it has a closed space to heat.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 80&lt;br /&gt;
}}&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Vent|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Vent&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:vent.png|Vent]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A simple vent for equalizing the temperature between two rooms without allowing people to walk between them.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
'''Temperature''' is an important consideration in colony management. In some [[biomes]] temperature can reach extreme highs and lows. Temperature also plays a major role and is affected by many things in [[world generation]]. The temperature in the outdoors stay fairly consistent. Temperature can be used as a weapon for any player with adequate power to burn in a raid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} there is an orange glow when hovering over very hot areas to help you identify them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Temperature affects many aspects of your colonist's life. Cold temperatures will preserve food and freeze your colonists to death, while hot temperatures will rot food, cook colonists, and can even start fires. Temperature is determined by the climate of your biome and is managed through structures in the temperature menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All indoor rooms have their own temperature which can be seen by mousing over it. Temperature equalizes through roof and walls, with higher temperature differences and more connecting tiles having a stronger effect. Larger rooms have more &amp;quot;mass&amp;quot; to maintain their temperature and will have more authority over smaller rooms. Unroofed areas will always immediately match the outdoor temperature, even if only one tile is unroofed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Temperature transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer hot or cold quickly through a large base. Double thick walls act as an insulator to reduce heat transfer between rooms. Any room that borders an outdoors area will try to match the the outdoors temperature, even if the room borders solid rock. Rooms with extreme temperature differences can be buffered with an intermediate room, such as by using a cold hallway to protect a warm bedroom from a frozen outdoors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try not to build long thin hallways connecting outside your base, or leave large solid rock clusters inside your base. This will increase your surface area against outdoor temperatures and make it more difficult to manage. Cut off the hallways using doors and mine the rock until all traces of outdoor area are gone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the most part your colonists do not require an ideal temperature all the time to be happy. They only become unhappy with sleeping in an overly cold or hot bedroom and only suffer damage if they lack proper [[clothing]] for a hot/cold day. A colonist at risk of injury will first suffer unhappy thoughts about their temperature and will attempt to find more suitable clothing to be comfortable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Freezer ===&lt;br /&gt;
A freezer is the most straightforward use of coolers for a starting colony. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Select the cooler temperature settings and reduce their target temperature so that they continue running below 32F/0C. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freezer Tips===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Building freezers that can tolerate extreme heat, due to biome or heat waves, can be challenging.  Materials have the same insulation values in-game so the material used to build the walls  does not matter.  On the other hand, increasing the thickness of freezer walls from 1-thick to 2-thick dramatically improves the insulation provided, though coolers will not function if their exhaust port is blocked, and increasing thickness beyond 2-thick does not have a noticeable effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Freezers lose a great deal of cooling through the doors to the freezer.  This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion.  The loss can be examined by mousing over the sections of the airlock to see the temperature. Using [[door]]s rather than [[autodoor]]s can help reduce the cooling lost, though this slows down colonists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Cooler]] ===&lt;br /&gt;
The cooler is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space to not inconvenience your colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A cooler (in theory) is able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Passive Cooler]] ===&lt;br /&gt;
A low-tech cooler useful for tribe starts. A passive cooler cannot cool rooms to a temperature lower than 15 °C and it only lasts 5 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Heater]] ===&lt;br /&gt;
The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 10 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Campfire]] ===&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise they produce the same amount of heat as an electrical heater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Torch lamp]] ===&lt;br /&gt;
Produces light and a small amount of heat. Must be refueled with wood periodically like campfires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steam Geysers ===&lt;br /&gt;
