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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quandangv</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-05T23:04:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Research_Points_Table/explanation&amp;diff=166976</id>
		<title>Template:Research Points Table/explanation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Research_Points_Table/explanation&amp;diff=166976"/>
		<updated>2025-08-07T02:53:33Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;The number of research points gained per [[tick]] is calculated with the following equation:&lt;br /&gt;
&amp;lt;pre&amp;gt;0.00825 × Pawn Research Speed × Building Research Speed Factor × Difficulty Factor&amp;lt;/pre&amp;gt;&lt;br /&gt;
Where:&lt;br /&gt;
* 0.00825 points/tick is the base research factor.&amp;lt;sup&amp;gt;&amp;lt;abbr title=&amp;quot;This number is taken from decompiled code. Being a floating-point decimal, the actual value may have been changed in translation.&amp;quot;&amp;gt;[Note]&amp;lt;/abbr&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pawn Research Speed is the [[research speed]] stat from the researcher. This depends on other factors, like [[Capacity|health capacities]] and [[global work speed]].&lt;br /&gt;
* Building Research Speed Factor is the multiplier from the research station. This depends on other factors, like whether the building is outdoors, the temperature, the cleanliness and reading bonus of the room, and if any [[Multi-analyzer|facilities]] are connected. The following are the base factors:&lt;br /&gt;
** [[Simple research bench]]: ×0.75&lt;br /&gt;
** [[Hi-tech research bench]]: ×1.00&lt;br /&gt;
** [[Hi-tech research bench]] with [[Multi-analyzer]]: ×1.10&lt;br /&gt;
** Not inside laboratory: x0.8&lt;br /&gt;
* Difficulty Factor is the multiplier from the chosen [[AI_Storytellers#Difficulty|difficulty settings]]. The factors for the default difficulties are:&lt;br /&gt;
** Peaceful and Community Builder (Easy) - x1.2&lt;br /&gt;
** Adventure Story (Normal) and Strive to Survive (Rough) - x1&lt;br /&gt;
** Blood and Dust (Hard) - x0.95&lt;br /&gt;
** Losing is Fun (Extreme) - x0.9&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Research_Points_Table/explanation&amp;diff=166953</id>
		<title>Template:Research Points Table/explanation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Research_Points_Table/explanation&amp;diff=166953"/>
		<updated>2025-08-06T19:10:26Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;The number of research points gained per [[tick]] is calculated with the following equation:&lt;br /&gt;
&amp;lt;pre&amp;gt;0.00825 × Pawn Research Speed × Building Research Speed Factor × Difficulty Factor&amp;lt;/pre&amp;gt;&lt;br /&gt;
Where:&lt;br /&gt;
* 0.00825 points/tick is the base research factor.&amp;lt;sup&amp;gt;&amp;lt;abbr title=&amp;quot;This number is taken from decompiled code. Being a floating-point decimal, the actual value may have been changed in translation.&amp;quot;&amp;gt;[Note]&amp;lt;/abbr&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Pawn Research Speed is the [[research speed]] stat from the researcher. This depends on other factors, like [[Capacity|health capacities]] and [[global work speed]].&lt;br /&gt;
* Building Research Speed Factor is the multiplier from the research station. This depends on other factors, like whether the building is outdoors, the temperature, the cleanliness of the room, and if any [[Multi-analyzer|facilities]] are connected. The following are the base factors:&lt;br /&gt;
** [[Simple research bench]]: ×0.75&lt;br /&gt;
** [[Hi-tech research bench]]: ×1.00&lt;br /&gt;
** [[Hi-tech research bench]] with [[Multi-analyzer]]: ×1.10&lt;br /&gt;
** Research bench inside laboratory&lt;br /&gt;
** Nearby bookshelves&lt;br /&gt;
* Difficulty Factor is the multiplier from the chosen [[AI_Storytellers#Difficulty|difficulty settings]]. The factors for the default difficulties are:&lt;br /&gt;
** Peaceful and Community Builder (Easy) - x1.2&lt;br /&gt;
** Adventure Story (Normal) and Strive to Survive (Rough) - x1&lt;br /&gt;
** Blood and Dust (Hard) - x0.95&lt;br /&gt;
** Losing is Fun (Extreme) - x0.9&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=166913</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=166913"/>
		<updated>2025-08-05T17:10:51Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Occurrence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 9.8&lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 75&lt;br /&gt;
| specialtrainables = EggSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 30&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head claw&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
A {{PAGENAME}} can be found in each underground insect lair below insect megahives and some infested colony [[Landmarks|landmarks]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Because the locations of hive queens are well-known, taming a hive queen is possible by travelling there when your pawn has a taming inspiration (Animals Skill level 14 required). But this is still exceptionally dangerous. Normal tank-taming methods for insects can't be applied because her massive single-hit damage and AP often tear off fingers and whole limbs from heavily armored tamers. Even if the queen is injured, as few as 2 hits will chop off a hand if they land in the same place.&lt;br /&gt;
&lt;br /&gt;
For the safety of your pawns, it's recommended to engage the queen with large animals such as elephants, megasloths, thrumbos, or sacrifice some smaller animals to absorb her attacks while you tame. Alternatively, a [[ghoul]]{{AnomalyIcon}}, with [[tough]], the [[robust]] gene{{BiotechIcon}}, and [[ghoul plating]]{{AnomalyIcon}}, can be used to distract her while being tamed.&lt;br /&gt;
&lt;br /&gt;
If available, proximity to psilocap plants will also reduce her damage.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hive queens are very dangerous at melee range, yet also have suprisingly high speed due to the insect sludge in the insect lair. Kiting the queen is challenging because all nearby insect sludge, hives, and egg sacs must be cleared. Alternatively, she can be weakened with traps, or [[Insect Lair#Cook her with fire|downed by heatstroke]].&lt;br /&gt;
&lt;br /&gt;
Once tamed, the hive queen is an infinite source of [[insect meat]] with her egg spew ability. With a cooldown of 2 hours, this ability gives a theoretical yield of {{#expr:24/2*{{Q|Larva|Meat Yield}}}} insect meat/day.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=166875</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=166875"/>
		<updated>2025-08-04T15:08:22Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 9.8&lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 75&lt;br /&gt;
| specialtrainables = EggSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 30&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head claw&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in an insect hive. Insect hives spawn as part of insect megahives and infested colony [[Landmarks|landmarks]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Because the locations of hive queens are well-known, taming a hive queen is possible by travelling there when your pawn has a taming inspiration (Animals Skill level 14 required). But this is still exceptionally dangerous. Normal tank-taming methods for insects can't be applied because her massive single-hit damage and AP often tear off fingers and whole limbs from heavily armored tamers. Even if the queen is injured, as few as 2 hits will chop off a hand if they land in the same place.&lt;br /&gt;
&lt;br /&gt;
For the safety of your pawns, it's recommended to engage the queen with large animals such as elephants, megasloths, thrumbos, or sacrifice some smaller animals to absorb her attacks while you tame. Alternatively, a [[ghoul]]{{AnomalyIcon}}, with [[tough]], the [[robust]] gene{{BiotechIcon}}, and [[ghoul plating]]{{AnomalyIcon}}, can be used to distract her while being tamed.&lt;br /&gt;
&lt;br /&gt;
If available, proximity to psilocap plants will also reduce her damage.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Hive queens are very dangerous at melee range, yet also have suprisingly high speed due to the insect sludge in the insect lair. Kiting the queen is challenging because all nearby insect sludge, hives, and egg sacs must be cleared. Alternatively, she can be weakened with traps, or [[Insect Lair#Cook her with fire|downed by heatstroke]].&lt;br /&gt;
&lt;br /&gt;
Once tamed, the hive queen is an infinite source of [[insect meat]] with her egg spew ability. With a cooldown of 2 hours, this ability gives a theoretical yield of {{#expr:24/2*{{Q|Larva|Meat Yield}}}} insect meat/day.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Insect_lair&amp;diff=166316</id>
		<title>Insect lair</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insect_lair&amp;diff=166316"/>
		<updated>2025-07-25T19:23:57Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: Created page with &amp;quot;{{Odyssey}} {{Stub|reason=}} The '''insect lair''' is a cave network located underneath a colony, accessed by entering a cave entrance.  == Summary ==  Similar to the underc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=}}&lt;br /&gt;
The '''insect lair''' is a cave network located underneath a colony, accessed by entering a cave entrance.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
Similar to the [[undercave]], the insect lair is a cave-like map obscured by attack-destructable [[burrow wall|walls]]. Scattered around the lair are clusters of corpses, [[egg sac]]s containing [[larva]]e, insect [[hive]]s, and insect ambush spots. Completely enclosed in burrow walls is a [[hive queen]] and more hives, guarding some kind of loot. If  the hive queen get injured, all other insects in the lair will rush in to protect her.&lt;br /&gt;
&lt;br /&gt;
A map will be created once the first colonist is sent inside to explore. Exploration begins at the ''cave exit'' spawned randomly on the map. To progress farther within the cave, [[burrow wall]]s must be damaged to reveal more sections. It isn't necessary to mine any rock to fully explore the cave. A &amp;quot;Muffled chittering&amp;quot; [[letter]] will alert the player when a colonist is near a burrow wall directly obscuring the [[hive queen]]. The cavern is not destroyed after defeating the queen.&lt;br /&gt;
&lt;br /&gt;
Some mushrooms also grow in the cave: groups of [[boomshroom]] and groups of [[agarilux]] and [[psilocap]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The 2 types of mushroom clusters in the lair gives away the 2 efficient ways of dealing with the [[hive queen]]&lt;br /&gt;
&lt;br /&gt;
=== Cook her with fire ===&lt;br /&gt;
[[File:Hive queen cooking.png|thumb|A hive queen lair in the process of being fired]]&lt;br /&gt;
Since queens will spawn pre-enclosed in a room, it's possible to raise the temperature inside and down her with heatstroke. Once you get the hive queen alert, spread wood logs to 15-20 cells near the queen's hive entrance and put an IED incendiary trap in the middle. Then pre-build walls from non-flamable material so that you can quickly close off the room. Finally destroy the burrow wall and close it off. The insects will rush forward, trigger the trap, and set all the wood on fire&lt;br /&gt;
&lt;br /&gt;
Sometimes the destroyed burrow wall doesn't reveal the hive queen and you may have to set up everything at a different location. It is important that there is wood on all cells adjacent to the walls you build, so that the resulting fire prevents the insects from attacking that wall. Sometimes the insects manage to put out some of the fire and attack the wall anyway. In that case, you have to repair the wall or even build additional layers while waiting for the flame to re-spread.&lt;br /&gt;
&lt;br /&gt;
When the fire start, the temperature will quickly rise well above heatstroke level. Because the insect sludge floor and burrow walls are all flamable, it will not stop untill extinguished by the player. The hermetic crate and the loot inside will not be affected though. The hive queen will be downed from heatstroke after a few hours&lt;br /&gt;
&lt;br /&gt;
=== Tame her with an inspiration ===&lt;br /&gt;
Psilocap is a powerful yet safe recreational drug. The worst thing it can cause is a catatonic state, yet the exact chance of this doesn't appear anywhere in the game, and testing has revealed it to be very low. Further, wealth of the surface colony doesn't count toward the expectation of colonists in the lair. With low expectation and psilocap hallucinations, it's possible to set up a pleasure complex here and keep colonists' mood near 100% all the time. This will quickly produce inspirations for everyone, and possibly taming inspiration.&lt;br /&gt;
&lt;br /&gt;
Even with an inspiration, colonists need to have at least animal skill level 14 to even attempt to tame the queen; this limits the pool of potential tamers. But once tamed, the hive queen is a highly productive animal, both in terms of insect meat and combat power.&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yvt31balnpkkxbno&amp;topic_postId=yvt31balntin5flw&amp;topic_revId=yvt31balntin5flw&amp;action=single-view</id>
		<title>Topic:Yvt31balnpkkxbno</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yvt31balnpkkxbno&amp;topic_postId=yvt31balntin5flw&amp;topic_revId=yvt31balntin5flw&amp;action=single-view"/>
		<updated>2025-07-25T19:04:15Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Quandangv&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Quandangv (page does not exist)&quot;&gt;&lt;bdi&gt;Quandangv&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Quandangv&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Quandangv&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Quandangv&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Quandangv&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yvt31balnpkkxbno&amp;amp;topic_showPostId=yvt31balntin5flw#flow-post-yvt31balntin5flw&quot;&gt;commented&lt;/a&gt; on &quot;Is the catatonic breakdown chance really 4%?&quot; (&lt;em&gt;Where does this number come from? It isn&amp;#039;t in the game, nor is it in the XML files. In testing, I have never been able to get a catatonic...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Hive_queen_cooking.png&amp;diff=166313</id>
		<title>File:Hive queen cooking.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Hive_queen_cooking.png&amp;diff=166313"/>
		<updated>2025-07-25T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downing a hive queen using heatstroke&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Hive_queen_cooking.png&amp;diff=166312</id>
		<title>File:Hive queen cooking.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Hive_queen_cooking.png&amp;diff=166312"/>
		<updated>2025-07-25T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downing a hive queen using heatstroke&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=166311</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=166311"/>
		<updated>2025-07-25T16:22:15Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 9.8&lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 75&lt;br /&gt;
| specialtrainables = EggSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 30&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head claw&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in an insect hive. Insect hives spawn as part of insect megahives and infested colony [[Landmarks|landmarks]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Because the locations of hive queens are well-known, taming a hive queen is possible by travelling there when your pawn has a taming inspiration (Animals Skill level 14 required). But this is still exceptionally dangerous. Normal tank-taming methods for insects can't be applied because her massive single-hit damage and AP often tear off fingers and whole limbs from heavily armored tamers. Even if the queen is injured, as few as 2 hits will chop off a hand if they land in the same place.&lt;br /&gt;
&lt;br /&gt;
For the safety of your pawns, it's recommended to engage the queen with large animals such as elephants, megasloths, thrumbos, or sacrifice some smaller animals to absorb her attacks while you tame. If available, proximity to psilocap plants will also reduce her damage.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Once tamed, the hive queen is an infinite source of [[insect meat]] with here egg spew ability. With a cooldown of 2 hours, this ability gives a theoretical yield of {{#expr:24/2*{{Q|Larva|Meat Yield}}}} insect meat/day.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raider&amp;diff=166293</id>
		<title>Raider</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raider&amp;diff=166293"/>
		<updated>2025-07-25T08:47:39Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* &amp;quot;Drop right on top of you&amp;quot; drop pods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{About|NPC enemies|the ideological meme|Ideoligion#Raider{{!}}Raider}}&lt;br /&gt;
{{imagemargin|[[File:raiders_layout_preview.png|124px|right]]|41px}}&amp;lt;/div&amp;gt;'''Raiders''' are essentially the main antagonists of ''RimWorld''. They are predatory enemies who appear in events called &amp;quot;Raids&amp;quot; and are sent by the storyteller or by player accepted quests. The group size and strength of a raiding party is determined by 'points', which will be explained in-depth further down this article.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Raiders have several [[#Raiders' strategies|strategies]] when a raid event is spawned. Human raiders continue to attack until one of several conditions are met. Mechanoid raiders continue to attack indefinitely. Raiders who survive may return to attack again in future raids or ambushes. This includes prisoners abandoned from caravans who are in restraint, making them unable to attack properly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Ransom.png|'''Ransom'''&lt;br /&gt;
File:Raiders Mod debuff tired and hungry.png|'''Raider's negative thoughts'''&lt;br /&gt;
File:Pirates have given up and area leaving.png|'''Pirates have given up and are leaving'''&lt;br /&gt;
Prisoner return as raider.png|'''Abandoned prisoner returns to ambush a caravan.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
{{Rewrite|section=1|reason=1) Convert linked spreadsheet to wiki, and update as is many versions out of date. 2) Addiction drug carrying mechanics}}&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1pEhmCnRiBKAh5C7X6kHPSE7QKTeTRjspB-sHR2-B_os/edit?usp=sharing This Google Sheets spreadsheet] shows the spawn rates of weapons and apparel across all raider kinds. Valid as of 1.0.2057. Figures are taken from a modified version of the 'Pawn Kind Gear Sampled' dev tool with a sample size of 10,000 rather than 400.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Raiders have limited equipment possibilities; dependent on their weapon and apparel budgets, and what equipment 'tags' they are allowed to equip. Usually on [[Cassandra Classic]] and [[Phoebe Chillax]] they come equipped early on with mostly [[autopistol]]s and crude melee weapons, some [[bolt-action rifle]]s and [[pump shotgun]]s later down the line. In the late game they can come equipped with things such as [[frag grenades]], [[sniper rifle]]s, [[incendiary launcher]]s and [[machine pistol]]s. Rarely some will have [[assault rifle]]s or [[LMG]]s. &lt;br /&gt;
&lt;br /&gt;
A raiding party may include members equipped with melee weapons and [[shield belt]]s. When a raiding party includes grenade throwers, the AI is intelligent enough to run way from grenades thrown by their own faction (though this does not apply to other explosives). Raiders wielding rocket launchers will attempt to avoid friendly fire.&lt;br /&gt;
&lt;br /&gt;
Counterintuitively, they can and will quite often spawn with melee weapons that result in them having a lower DPS than unarmed combat. &lt;br /&gt;
&lt;br /&gt;
Also, raiders do not always use weapons appropriate to their skills, as the weapons are randomly chosen. They are often seen equipped with ranged weapons when they are better at melee (completely disregarding the [[Trait#Brawler|Brawler]] trait), and vice versa.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
They come in different clothing depending on their type and the outside conditions. If it's cold at your colony, they will come wearing [[parka]]s and [[tuque]]s, but they don't usually wear [[duster]]s and [[cowboy hat]]s in the heat.&lt;br /&gt;
&lt;br /&gt;
=== Loot === &lt;br /&gt;
{{stub|section=1|reason=Is there always loot?}}&lt;br /&gt;
Raiders can spawn carrying additional items unrelated to their pawnkind and their combat role. These function as an additional reward for defeating the raid. These items spawn inside the inventories of some raiders and are dropped on their being [[downed]]. The type of loot depends on the faction the raider is from. Note that while drugs and resources do spawn as part of this loot, it is in addition to that spawned for addictions and siege construction.&lt;br /&gt;
&lt;br /&gt;
The total [[market value]] of the loot is proportional to the [[raid points]] of the raid it spawns in. The loot may spawn on one raider or it may be distributed across several individuals. Note that the value does not increase after 4000 raid points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Loot market value by Raid points&lt;br /&gt;
|-&lt;br /&gt;
|{{GraphChart|width = 400&lt;br /&gt;
|height = 200&lt;br /&gt;
|type = line&lt;br /&gt;
|xAxisTitle = Raid Points&lt;br /&gt;
|xAxisMin = &lt;br /&gt;
|xAxisMax = &lt;br /&gt;
|yAxisMin = &lt;br /&gt;
|yAxisMax = &lt;br /&gt;
|yAxisTitle = Value (Silver)&lt;br /&gt;
|legend = Legend&lt;br /&gt;
|x = 35, 100, 1000, 2000, 4000, 5000&lt;br /&gt;
|y1 = 8, 60, 250, 400, 500, 500&lt;br /&gt;
|y1Title = Mechanoids&lt;br /&gt;
|y2 = 15, 120, 500, 800, 1000, 1000&lt;br /&gt;
|y2Title = All Other Factions&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The items that compose the loot vary and are themed to the faction performing the raid. The options are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Mechanoid Hive]] !! [[Outlanders]] !! [[Tribals]] !! [[Pirates]] !! [[Empire]]{{RoyaltyIcon}} !! [[Traders guild]]{{OdysseyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon List|Plasteel}}&lt;br /&gt;