Steam Geysers generate a constant source of heat and are unaffected by building a [[Geothermal generator]] on top of them. They are extremely useful for staying warm in frozen climates but can cook a tightly packed indoors space in warmer biomes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Vent]] ===&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Door]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open doors will cause heat to transfer between rooms. Strangely enough this effect is less potent than using vents, but a door can be left permanently open to help control temperature. Similar to running double thick walls, having double doors will improve insulation between rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Extreme Temperature Effects ==&lt;br /&gt;
{{asof|A15}} the maximum temperature is 2000 °C and the minimum is -270 °C, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal unmodded gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== On pawns ===&lt;br /&gt;
Temperatures below a pawn's [[Minimum Comfortable Temperature|minimum comfortable temperature]] or above their [[Maximum Comfortable Temperature|maximum comfortable temperature]] will cause them discomfort with mood debuffs and in extreme cases can cause death. The simple cure for any afflicted colonist is to return them to a normal temperature environment. This process can be sped up by forcing the colonist into the opposite extreme, such as putting heatstroke victims in a freezer to cool off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ailments include:&lt;br /&gt;
* [[Injury#Heatstroke|Heatstroke]] - caused by prolonged exposure to heat.&lt;br /&gt;
* [[Injury#Burn|Burns]] - caused by exposure to extreme heat or contact with [[fire]].&lt;br /&gt;
* [[Injury#Hypothermia|Hypothermia]] - caused by prolonged exposure to cold.&lt;br /&gt;
* [[Injury#Frostbite|Frostbite]] - injury to extremities caused by prolonged exposure to cold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== On objects ===&lt;br /&gt;
Objects such as wooden structures and furniture will ignite once they reach a high enough temperature, depending on their material's [[flammability]]. All stone types and uranium have their flammability set to 0% and therefore objects made from them will not ignite or burn in any temperature. Steel, plasteel, silver, gold and jade are flammable as materials, but not as items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extreme cold has no effect on objects, but most [[Food]] and [[Plant Matter]] items spoil depending on temperature. They become refrigerated in ambient temperatures below 10 °C, slowing down the spoiling process. When temperature reaches freezing (0 °C), they become frozen and completely stop spoiling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Passive_cooler&amp;diff=47072</id>
		<title>Passive cooler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Passive_cooler&amp;diff=47072"/>
		<updated>2017-04-12T23:01:50Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_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;
&lt;br /&gt;
&lt;br /&gt;
{{infobox main|temperature|&lt;br /&gt;
| name = Passive cooler&lt;br /&gt;
| image = PassiveCooler.png|Passive cooler&lt;br /&gt;
| type = Temperature&lt;br /&gt;
| placeable = y&lt;br /&gt;
| size = 1|1&lt;br /&gt;
| description = A traditional unpowered cooler that works by water evaporation. Will run out and self-destruct after several days.&lt;br /&gt;
| buy = {{icon|wood|50}}&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power =&lt;br /&gt;
| mass base =&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The [[passive cooler]] is much like the electrically powered [[cooler]], but it's made of wood and low tech and cools a room only for a short time. It's good for passing heat waves as a tribe. It doesn't cool the area lower than 59°F (15°C), at a rate of 51.8°F (11°C) per second. It self destructs in 5 game days.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
[[Category:Temperature]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Heater&amp;diff=47071</id>
		<title>Heater</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Heater&amp;diff=47071"/>
		<updated>2017-04-12T23:01:42Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_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;
&lt;br /&gt;
&lt;br /&gt;
{{infobox main|temperature|&lt;br /&gt;
| name = Heater&lt;br /&gt;
| image = Heater.png&lt;br /&gt;
| type = Temperature&lt;br /&gt;
| placeable = y&lt;br /&gt;
| size = 1||1&lt;br /&gt;
| description = An electrical device that turns electricity into heat. It can automatically turn itself on and off to reach a specific target temperature.&lt;br /&gt;
| buy = {{icon|steel|65}}+{{icon|component|1}}&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = -175&lt;br /&gt;
| mass base = 6&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 18 W. It can be used to raise the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold [[biomes|biome]], such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to providing heat, the heater will illuminate a small area surrounding it with red light. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Temperature]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cooler&amp;diff=47070</id>
		<title>Cooler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cooler&amp;diff=47070"/>
		<updated>2017-04-12T23:01:34Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_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;
&lt;br /&gt;
&lt;br /&gt;
{{infobox main|temperature|&lt;br /&gt;
| name = Cooler&lt;br /&gt;
| image = Cooler.png&lt;br /&gt;
| type = Temperature&lt;br /&gt;
| placeable = y&lt;br /&gt;
| description = An electrical device that fits into a wall and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer.&lt;br /&gt;
| size = 1||3&lt;br /&gt;
| buy = {{icon|steel|90}}+{{icon|component|3}}&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = -200&lt;br /&gt;