{{Icon List|Component }}&lt;br /&gt;
| {{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Medicine}}&lt;br /&gt;
{{Icon List|Component}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
{{Icon List|Neutroamine }}&lt;br /&gt;
| {{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Jade}}&lt;br /&gt;
{{Icon List|Herbal medicine}}&lt;br /&gt;
{{Icon List|Pemmican}}&lt;br /&gt;
|{{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Medicine}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
{{Icon List|Flake}}&lt;br /&gt;
{{Icon List|Yayo}}&lt;br /&gt;
{{Icon List|Go juice}}&lt;br /&gt;
{{Icon List|Wake up}}&lt;br /&gt;
{{Icon List|Smokeleaf}}&lt;br /&gt;
{{Icon List|Luciferium}}&lt;br /&gt;
| {{Icon List|Gold}}&lt;br /&gt;
{{Icon List|Glitterworld medicine}}&lt;br /&gt;
{{Icon List|Uranium}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
| {{Icon List|Silver}}&lt;br /&gt;
{{Icon List|Medicine}}&lt;br /&gt;
{{Icon List|Component}}&lt;br /&gt;
{{Icon List|Packaged survival meal}}&lt;br /&gt;
{{Icon List|Neutroamine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Salvagers]]{{OdysseyIcon}} share the same loot table as [[Traders guild]], despite being referenced as pirates in-game.&lt;br /&gt;
&lt;br /&gt;
== Humanlike ==&lt;br /&gt;
There are multiple types of raiders in RimWorld, each with their own sets of equipment and budgets which the game uses to 'buy' their equipment. Similarly, the game 'buys' raiders by deducting the raiders' Combat Power rating from the amount of raid points.&lt;br /&gt;
&lt;br /&gt;
Raider types are exclusive to their faction - mercenaries being exempt.&lt;br /&gt;
&lt;br /&gt;
This note is temporary and needs to be processed normally.&lt;br /&gt;
As a result of experiments, it was found out how many raid points some entities generate&lt;br /&gt;
Devouver-250&lt;br /&gt;
Himera- 135&lt;br /&gt;
Gorehulk- 75&lt;br /&gt;
Shambler- 50&lt;br /&gt;
Fleshbeasts sinkhole- 800&lt;br /&gt;
Sightstealer- 140&lt;br /&gt;
&lt;br /&gt;
=== Tribals ===&lt;br /&gt;
{{main|Tribes}}&lt;br /&gt;
Tribal fighters, weak but expendable. They never carry [[silver]] or [[medicine]]. They carry [[pemmican]] as food.&lt;br /&gt;
{{:Tribes/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Pirates ===&lt;br /&gt;
{{main|Pirates}}&lt;br /&gt;
These units are encountered most frequently in the early game, but you'll see these units throughout the game. All easily dispatched once you get armor and high-grade weapons.&lt;br /&gt;
{{:Pirates/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Outlanders ===&lt;br /&gt;
{{main|Outlanders}}&lt;br /&gt;
As friendly units, they show up in caravans or friendly reinforcements. Rough outlander unions will also send these to attack your colony in the early game.&lt;br /&gt;
{{:Outlanders/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
Elite units typically encountered from mid-game onwards. Joins the Outlanders or Pirates in their ranks.&lt;br /&gt;
{{:Mercenaries/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Spacer ===&lt;br /&gt;
{{main|Ancients}}&lt;br /&gt;
These people don't appear in normal raids but are found in [[ancient shrine]]s. This variety is always hostile to the player's faction.&lt;br /&gt;
{{:Ancients/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Empire ===&lt;br /&gt;
{{Royalty|section=1|No Category}}&lt;br /&gt;
{{Main|Empire}}&lt;br /&gt;
{{:Empire/Pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Cultist ===&lt;br /&gt;
{{Anomaly|section=1|No Category}}&lt;br /&gt;
&lt;br /&gt;
A spooky siege raid, will summon [[fleshbeasts]] if you don't take them out quickly. About half of the enemies would need to be executed twice due to [[Death refusal]], so do not leave the fight early. Mortars and mechanoid seem effective.&lt;br /&gt;
&lt;br /&gt;
The unit types are highthrall (equipped with [[Nerve spiker]]s), underthrall gunner (equipped with heavier guns) and underthrall grunt (Equipped with melee weapons).&lt;br /&gt;
&lt;br /&gt;
{{:Horax cult/Pawns}}&lt;br /&gt;
&lt;br /&gt;
== Mechanoid ==&lt;br /&gt;
{{main|Mechanoid}}&lt;br /&gt;
&lt;br /&gt;
Mechanical enemies that neither feel pain nor seek cover.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Pawn Type !! Image !! Combat Power !! Gear Health (%) !! Avg. Gear Quality !! Clothing Budget !! Weapon Budget !! Available Weapons !! Age Range !! Additional Info&lt;br /&gt;
|-&lt;br /&gt;
! [[Scyther]]&lt;br /&gt;
|[[{{Q|Scyther|Image}}|50px]] || 150 || 100 || - || - || - || '''Melee (Blades)''' || Any || - &amp;lt;!--Before adding anything to these sections, see its purpose on other faction pages. They are not for general analysis--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lancer]]&lt;br /&gt;
|[[{{Q|Lancer|Image}}|50px]] || 180 || 100 || Normal || - || 9999 || '''[[Charge lance]]''' || Any || - &lt;br /&gt;
|-&lt;br /&gt;
! [[Centipede]]&lt;br /&gt;
|[[{{Q|Centipede|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''[[Heavy charge blaster]]''', '''[[Inferno cannon]]''', '''[[Minigun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pikeman]]&lt;br /&gt;
|[[{{Q|Pikeman|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Termite]]&lt;br /&gt;
|[[{{Q|Termite|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Thump cannon]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Militor]]&lt;br /&gt;
|[[{{Q|Militor|Image}}|50px]] || 45  || 100 || Normal || - || 9999 || '''[[Mini-shotgun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Legionary]]&lt;br /&gt;
|[[{{Q|Legionary|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Needle gun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tesseron]]&lt;br /&gt;
|[[{{Q|Tesseron|Image}}|50px]] || 150 || 100 || Normal || - || 9999 || '''[[Beam graser]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Scorcher]]&lt;br /&gt;
|[[{{Q|Scorcher|Image}}|50px]] || 110 || 100 || Normal || - || 9999 || '''[[Mini-flameblaster]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Tunneler (Mechanoid)|Tunneler]]&lt;br /&gt;
|[[{{Q|Tunneler|Image}}|50px]] || 400 || 100 || Normal || - || 9999 || '''Melee (Power claws)''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Centurion]]&lt;br /&gt;
|[[{{Q|Centurion|Image}}|50px]] || 250 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Diabolus]]&lt;br /&gt;
|[[{{Q|Diabolus|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Hellsphere cannon]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War queen]]&lt;br /&gt;
|[[{{Q|War queen|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Charge blaster turret]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Apocriton]]&lt;br /&gt;
|[[{{Q|Apocriton|Image}}|50px]] || 600 || 100 || Normal || - || 9999 || '''[[Toxic needle gun]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
! [[War urchin]]&lt;br /&gt;
|[[{{Q|War urchin|Image}}|50px]] || 75 || 100 || Normal || - || 9999 || '''[[Spiner]]''' || Any || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid cluster ===&lt;br /&gt;
{{main|Mechanoid cluster}}&lt;br /&gt;
&lt;br /&gt;
Added in Royalty was the &amp;quot;Mechanoid Cluster&amp;quot; event, which may be associated with quests or drop on their own. During this event, a fleet of drop pods will land and deploy mechanoids, walls, turrets, and assorted buildings. These mechanoids will initially be dormant. They are eventually awakened by either the player attacking, a Proximity activator being tripped, or a Count-down activator finishing its count down.&lt;br /&gt;
&lt;br /&gt;
== Raiders' strategies ==&lt;br /&gt;
The message from the event will detail how the raiders from the hostile faction will raid.&lt;br /&gt;
&lt;br /&gt;
=== General Mechanics ===&lt;br /&gt;
&lt;br /&gt;
=== Raider Targeting ===&lt;br /&gt;
&lt;br /&gt;
Standard raiders, including humans and mechanoids, attack targets based on a rough priority system with some random elements. Raiders who are able to path towards a colonist or powered turret will attempt to attack such a colonist or pathable furniture. Raiders who are only able to path towards furniture may attack that furniture or may instead attack random walls and doors. The chance raiders attack the furniture rather than random walls and doors has some random elements to it. Raiders who cannot path towards any colonist nor any furniture targets will attack random walls and doors.&lt;br /&gt;
&lt;br /&gt;
Pathable means that the raider can move to the same cell as the target. &amp;quot;Furniture&amp;quot; targets include objects like stools, tables, chairs, and even things like Wind Turbines, Geothermal Generators, Unpowered Turrets, and production benches. &lt;br /&gt;
&lt;br /&gt;
Raider targeting can change based on nearby targets, if their target is destroyed or becomes non-pathable, or if they take damage.&lt;br /&gt;
&lt;br /&gt;
Raider targeting can also be overridden by nearby targets of opportunity. Raiders may light wooden walls or crops on fire, for example.  &lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Victory&amp;quot; Conditions ===&lt;br /&gt;
&lt;br /&gt;
Human raiders continue to attack until one of several conditions are met. Mechanoid raiders attack indefinitely. Once mechanoids have destroyed every possible target they wander around in place indefinitely until a new target appears.&lt;br /&gt;
&lt;br /&gt;
Downing or killing 40% to 70% of human raiders causes the remaining alive raiders to cease their attack and attempt to flee. A random value between 40% and 70% is chosen for each raider group. If a raid attacks in multiple groups, each group has their own randomly chosen 40% to 70% flee value. Each individual raider group only counts dead or downed members of their own group. Each group attacks and flees independently. &lt;br /&gt;
&lt;br /&gt;
Human Raiders will flee after attacking for approximately 10 to 15 hours. A random value is chosen between these timers. After the time is passed the group will flee. For enemies attacking in multiple groups, each group will have its own timer and solely that group will flee when the timer is met. For sieges, the timer only begins after the siege stops attempting to siege and directly assaults the colony.&lt;br /&gt;
&lt;br /&gt;
Human enemies may attempt to kidnap downed colonists. When kidnapping, enemies may disengage from combat and attempt to flee the map.&lt;br /&gt;
&lt;br /&gt;
Human enemies may attempt to steal nearby loot. When stealing, enemies may disengage from combat and attempt to flee the map. How much nearby loot is required to cause raider theft depends on the raid points of the colony. Higher raid points requires more loot.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_50}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Map Entry || Attack Type || Smart? || Faction Raiders || Ally use this raid?&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Walk in Edge (45%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Tribal, Outlander, Pirate, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Tribal, Outlander, Pirate&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Walk in Edge Group (15%)&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;7&amp;quot; | Drop pods (30%)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Immediate Attack&lt;br /&gt;