| mass base =&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The [[cooler]] is a device that can be used to lower the [[temperature]] in a room.  This effect can maintain happy colonists during high outdoor temperatures and prevent the spoilage of [[food]].}}&lt;br /&gt;
== Freezers ==&lt;br /&gt;
By setting the thermostat of a cooler to maintain a room temperature below freezing (0ºC / 32ºF), you can create a &amp;quot;walk-in freezer&amp;quot;. Perishable items stored in this room become frozen and no longer susceptible to spoilage.  In many warmer [[Biomes|biomes]], spoilage is a major obstacle in maintaining a food supply, and thus freezer construction is generally considered a high priority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Performance ==&lt;br /&gt;
Coolers use [[power]] to pump heat out of a room.  If the areas surrounding that room are hotter than the current temperature inside the room, heat penetrates back into the room.  As a result, the overall area of the room as well as the number of wall units affects how easy or difficult it is to cool a room.  Also, a single cooler has a maximum efficiency and may not be able to reach the target temperature of its thermostat.  In these situations, building multiple coolers is helpful, but consumes more power.  As of Alpha9, a cooler that is actively cooling a room will consume 200W regardless of the thermostat setting.  Once the goal temperature is reached, the cooler can transition to low power state where it only uses 20W. However, if the exterior of the room is warmer, the instant the goal temperature is reached, heat penetrates the room, the cooler senses this and returns to the high power state (there is a time buffer to this effect to avoid a flickering between high and low power states).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simple playtesting reveals that with an exterior temperature of 80-100°F (27-38°C), a single cooler can cool a room with a 10x10 exterior to a minimum temperature of 50-60ºF (10-16°C).  Under these conditions, 2-3 coolers were required to maintain a constant (frozen) 30-31°F (0- Negative 1°C) within the same space.  Further testing (or evaluation of the source code) could be used to determine an exact formula for cooler performance and temperature gradient speeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;br /&gt;
[[Category:Temperature]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Campfire&amp;diff=47069</id>
		<title>Campfire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Campfire&amp;diff=47069"/>
		<updated>2017-04-12T23:01:27Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_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;
{{infobox main|temperature|&lt;br /&gt;
| name = Campfire&lt;br /&gt;
| image = Campfire.png&lt;br /&gt;
| type = Temperature&lt;br /&gt;
| placeable = y&lt;br /&gt;
| size = 1||1&lt;br /&gt;
| description = Cooks meals and produces heat. Burns out after a few days. As with all heat sources, it must be placed indoors so it has a closed space to heat. Refuelable.&lt;br /&gt;
| buy = {{icon|wood|20}}&lt;br /&gt;
| hp = 80&lt;br /&gt;
| power = &lt;br /&gt;
| mass base =&lt;br /&gt;
}}&lt;br /&gt;
{{Info|A [[campfire]] heats a room and produces [[Environment#Light|light]] at level 50% up to five squares away. A campfire can be used to make [[Simple Meal|simple meals]], [[pemmican]], or burn drugs and apparel. A [[cook stove]] is needed to prepare better [[meals]]. A campfire will last for four days - the remaining time is shown in the inspect pane.}}&lt;br /&gt;
When in snow or rain, a campfire will consume fuel faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Campfires can be deconstructed to reclaim all the wood that hasn't yet been used. This is handy for saving precious wood in an especially cold climate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gathering Spot====&lt;br /&gt;
A campfire is set by default as a gathering spot. Colonists will gather here to socialize, especially when idle. It can be toggled off.&lt;br /&gt;
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[[File:Gather spot.png|64px]]&amp;lt;br/&amp;gt;&lt;br /&gt;
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{{nav|temperature}}&lt;br /&gt;
[[Category:Temperature]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wood_floor&amp;diff=47068</id>
		<title>Wood floor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wood_floor&amp;diff=47068"/>
		<updated>2017-04-12T23:01:17Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Wood floor&lt;br /&gt;
|description = Wood plank flooring. For that warm, homey feeling.&lt;br /&gt;
|image = WoodFloor.png|Wood Floor&lt;br /&gt;
|info =&lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = &lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|buy = {{icon|wood|3}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
One of the floors that you can construct.&lt;br /&gt;
In spite of being made of wood, it is 0% flammable. Best used only early game as it does not provide any happiness bonus whatsoever&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=47067</id>
		<title>Stone tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stone_tile&amp;diff=47067"/>
		<updated>2017-04-12T23:01:06Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Stone tile&lt;br /&gt;
|description = Solid stone tiles for a castle feeling. Pretty to look at, but they take a long time to lay.&lt;br /&gt;
|image = StoneTile.png|Stone tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|buy = {{icon|stone|4}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
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One of the floors that you can construct, with your choice of [[Sandstone_Blocks|Sandstone]], [[Granite_Blocks|Granite]], [[Limestone_Blocks|Limestone]], [[Slate_Blocks|Slate]] or [[Marble_Blocks|Marble]]. All stone tiles have the same stats, but differs in texture.&lt;br /&gt;