| No&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes (Breach)&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Preparation || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sapper || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Tribal, Outlander, Pirate, Empire&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Siege || No&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
| Haywired drop pods (10%) || Immediate Attack || No || Tribal, Outlander, Pirate, Empire, Mechanoid&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Mechanoid Cluster {{RoyaltyIcon}} || No || Mechanoid || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack ===&lt;br /&gt;
{{Quote|They are attacking immediately.|Description}}&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to instantaneously converge on your colony and attack. The best thing to do is to defend.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Drop right on top of you&amp;quot; drop pods ===&lt;br /&gt;
Raiders will drop pod right &amp;quot;on top of you&amp;quot; circumventing all exterior defenses. &amp;quot;Drop on top of you&amp;quot; raids choose a singular colonist and all drop pods land around this target in open cells. That singular colonist cannot be under overhead mountain. The drop pods can crash through nearby overhead mountain even though the singular colonist target cannot currently be under overhead mountain. &lt;br /&gt;
&lt;br /&gt;
Only outlander, pirate and empire factions can &amp;quot;Drop right on top of you&amp;quot;. Tribal factions cannot use drop pods. Mechanoid &amp;quot;Drop right on top of you&amp;quot; raids were removed in patch 1.4.&lt;br /&gt;
&lt;br /&gt;
Rather than landing on a colonist, &amp;quot;Drop right on top of you&amp;quot; raids have a 40% chance to land on a powered, unroofed, orbital trade beacon. &lt;br /&gt;
&lt;br /&gt;
These &amp;quot;drop right on top of you&amp;quot; raids always attack immediately and follow standard enemy pathing.&lt;br /&gt;
&lt;br /&gt;
Since most raiders in this situation will use a ranged weapon, you can use the time between the last drop pod land and the first raider emerge to position melee fighter in between and prevent them from shooting.&lt;br /&gt;
&lt;br /&gt;
=== Immediate attack smart ===&lt;br /&gt;
Like Immediate Attack, but the raiders are unusually clever in their tactics because they try to avoid turret line of sight if possible. If there is no path to the raider's target around turret line of sight, or if their target is a turret, they will walk through turret line of sight.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not avoid traps like Spike Traps nor IEDs in any way.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
Raiders, upon either landing in their drop pods or arriving on the map sides, will proceed to stand around in a small group near-by where they spawned for a period of time and then proceed to attack. It is possible and a completely viable strategy to attack them while they are &amp;quot;preparing&amp;quot;. This preparation has no effect on their attack other than the fact that it gives you more time to prepare yourself.&lt;br /&gt;
&lt;br /&gt;
=== Sappers ===&lt;br /&gt;
{{Quote|It looks like they want to use sappers to tunnel around your defenses.|Description}}&lt;br /&gt;
Instead of attempting to kill your colonists by traditional attack, sappers will mine or blast their way inside rather than hitting your walls or doors as usual. Their ultimate goal is an assigned constructed sleeping position. Freely placed sleeping spots, and unassigned beds do not qualify. An assigned sleeping position can be a colonist bed, an animal bed, or prisoner bed with a name on it rather than it being unassigned.&lt;br /&gt;
&lt;br /&gt;
The attacker with the best mining skill is chosen to dig. If that digger is killed the next best digger continues digging, and so on.&lt;br /&gt;
&lt;br /&gt;
They can be fairly dangerous to those who tunnel into mountains as their defenses are usually concentrated at the entrances. The best thing to do is instantly assault them before they can mine too much. The other members will then carry on the normal assault. They seem to avoid digging through high-health ore veins or into the areas within the range of improvised turrets and don't mind much about other security traps (spike trap and all kind of IEDs). It's possible to create such an trap area to kill them before hand.&lt;br /&gt;
&lt;br /&gt;
However, in open bases they are even worse than regular raiders as they come in smaller numbers.&lt;br /&gt;
&lt;br /&gt;
Sappers can find one tile defenses, either natural rock or built walls. This may cause them to open ancient shrines unintentionally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Sappers are good at finding one tile walls.png|1: Sappers are good at finding one tile walls.&lt;br /&gt;
File:Sappers may even open ancient structures unwisely.png|2: Sappers may even open ancient shrines unwisely.&lt;br /&gt;
File:Sappers attacking ancient structures will kill spacers you would love to recruit.png|3: Sappers attacking ancient structures will kill spacers you would love to recruit.&lt;br /&gt;
File:Sappers may cause mechanoids to function as your outer defense line.png|4: Sappers may cause mechanoids to function as your outer defense line.&lt;br /&gt;
File:Sappers demise.png|5: Sappers are defeated.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Breachers ===&lt;br /&gt;
{{Quote|These raiders intend to breach your walls. They'll determine their own path into your colony and destroy anything in their way.|Description}}&lt;br /&gt;
&lt;br /&gt;
Much like sappers, raiders will utilize their tools to easily breach past your walls. Breachers, like sappers, target assigned constructed sleeping positions. Unlike Sappers, however, breachers come equipped with tools designed to destroy walls easily regardless of their mining skill.&lt;br /&gt;
* [[Tribals]] use pawns equipped with [[breach axe]]s.&lt;br /&gt;
* [[Outlanders]], [[Pirates]], and [[Empire|Imperials]]{{RoyaltyIcon}} use [[frag grenade|frag grenadiers]].&lt;br /&gt;
* Mechanoids utilize the [[thump cannon]]-wielding [[Termite]]. &lt;br /&gt;
&lt;br /&gt;
Unlike sappers, they mostly target colony-built walls in their direct path, instead of mining the shortest route. Any raiding pawns nearby will always follow the breaching pawn in question, only attacking within range. Breachers will not attack passable player buildings, and instead only target impassable buildings like walls.&lt;br /&gt;
&lt;br /&gt;
They ignore walls that are not owned by the colonist unless there are no pathways around them, making it more difficult to trick the breachers into unintentionally opening the ancient shrines.&lt;br /&gt;
&lt;br /&gt;
There are two types of Breach Raids: Standard breach raids which ignore turrets and &amp;quot;Smart&amp;quot; breachers which attempt to avoid turret line of sight. The &amp;quot;Smart&amp;quot; Breach Raid letter will contain the phrase &amp;quot;they appear unusually clever with their tactics. They'll avoid your turrets' fields of fire and notice some of your traps&amp;quot;. Smart breachers do not actually notice any of your traps. Smart breachers only may attempt to avoid turret line of sight if possible. &lt;br /&gt;
&lt;br /&gt;
[[File:Siege base construct.png|350px|thumb|right|Siegers arriving at their chosen minibase location. The faint &amp;quot;blueprint&amp;quot; for the base is not visible until the resources are dropped.]] [[File:Siege_base_finished.png|350px|thumb|right|Siegers done constructing their minibase and questionable defenses, moving toward commencing bombardment.]]&lt;br /&gt;
&lt;br /&gt;
=== Siege ===&lt;br /&gt;
{{See also|Auto-mortar}}&lt;br /&gt;
{{Quote|It looks like they want to besiege the colony and pound you with mortars from a distance. You can try to wait it out - or go get them.|Description}}&lt;br /&gt;
&lt;br /&gt;
Raiders enter your map from an edge and head towards a point well outside your base to set up a makeshift siege base. Once there, drop pods supply them with ample resources to construct 2 [[mortar]]s ([[steel]], [[component]]s, and both [[high-explosive shell]]s and [[incendiary shell]]s). They also get some [[cloth]] to create [[sandbags]] as cover, and [[packaged survival meal]]s. Two random raiders will begin constructing the mortars (one each), and a few more will throw the sandbags down while the rest stand guard.&lt;br /&gt;
&lt;br /&gt;
You can engage them before they finish building up if timing is favorable to you. They will always attempt to construct only two mortars regardless of the number of raiders. The layout of the mortar base is somewhat random - they might decide to place a mortar where some trees need cutting first, slowing the process considerably, and the sandbags are rarely well placed. The siegers rarely use their best constructors when building (it's random), so sometimes fail the [[construction]] process and waste that mortar's resources.  As they will not get additional components, this will make any bombardment half as damaging.&lt;br /&gt;
[[File:Passive siegers.png|200px|thumb|left|Siegers not engaging friendlies while traveling to set up base.]]&lt;br /&gt;
Once a mortar is ready, they will start to bombard you, guarded by those not busy manning the mortars or still building the second one. Drop pods will continuously resupply 12 packaged survival meals and more mortar shells, as needed. They can receive [[Mortar shell|different types of shells]] during the siege, which can be [[Firefoam shell|less]] or [[Antigrain warhead|more dangerous]] to your colony, depending. After causing enough destruction, they will proceed as a normal raid to converge on your colony. Valid targets appear to be colonists and buildings but not player owned animals. &lt;br /&gt;
&lt;br /&gt;
The siege team will not engage friendlies while heading towards their future base until they actually start constructing or you assault them first.&lt;br /&gt;
&lt;br /&gt;
A siege will begin their direct assault of the player colony under a few conditions. The siege will begin their assault after a random amount of time between 1.5 and 3 days has past. Every time a sieger takes damage there's an 8% chance the siege assaults directly.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Raiders may choose to attack one of your caravans. In this case, they will charge right at your caravan without giving a second thought to strategy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple group attacks ===&lt;br /&gt;
Enemies can split up their attacking forces, attacking using multiple groups at once. Each group attacks from a different direction, and flees on their own accord.&lt;br /&gt;
&lt;br /&gt;
=== Drop pod scatter ===&lt;br /&gt;
Enemies capable of drop pods have a chance of launching a raiding party onto the map via said pods at random points scattered around the map. Due to the fact they can drop through roofs, this type of attack can be incredibly devastating, as they can bypass all of your external defenses and immediately start setting fires, attacking colonists, and destroying furniture. The layout of your base and the room they choose to drop in can also make it very difficult to set up a sufficient defense, as they may drop into an extremely unfortunate location, such as a cramped storage room with lots of things to burn and destroy, and no good way to attack them beyond filing all of your fighting colonists into the room and hoping for the best or attempting to shoot through the door. While the raiders themselves will most likely be easy enough to kill, it is likely they will have ample opportunity to cause tons of damage before they can be stopped. Setting up ample fire defenses and having a defense plan for all potential drop points can help limit the amount of damage they can cause, although it’s almost guaranteed they will be able to cause at least some damage if they drop directly into a room.&lt;br /&gt;
&lt;br /&gt;
===Emerge from water===&lt;br /&gt;
{{Stub|section=1|reason=Added in 1.5}}&lt;br /&gt;
Mechanoids can emerge from bodies of water (shallow ocean water, shallow moving water, chest-deep moving water) to attack your colony.&lt;br /&gt;
&lt;br /&gt;
=== Weapon-specific raids ===&lt;br /&gt;
Humanlike raiders have the ability to send raiders with a specific kind of weapon only.&lt;br /&gt;
&lt;br /&gt;
==== Melee rush ====&lt;br /&gt;
Pirate or outlander raiders have the chance to attack your base with mercenary slashers only, meaning everyone will be shielded and have a melee weapon. Tribals can do the same with their melee units, except without shields.&lt;br /&gt;
&lt;br /&gt;
Mechanoids have their own rendition of the melee rush with [[scyther]]s only.&lt;br /&gt;
&lt;br /&gt;
==== Sniper party ====&lt;br /&gt;
Pirates or outlanders have a chance to send snipers only, meaning that all attackers will have long-ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==== Explosives assault ====&lt;br /&gt;
Pirates or outlanders have the chance to send a party consisting of either grenadiers or heavy mercenaries. While this makes them extremely destructive, it also makes them particularly prone to friendly fire.&lt;br /&gt;
&lt;br /&gt;
== Raid strength ==&lt;br /&gt;
{{Main|Raid points}}&lt;br /&gt;
A raid's size and strength is determined by the amount of colonists you have, your wealth, how many big threats you've had (for the early-game), how long your faction's been around for, how long it's been since one of your colonists were downed or killed, and your difficulty.&lt;br /&gt;
&lt;br /&gt;
The actual raid strength is determined by points, which is calculated by taking into account the above factors that affect raid strength.&lt;br /&gt;
&lt;br /&gt;
For a full technical breakdown; see [[Raid points]]&lt;br /&gt;
&amp;lt;!-- Formatting and style could likely benefit from this old version, so it is not being deleted as of yet &lt;br /&gt;
The below is technical information on the strength of raids, through the determination of points a raid has. All of the following information is from Alpha 17b, or 0.17.1557.&lt;br /&gt;
&lt;br /&gt;
=== Points ===&lt;br /&gt;
Your first raid will always be 35 points, regardless of the above conditions. Additionally, the first raider won't randomly die upon being downed, and they will never flee.&lt;br /&gt;
&lt;br /&gt;
The base formula for raid points could be expressed as follows:&lt;br /&gt;
&lt;br /&gt;
{{math|big=0|P {{=}} (( C &amp;amp;times; 42 ) + ( iW &amp;amp;divide; 100 ) + ( bW &amp;amp;divide; 200 )) &amp;amp;times; ( sR &amp;amp;times; lR ) &amp;amp;times; D &amp;amp;times; T &amp;amp;times; R}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-left}}&lt;br /&gt;
|-&lt;br /&gt;
! Variable !! Meaning !! Value&lt;br /&gt;
|-&lt;br /&gt;
! C &lt;br /&gt;
|  number of colonists that your base has ||   Colonists are always worth 42 points, regardless of their condition&lt;br /&gt;
|-&lt;br /&gt;
! iW &lt;br /&gt;
| base's item wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! bW&lt;br /&gt;
| base's building wealth || can be checked under the 'History' tab&lt;br /&gt;
|-&lt;br /&gt;
! sR&lt;br /&gt;
| short-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! lR&lt;br /&gt;
| long-term ramp-up factor || Check below&lt;br /&gt;
|-&lt;br /&gt;
! D&lt;br /&gt;
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.&lt;br /&gt;
|-&lt;br /&gt;
! T &lt;br /&gt;
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.&lt;br /&gt;
|-&lt;br /&gt;
! R &lt;br /&gt;
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ramp-up factors====&lt;br /&gt;
Ramp-ups (i.e. '''sR''' and '''lR''') are substantially more complicated than any of the other factors involved:&lt;br /&gt;
&lt;br /&gt;
'''sR''' is always 1 until 21 days in; in which case 0.000514403335 is added to it every {{ticks|5000}} - or 1 every 162 days.&lt;br /&gt;
&lt;br /&gt;
'''lR''' is always 1 until 42 days in; in which case 0.000231481492 is added to it every 5,000 ticks - or 1 every 360 days.&lt;br /&gt;
&lt;br /&gt;
If a colonist gets downed or killed, 1 is subtracted from both '''sR''' and '''lR''' - but these aren't the new values; only part of the new values. '''sR''' and '''lR''' then get multiplied by certain values independently, based on how many colonists you have, with the table below showing all possible combinations as stated in the code (RimWorld.StoryWatcher_RampUp):&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_01 text-center}}&lt;br /&gt;
! Colonists&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16+&lt;br /&gt;
|- &lt;br /&gt;
! sR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.15&lt;br /&gt;
| 0.25&lt;br /&gt;
| 0.3&lt;br /&gt;
| 0.35&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.45&lt;br /&gt;
| 0.5&lt;br /&gt;
| 0.55&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.65&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
|- newline&lt;br /&gt;
! lR Multiplier&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0.2&lt;br /&gt;
| 0.4&lt;br /&gt;
| 0.6&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.75&lt;br /&gt;
| 0.8&lt;br /&gt;
| 0.85&lt;br /&gt;
| 0.9&lt;br /&gt;
| 0.91&lt;br /&gt;
| 0.92&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.94&lt;br /&gt;
| 0.95&lt;br /&gt;
| 0.95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After '''sR''' and '''lR''' have been multiplied by whatever corresponding values, new '''sR''' and new '''lR''' both equal 1 + old correspondents.&lt;br /&gt;
&lt;br /&gt;
After the base amount of points have been calculated, the game then factors in diminishing returns as follows, using nested 'if' statements, in pseudo-code form:&lt;br /&gt;
&lt;br /&gt;
    IF P &amp;gt; 1000 THEN&lt;br /&gt;
        IF P &amp;gt; 2000 THEN&lt;br /&gt;
            P = 2000 + (P - 2000) * 0.5&lt;br /&gt;
        P = 1000 + (P - 1000) * 0.5&lt;br /&gt;
&lt;br /&gt;
In layman's terms: if P is above 1000, then P is the average of itself and 1,000. However, if P is above 2,000, then P will first be the average of itself and 2,000, before averaging with 1,000.&lt;br /&gt;
&lt;br /&gt;
Finally, with [[Randy Random]], a raid's points gets multiplied by anywhere from 0.5x to 1.5x, meaning that you could face more or less powerful raids than usual with this storyteller.&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
So now lets plug in some real-world numbers: your colony has 4 people, it's been 17 days, and this is the colony's third raid. Your item wealth is 11,000, your building wealth is 4,000, and you're playing on rough difficulty. The raiders are attacking immediately.&lt;br /&gt;
&lt;br /&gt;
The values in the formula will be as follows:&lt;br /&gt;
&lt;br /&gt;
'''C''' = 4&amp;lt;br&amp;gt;&lt;br /&gt;
'''iW''' = 11000&amp;lt;br&amp;gt;&lt;br /&gt;
'''bW''' = 4000&amp;lt;br&amp;gt;&lt;br /&gt;
'''sR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''lR''' = 1&amp;lt;br&amp;gt;&lt;br /&gt;
'''D''' = 0.65&amp;lt;br&amp;gt;&lt;br /&gt;
'''T''' = 0.7&amp;lt;br&amp;gt;&lt;br /&gt;
'''R''' = 0.9&lt;br /&gt;
&lt;br /&gt;
Plugging these values into the formula:&lt;br /&gt;
&lt;br /&gt;
'''P = ((4 * 42) + (11000 / 100) + (4000 / 200)) * (1 * 1) * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = (168 + 110 + 20) * 1 * 0.65 * 0.7 * 0.9''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 298 * 0.4095''' thus&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122.031''' or&amp;lt;br&amp;gt;&lt;br /&gt;
'''P = 122'''&lt;br /&gt;
&lt;br /&gt;
Therefore, the raid will be 122 points.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Defense strategies ==&lt;br /&gt;
{{Move|reason=Move non-raid strategy sections to their respective pages. e.g. scyther recommendations to [[scyther]]  tribal recommendations to [[Tribes]].|destination= Scyther{{!}}Scyther etc.}}&lt;br /&gt;
''For a more comprehensive list of strategies, see [[Defense tactics]].'' &amp;lt;br&amp;gt;&lt;br /&gt;
''For constructed defenses to hold against raiders, see [[Defense structures]].''&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep power generation, eating areas, lighting, doors, and walls near or behind a protected entrance, as raiders tend to set fire to them, potentially causing huge damage. Raiders will prioritize firing on colonists or turrets when those colonists or turrets are firing on them, but will otherwise prioritize random objects, meaning you can put doors or walls near your defenses to temporarily distract them.&lt;br /&gt;
&lt;br /&gt;
=== Raider preparation ===&lt;br /&gt;
Raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. It is generally best to set them off early if you're well-prepared, to avoid potentially troublesome scenarios such as having no power when their timer runs out. Conversely, you should not set them off early if your defense is not prepared. Note that raiders usually take less than one day to begin, meaning that if there is an eclipse and you rely on [[Buildings#Solar generator|solar generators]], you should not wait for them and should instead set them off early while you still have some power left.&lt;br /&gt;
&lt;br /&gt;
=== Siege defense ===&lt;br /&gt;
When faced with a siege, there are a few coping strategies you can use.&lt;br /&gt;
&lt;br /&gt;
You can choose to either assault the mortar base or wait it out and repair the damage as best as you can. The choice mainly depends on the surroundings of the mortar base and your base's position. If your base is located under a mountain (your base tiles will read ''Overhead Mountain'' when you hover your cursor over them), the mortar shells won't be able to hit those tiles at all! This makes deep mining a very effective strategy against heavy bombardment. If you don't build your base into a mountain, you should at least consider digging out at least one panic room for your colonists to hide within from the shells.&lt;br /&gt;
&lt;br /&gt;
If you assault their base, one possibility is sniping either the shells or the mortars, hoping an explosion kills many of the raiders. If you want to leave those intact, you can snipe the raiders themselves. Keep in mind that killing enough of them prompts them to assault your colony directly instead of continuing their siege.&lt;br /&gt;
&lt;br /&gt;
=== Mechanoid assaults ===&lt;br /&gt;
Mechanoids have much differing stats and weapons, meaning different tactics may be used.&lt;br /&gt;
&lt;br /&gt;
In most raids where they come/ drop in at the edges, the scythers will outrun the centipedes by a great margin, giving plenty of time to deal with them before the centipedes.&lt;br /&gt;