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{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=47066</id>
		<title>Sterile tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sterile_tile&amp;diff=47066"/>
		<updated>2017-04-12T23:00:56Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Sterile tile&lt;br /&gt;
|description = Sterile tiles help keep the room clean. Very useful in hospitals to prevent patients from getting various infections. Neutral in terms of looks and very slow to build.&lt;br /&gt;
|image = ground sterile tile.png|Sterile tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|buy = {{Icon Small|silver}} 15  {{icon|metal|3}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
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{{Info|'''Sterile tile''' is one of the floors that you can construct. It has the highest [[Room stats#Cleanliness|cleanliness stat]], decreasing the probability of infection when used in a [[Room_roles|hospital]] or decreasing the probability of [[Ailments#Food_Poisoning|food poisoning]] in a [[Room_roles|kitchen]].}}&lt;br /&gt;
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{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smooth_stone&amp;diff=47062</id>
		<title>Smooth stone</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smooth_stone&amp;diff=47062"/>
		<updated>2017-04-12T23:00:25Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Smooth stone&lt;br /&gt;
|description = Designate rough stone terrain to be smoothed.&lt;br /&gt;
|image = Ground smooth stone.png|Smooth stone&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 3&lt;br /&gt;
|buy = Free&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
This flooring does not require any materials to be constructed, but it needs to be placed on rough stone and takes a greater amount of time to be completed than artificial flooring above. &lt;br /&gt;
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It is recommended to be used as standard flooring whenever available, as it more easily provides the [[Thoughts_list#Pleasant_environment|pleasant environment bonus]] to your colonists. Perfect flooring for a &amp;quot;Dwarfy&amp;quot; colony, built into the side of a mountain.&lt;br /&gt;
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Since rough stone is widely available in most biomes, an easy way to train colonists in [[Skills#Construction|Construction]] is to select large sections of rough stone and set them for smoothing.&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Silver_tile&amp;diff=47061</id>
		<title>Silver tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Silver_tile&amp;diff=47061"/>
		<updated>2017-04-12T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Silver tile&lt;br /&gt;
|description = Expensive and slow to build, but very pretty. Fits perfectly into all kinds of luxurious rooms.&lt;br /&gt;
|image = ground silver tile.png|Silver tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 3&lt;br /&gt;
|buy = {{icon|silver|85}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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One of the floors that you can construct.&lt;br /&gt;
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&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Red_carpet&amp;diff=47057</id>
		<title>Red carpet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Red_carpet&amp;diff=47057"/>
		<updated>2017-04-12T22:59:47Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{infobox main|structure|&lt;br /&gt;
|name = Red carpet&lt;br /&gt;
|image = ground carpet red.png|Red carpet&lt;br /&gt;
|description = Plush carpet in a lovely rose hue.&lt;br /&gt;
|type = Floor&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = &lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 2&lt;br /&gt;
|buy = {{icon|cloth|7}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
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One of the '''[[floors]]''' that you can construct. Requires '''[[research]]''' to be made. One of the five different colored '''[[carpets]]''' available in the game.&lt;br /&gt;
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Carpet can be particularly useful in the desert where wood is hard to come by or when you might not want to use up all your precious metals. Starting a cloth farm is pretty easy, especially if you have hydroponics researched, and if you don't have the time to spare or the skill to smooth floors, it's a nice substitute. Players also use this to color code rooms, for their own benefit.&lt;br /&gt;
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{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Paved_tile&amp;diff=47054</id>
		<title>Paved tile</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Paved_tile&amp;diff=47054"/>
		<updated>2017-04-12T22:19:48Z</updated>

		<summary type="html">&lt;p&gt;PieTau: Remove Unnecacery Empty Lines and delete {{!}} from type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
|name = Paved tile&lt;br /&gt;
|description =  Utilitarian concrete tiles. Cheap and quick to move around on, but neutral in terms of looks and slow to build.&lt;br /&gt;
|image = ground paved tile.png|Paved tile&lt;br /&gt;
|info = &lt;br /&gt;
|type = Floor&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|speed = 100&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|buy = {{icon|metal|2}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
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One of the floors that you can construct.&lt;br /&gt;
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A variation of '''[[metal tile|metal tile]]''' and '''[[concrete|concrete]]'''.&lt;br /&gt;
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&lt;br /&gt;
{{nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>PieTau</name></author>
	</entry>
</feed>