&lt;br /&gt;
==== Lancers ====&lt;br /&gt;
Lancers are capable of mid-long range high damage attacks. If fighting it from a distance, cover along with mid-long ranged weapons such as [[assault rifle]]s or [[bolt-action rifle]]s are vital.&lt;br /&gt;
&lt;br /&gt;
Due to the lancers' weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Scyther ====&lt;br /&gt;
Scythers are dangerous melee fighters; they deal significant melee damage while forcing your gunners into melee combat. Usually, a 1v1 fight with a scyther and a gunner will result in the scyther emerging victorious.&lt;br /&gt;
&lt;br /&gt;
Melee fighters are useful in guarding against scythers, being able to 'peel' them off from more vulnerable allies. A thrumbo could beat up one easily, they are strong enough that even a calf could kill one in a 1v1.&lt;br /&gt;
&lt;br /&gt;
==== Pikemen ====&lt;br /&gt;
Pikemen can snipe your colonists from a very long distance, though their damage output is abysmal.&lt;br /&gt;
&lt;br /&gt;
Due to the pikemen's weak melee ability and low health, melee fighting it is always the better choice.&lt;br /&gt;
&lt;br /&gt;
==== Centipedes ====&lt;br /&gt;
Centipedes, on the other hand, specialize in crowd control and area denial; the [[minigun]] and [[heavy charge blaster]] can annihilate groups of colonists, while the [[inferno cannon]] sets your colonists ablaze and burns down your base if not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before they can be downed.&lt;br /&gt;
&lt;br /&gt;
The inferno cannon is not as directly destructive towards your colonists, but is dangerous due to the [[fire]] it spreads - destroying defenses and bases, causing burning pawns to run out of cover, and preventing movement. Keep watch on your colonists at all times, and remember to send them back into cover when needed. As a precaution, build your base out of non-flammable materials to prevent large-scale fires erupting all over your colony.&lt;br /&gt;
&lt;br /&gt;
Centipedes engaged in melee cannot employ their heavy weapons. Their melee is hard hitting and effective against armor, but very slow, making it easy to overwhelm them with multiple melee attackers. One of the fastest ways to eliminate one is by employing upgraded [[ghoul]]s{{AnomalyIcon}} or [[melee specialist]]s{{IdeologyIcon}} with [[monosword]]s{{RoyaltyIcon}} and [[zeushammer]]s,{{RoyaltyIcon}} but even Core-only melee pawns with [[uranium]] [[mace]]s and decent armor will be effective.&lt;br /&gt;
&lt;br /&gt;
=== Tribal raids ===&lt;br /&gt;
Tribal raiders come in large numbers, but with relatively poor equipment; as such, it may require different strategy compared to pirate or outlander raids.&lt;br /&gt;
&lt;br /&gt;
Overall, they can deal heavy damage to your colonists; they do not have good weapons, but compensate with their sheer numbers. &amp;lt;br&amp;gt;&lt;br /&gt;
However, as tribalwear does not provide protection and they do not wear any form of regular armor, they are easier to kill individually than other raiders.&lt;br /&gt;
&lt;br /&gt;
Crowd control is an important aspect in defeating tribal raids. The [[minigun]] or [[LMG]] is an effective weapon to use as it can easily mow down groups of raiders.&lt;br /&gt;
&lt;br /&gt;
Explosive weapons are also useful in crowd control.&lt;br /&gt;
&lt;br /&gt;
Explosive mortars, while inaccurate, can easily destroy a sizable group of tribals at once if they hit. &amp;lt;br&amp;gt;&lt;br /&gt;
Grenades can hit archers hiding behind cover, though you have to risk a colonist or two in order to even get close enough to throw them. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their archers are dangerous; their bows can be fired from a somewhat long distance, their pila can easily kill or incapacitate a colonist, and they always come in a large volley. As with most defensive strategies, cover is essential when fighting them.&lt;br /&gt;
&lt;br /&gt;
Removing rock chunks also helps in dealing with tribal raiders hiding behind them, making them much easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Sniper squad and mercenary squad added.&lt;br /&gt;
* [[Version/0.3.410|0.3.410]] - Raiders come from specific factions and don’t always drop from orbit. Tribal raiders now spawn and attack.&lt;br /&gt;
* [[Version/0.5.492|0.5.492]] -  Sieges added.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Sappers added. Raiders now opportunistically ignite crops on fire. &lt;br /&gt;
** A11B - Siegers can never use melee weapons. Enemies (especially wargs) now ignore unpowered unmanned turrets and mortars.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Sappers now avoid mining through high-health ores and barriers.  Siegers will never be sent with only melee weapons ... again?&lt;br /&gt;
* Beta 19/ 1.0 - Heavily reworked the selection weights of raider factions, raider strategies (sappers, siege, etc) and arrival modes (walk-in, drop pods) to make the more difficult ones appear more consistently against stronger colonies.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Added new raid type: Breaching. Breaching raids will attempt to reach your colony by breaking through walls with unique weapons.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Reduce prevalence of breach raids at high points levels.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Adjusted human factions' raid strategy selection weights for slightly more variation. Breachers no longer want to attack passable player buildings. They only target impassable buildings like walls.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Fix: Breach raids not spawning.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Hostile pawns try to path to destroyed structures.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Mechanoids can now emerge from bodies of water to attack your colony.&lt;br /&gt;
&lt;br /&gt;
{{nav|factions|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=166092</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=166092"/>
		<updated>2025-07-24T19:52:02Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: Training chance for thrumbo is a reasonable 42% for an animal lv 14 pawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the rarer variant from the [[Odyssey DLC]]|Alpha thrumbo}}&lt;br /&gt;
{{infobox main|animal&lt;br /&gt;
| name = Thrumbo&lt;br /&gt;
| image = Thrumbo.png&lt;br /&gt;
| description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br/&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 60&lt;br /&gt;
| armorheat = 30&lt;br /&gt;
| min comfortable temperature = -65&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 4000&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| ridingspeed = 1.6&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 8&lt;br /&gt;
| hungerrate = 1.75&lt;br /&gt;
| diet = herbivorous, dendrovorous&lt;br /&gt;
| leathername = thrumbofur&lt;br /&gt;
| wildness = 0.98&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| gestation = 20&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 220&lt;br /&gt;
| juvenileage = 0.75&lt;br /&gt;
| maturityage = 1.332&lt;br /&gt;
| tradeTags = AnimalExotic&lt;br /&gt;
| attack1dmg = 23&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = horn&lt;br /&gt;
| attack2dmg = 23&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = horn&lt;br /&gt;
| attack3dmg = 28&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 19&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front left leg&lt;br /&gt;
| attack5dmg = 19&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 17&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''', called '''thrumbo calves''' as babies, are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random [[Events/Incidental#Rare thrumbos|event]]. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]],{{RoyaltyIcon}} [[gauranlen tree|gauranlen]],{{IdeologyIcon}} [[polux tree|polux]],{{BiotechIcon}} or [[harbinger tree]]s.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Thrumbos may be affected by the [[Events#Animal_self-tamed|Animal self-tamed]] and [[Events#Mad animal|Mad animal]] events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough. &lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
=== Hunting tactics ===&lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of {{P|Health Scale}}, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one, and never engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
However, with the right strategies, they can be reliably killed. Their [[thrumbo horn|horn]] is worth {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}, and is a modestly powerful melee weapon, equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Their [[Thrumbofur|fur]] is valuable, worth a lot of silver, and very protective. A thrumbofur duster alone is almost as protective as steel [[plate armor]], but can be worn over a [[flak vest]] for incredible protection. Note that juvenile thrumbos do not drop horns.&lt;br /&gt;
&lt;br /&gt;
==== Bloodless methods ====&lt;br /&gt;
While a number of hunting strategies are viable, any combat injury suffered by the thrumbo causes its leather and meat yield to drop by a third. Since thrumbofur is a precious resource, far more useful than its meat or horn, there's no reason to hunt thrumbos if you have other means to down it. The use of a [[psychic shock lance]] bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before [[difficulty]] modifiers, [[Butchery Efficiency]], and [[Trade Price Improvement]]:&lt;br /&gt;
&lt;br /&gt;
* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos. &lt;br /&gt;
* The horns alone are worth 2x {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}.&lt;br /&gt;
* The fur is worth {{Icon Small|Silver||{{#expr:{{Q|Thrumbo|Leather Yield}}*{{Q|Thrumbofur|Market Value Base}} }} }} - before it is processed.&lt;br /&gt;
** This is enough to create {{#vardefineecho: tempNumDusters|{{#expr:2*{{Q|Thrumbo|Leather Yield}}/{{Q|Duster|Resource 1 Amount}} }}}}x dusters, worth {{Icon Small|Silver||{{#expr:{{#var: tempNumDusters}}*{{Market Value Calculator|Duster|Thrumbofur|Normal}} }} }} in total at only Normal [[quality]].&lt;br /&gt;
* They also yield enough meat for {{#expr:2*{{Q|Thrumbo|Meat Yield}}/10}} [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice and depending on the skills of the colonists, the exact numbers can vary by a lot. That said, realistically it is always in favor of using lances. &lt;br /&gt;
&lt;br /&gt;
An alternative is [[beer]] - the basic idea is simple. When denied other food sources, animals will seek out any available food to consume. Beer counts as a food item and 35 [[beer]]s is sufficient to get a thrumbo blackout drunk. Once its unconscious, you can then assign a colonist to hunt, netting you a free, undamaged thrumbo corpse. Either you can rely on winter, biome, or deforestation to deny other food sources and allow for luring thrumbos for anywhere on the map, or you can simply wall them into an area where they are and place the beer inside. Even wooden walls will do. &lt;br /&gt;
&lt;br /&gt;
==== Just shooting it ====&lt;br /&gt;
The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or [[chunk]]s to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out! &lt;br /&gt;
&lt;br /&gt;
[[Door]]s and [[autodoor]]s can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them. &lt;br /&gt;
&lt;br /&gt;
The [[Burden]] or [[Stun]] [[psycast]]s {{RoyaltyIcon}}, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high [[neural heat]] capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.&lt;br /&gt;
&lt;br /&gt;
* '''Kiting'''&lt;br /&gt;
Use a fast colonist (at least 120% [[Moving]]; 2 [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead. If your first strike is powerful enough, you can slow the thrumbo enough to not need moving increases,&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo''' &lt;br /&gt;
Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).&lt;br /&gt;
&lt;br /&gt;
* '''Sniper''' &lt;br /&gt;
A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.&lt;br /&gt;
&lt;br /&gt;
* '''Opportunistic Hunting''' &lt;br /&gt;
Because thrumbos have exceptionally long lifespans, it's not uncommon for them to appear with age-related health conditions or old scars. Check the health tab of the thrumbo before hunting, it may be significantly slower or weaker than it appears, allowing for some use of the above tactics that otherwise your colony might not have been capable of (eg kiting with a [[dirtmole]]{{BiotechIcon}} colony).&lt;br /&gt;
&lt;br /&gt;
==== Let other people do it ====&lt;br /&gt;
Aggro a thrumbo. A manhunter thrumbo will attack a trade [[caravan]], a group of [[raider]]s, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your &amp;quot;friends&amp;quot; will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.&lt;br /&gt;
&lt;br /&gt;
A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will usually have both combatants bleed out to death. A [[psychic insanity lance]] can make thrumbos berserk. The [[berserk (psycast)|berserk]], [[berserk pulse]], and [[manhunter pulse]] [[psycast]]s {{RoyaltyIcon}} all do what they say on the tin. [[Animal warcall]]{{BiotechIcon}} will call a thrumbo to only be aggressive against enemies. &lt;br /&gt;
&lt;br /&gt;
==== Static defenses ====&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
* '''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.   &lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Thrumbos' 98% [[wildness]] makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a [[Cryptosleep casket]] you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.&lt;br /&gt;
&lt;br /&gt;
Being one of the few non-pen herbivores, successfully tamed thrumbos are pretty low-maintenance. They are also at no risk of predation. But they don't have much non-combat use outside of hauling. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a first line of defense against an infestation or mechanoid drop. Even untrained thrumbos can be zoned to the exact position like drafted human.&lt;br /&gt;
&lt;br /&gt;
Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one-shotting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Since even a brain-damaged thrumbo can reproduce normally and tank roughly the same amount of damage in the future, they can take a lot more damage than their HP would suggest. Just don't send a pregnant thrumbo into combat though.&lt;br /&gt;
&lt;br /&gt;
Although quite difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially unlimited source of their valuable fur and horns. However their long gestation and growth period makes this more time intensive than other animals.&lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
=== Tending and bonding ===&lt;br /&gt;
If you can [[downed|down]] a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train [[Medicine|healing]] skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
With a 0.4%, or 1 in 250, chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of [[Medical]] skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.&lt;br /&gt;
&lt;br /&gt;
Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]].&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHorn}}&lt;br /&gt;
&lt;br /&gt;
=== Armor vs. weapon types ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thrumbo east.png|Thrumbo facing east&lt;br /&gt;
Thrumbo north.png|Thrumbo facing north&lt;br /&gt;
Thrumbo south.png|Thrumbo facing south&lt;br /&gt;
Dessicated thrumbo east.png|Thrumbo decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Thrumbo has the highest wildness (98.5%), highest mass (tied with the [[megasloth]] and [[elephant]] at 240), highest market value (4,000), highest combat power (500),  highest “juvenile” (45) and “maturity” (79.92) ages, longest life expectancy (220 years), longest gestation period (20) highest cold tolerance (-65 C), highest meat (560) and leather (160) yields, and highest required handling skill (10, tied with the megasloth) of all animals in RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=166084</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=166084"/>
		<updated>2025-07-24T19:28:49Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: Training chance for thrumbo is a reasonable 42% for an animal lv 14 pawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For|the rarer variant from the [[Odyssey DLC]]|Alpha thrumbo}}&lt;br /&gt;
{{infobox main|animal&lt;br /&gt;
| name = Thrumbo&lt;br /&gt;
| image = Thrumbo.png&lt;br /&gt;
| description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br/&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 60&lt;br /&gt;
| armorheat = 30&lt;br /&gt;
| min comfortable temperature = -65&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 4000&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| ridingspeed = 1.6&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 8&lt;br /&gt;
| hungerrate = 1.75&lt;br /&gt;
| diet = herbivorous, dendrovorous&lt;br /&gt;
| leathername = thrumbofur&lt;br /&gt;
| wildness = 0.98&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| gestation = 20&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 220&lt;br /&gt;
| juvenileage = 0.75&lt;br /&gt;
| maturityage = 1.332&lt;br /&gt;
| tradeTags = AnimalExotic&lt;br /&gt;
| attack1dmg = 23&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = horn&lt;br /&gt;
| attack2dmg = 23&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = horn&lt;br /&gt;
| attack3dmg = 28&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 19&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front left leg&lt;br /&gt;
| attack5dmg = 19&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 17&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''', called '''thrumbo calves''' as babies, are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random [[Events/Incidental#Rare thrumbos|event]]. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]],{{RoyaltyIcon}} [[gauranlen tree|gauranlen]],{{IdeologyIcon}} [[polux tree|polux]],{{BiotechIcon}} or [[harbinger tree]]s.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Thrumbos may be affected by the [[Events#Animal_self-tamed|Animal self-tamed]] and [[Events#Mad animal|Mad animal]] events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough. &lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
=== Hunting tactics ===&lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of {{P|Health Scale}}, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one, and never engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
However, with the right strategies, they can be reliably killed. Their [[thrumbo horn|horn]] is worth {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}, and is a modestly powerful melee weapon, equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Their [[Thrumbofur|fur]] is valuable, worth a lot of silver, and very protective. A thrumbofur duster alone is almost as protective as steel [[plate armor]], but can be worn over a [[flak vest]] for incredible protection. Note that juvenile thrumbos do not drop horns.&lt;br /&gt;
&lt;br /&gt;
==== Bloodless methods ====&lt;br /&gt;
While a number of hunting strategies are viable, any combat injury suffered by the thrumbo causes its leather and meat yield to drop by a third. Since thrumbofur is a precious resource, far more useful than its meat or horn, there's no reason to hunt thrumbos if you have other means to down it. The use of a [[psychic shock lance]] bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before [[difficulty]] modifiers, [[Butchery Efficiency]], and [[Trade Price Improvement]]:&lt;br /&gt;
&lt;br /&gt;
* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos. &lt;br /&gt;
* The horns alone are worth 2x {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}.&lt;br /&gt;
* The fur is worth {{Icon Small|Silver||{{#expr:{{Q|Thrumbo|Leather Yield}}*{{Q|Thrumbofur|Market Value Base}} }} }} - before it is processed.&lt;br /&gt;
** This is enough to create {{#vardefineecho: tempNumDusters|{{#expr:2*{{Q|Thrumbo|Leather Yield}}/{{Q|Duster|Resource 1 Amount}} }}}}x dusters, worth {{Icon Small|Silver||{{#expr:{{#var: tempNumDusters}}*{{Market Value Calculator|Duster|Thrumbofur|Normal}} }} }} in total at only Normal [[quality]].&lt;br /&gt;
* They also yield enough meat for {{#expr:2*{{Q|Thrumbo|Meat Yield}}/10}} [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice and depending on the skills of the colonists, the exact numbers can vary by a lot. That said, realistically it is always in favor of using lances. &lt;br /&gt;
&lt;br /&gt;
An alternative is [[beer]] - the basic idea is simple. When denied other food sources, animals will seek out any available food to consume. Beer counts as a food item and 35 [[beer]]s is sufficient to get a thrumbo blackout drunk. Once its unconscious, you can then assign a colonist to hunt, netting you a free, undamaged thrumbo corpse. Either you can rely on winter, biome, or deforestation to deny other food sources and allow for luring thrumbos for anywhere on the map, or you can simply wall them into an area where they are and place the beer inside. Even wooden walls will do. &lt;br /&gt;
&lt;br /&gt;
==== Just shooting it ====&lt;br /&gt;
The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or [[chunk]]s to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out! &lt;br /&gt;
&lt;br /&gt;
[[Door]]s and [[autodoor]]s can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them. &lt;br /&gt;
&lt;br /&gt;
The [[Burden]] or [[Stun]] [[psycast]]s {{RoyaltyIcon}}, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high [[neural heat]] capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.&lt;br /&gt;
&lt;br /&gt;
* '''Kiting'''&lt;br /&gt;
Use a fast colonist (at least 120% [[Moving]]; 2 [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead. If your first strike is powerful enough, you can slow the thrumbo enough to not need moving increases,&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo''' &lt;br /&gt;
Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).&lt;br /&gt;
&lt;br /&gt;
* '''Sniper''' &lt;br /&gt;
A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.&lt;br /&gt;
&lt;br /&gt;
* '''Opportunistic Hunting''' &lt;br /&gt;
Because thrumbos have exceptionally long lifespans, it's not uncommon for them to appear with age-related health conditions or old scars. Check the health tab of the thrumbo before hunting, it may be significantly slower or weaker than it appears, allowing for some use of the above tactics that otherwise your colony might not have been capable of (eg kiting with a [[dirtmole]]{{BiotechIcon}} colony).&lt;br /&gt;
&lt;br /&gt;
==== Let other people do it ====&lt;br /&gt;
Aggro a thrumbo. A manhunter thrumbo will attack a trade [[caravan]], a group of [[raider]]s, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your &amp;quot;friends&amp;quot; will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.&lt;br /&gt;
&lt;br /&gt;
A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will usually have both combatants bleed out to death. A [[psychic insanity lance]] can make thrumbos berserk. The [[berserk (psycast)|berserk]], [[berserk pulse]], and [[manhunter pulse]] [[psycast]]s {{RoyaltyIcon}} all do what they say on the tin. [[Animal warcall]]{{BiotechIcon}} will call a thrumbo to only be aggressive against enemies. &lt;br /&gt;
&lt;br /&gt;
==== Static defenses ====&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
* '''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.   &lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Thrumbos' 98% [[wildness]] makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a [[Cryptosleep casket]] you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.&lt;br /&gt;
&lt;br /&gt;
Successfully tamed thrumbos are of little use to a colony when compared to ordinary dogs, sporting a voracious appetite. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one-shotting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Although quite difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially unlimited source of their valuable fur and horns. However their long gestation and growth period makes this more time intensive than other animals.&lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
=== Tending and bonding ===&lt;br /&gt;
If you can [[downed|down]] a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train [[Medicine|healing]] skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
With a 0.4%, or 1 in 250, chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of [[Medical]] skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.&lt;br /&gt;
&lt;br /&gt;
Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]].&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHorn}}&lt;br /&gt;
&lt;br /&gt;
=== Armor vs. weapon types ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thrumbo east.png|Thrumbo facing east&lt;br /&gt;
Thrumbo north.png|Thrumbo facing north&lt;br /&gt;
Thrumbo south.png|Thrumbo facing south&lt;br /&gt;
Dessicated thrumbo east.png|Thrumbo decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Thrumbo has the highest wildness (98.5%), highest mass (tied with the [[megasloth]] and [[elephant]] at 240), highest market value (4,000), highest combat power (500),  highest “juvenile” (45) and “maturity” (79.92) ages, longest life expectancy (220 years), longest gestation period (20) highest cold tolerance (-65 C), highest meat (560) and leather (160) yields, and highest required handling skill (10, tied with the megasloth) of all animals in RimWorld.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=166083</id>
		<title>Template talk:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=166083"/>
		<updated>2025-07-24T19:16:38Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* The formula for minimum handling skill is wrong */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Min. Handling Skill ==&lt;br /&gt;
&lt;br /&gt;
The minimum handling skill for most animals is out of date.  This is likely because there is no actual handling skill property in the XML files, so no one bothers to dig into the dev menus in-game to update them.  &lt;br /&gt;
&lt;br /&gt;
I am going to remove the handleskill property from the wiki and replace it as a derivative of wildness, which seems to be what it is based on.  This will likely need to be updated in the future if wildness levels are tweaked or more animals are added but for now it will be strictly based on the cut-offs of the current animals in the 1.1 version of the game. &lt;br /&gt;
&lt;br /&gt;
--[[User:Rookwood|Rookwood]] ([[User talk:Rookwood|talk]]) 15:51, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Nice with other tables==&lt;br /&gt;
Is there a way to cause let the info box and other tables stack horizontally properly? It looks fine on pages that have a lot of text, but on short pages the tables (e.g. material and quality tables) end up pushed down to below the end of the main infobox leaving a massive white space in the middle of the article for example [[War mask]]. Is there a way to edit either this or the other tables to prevent this? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:08, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'll see if I can fix that. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:42, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Much appreciated! If it helps, I think its an issue with the [[Template:STDT]] tables rather than the infobox itself, wikitable class tables don't have the same issue. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 13:53, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Should look better now. I put the STDT table in a div to make it float. Only did the one page for now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:20, 4 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Awesome, thank you. I'll see about adding it to the templates then, rather than adding to every page. Page specific tables will still have to be implemented individually. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:44, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Adding &lt;br /&gt;
:::::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:::::Prevents the content after the table from getting sandwiched between the table and the infobox and preserves formatting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:30, 5 September 2020 (UTC) &lt;br /&gt;
::::::Arg never mind, this just recreates original issue but with content below being pushed below the infobox as well. Will keep experimenting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:36, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok so the solution above did work mostly, but had issues when you had an infobox or ToC that was longer than the single STDT table. IF you did not include the br with the clear, then any content after the table (inlcuding headings) would get sandwhiched between the table and the infobox. If you did include it, then there would be a wall of vertical whitespace for the remaining length of the infobox or ToC, and then it would work as expected. AS seen [https://rimworldwiki.com/index.php?title=Body_Parts&amp;amp;oldid=77897 here], this isn't exactly a good look. Until someone that knows about the .css and wiki formatting better than I do can come and get STDT tables to act like the wikitable class tables, I have a different solution. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It is a hack job, and will cause tables to appear inline if there is not a break or other content between them but its still an improvement. Going to start implementing it slowly, and see if there is an issue with this attempt at a fix as well. Preferably we'd just make STDT tables behave but I've made 0 progress on doing so, so this will have to do in the mean time. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 10:55, 1 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I add valid parameters to the infobox? ==&lt;br /&gt;
&lt;br /&gt;
I just can't find info on that anywhere, beyond other wikis saying to suggest new parameters on the template's talk page. So here I am.&lt;br /&gt;
&lt;br /&gt;
The [[Hospital bed]] page is missing its +10% tend quality offset from the infobox, because there's no valid parameter for it. It actually is listed there, as &amp;quot;|medical qualty offset = 0.1&amp;quot;, but it doesn't show up on the page. I tried fixing the typo, but still nothing.&lt;br /&gt;
&lt;br /&gt;
If someone is going to add it, it's probably best to use a less ambiguous name. Probably just &amp;quot;Medical Tend Quality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 21:18, 15 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm not in a position to check in game atm, but do other beds or structures have different values? Because if Hospital Beds have a modifier and everything else doesn't '''OR''' everything else has the same value and only the Hospital Bed is different, then its not super necessary in the infobox and can instead be noted in the summary section. If all the beds have different values for example, then it will have to be added to the Template manually, but I can do that if you can provide the term the game uses. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:36, 16 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Only the Hospital Bed and Vitals Monitor have that modifier. But it just looks wrong to not have it in the summary box for easy comparison with the other beds. Someone who's quickly scanning through the pages to check if there's any benefit to tending wounds on Hospital Beds vs normal beds could easily miss it. I certainly did the first time.&lt;br /&gt;
&lt;br /&gt;
:: The ingame term is &amp;quot;Medical tend quality offset&amp;quot;. In the files it's &amp;quot;MedicalTendQualityOffset&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:: Thanks!&lt;br /&gt;
&lt;br /&gt;
:: [[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 16:43, 17 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Harvest Yield and some others aren't aware of multipliers at [[AI_Storytellers#Difficulty]] ==&lt;br /&gt;
&lt;br /&gt;
[[User:Pawn|Pawn]] ([[User talk:Pawn|talk]]) 00:37, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apparel properties ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to add support for these apparel properties in the infobox, with underlying SMW properties:&lt;br /&gt;
* countsAsClothingForNudity (boolean) – the wiki currently doesn't show this information at all for most apparel, and for some it relies on prose, precluding the use of SMW queries which would be useful in other articles covering clothing-related precepts, the Naked Speed gene etc.&lt;br /&gt;
* developmentalStageFilter (list) – the wiki does include a comprehensive list of items wearable by children but in its current state it must be maintained by hand, there's no reason not to use an SMW property here - [[User:D.C.Capybara|D.C.Capybara]] ([[User talk:D.C.Capybara|talk]]) 15:07, 25 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::These were good ideas. Implemented. lifestage list was placed on the [[children]] page replacing the hand-made one. Nudity needs more explanation because of how different types of nudity require have different checked coverages, but the property is set up. P.s. You can sign posts with 4 ~'s in a row like this &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; -  [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 11:53, 28 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon and pawn attacks ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why we can't merge attack1dmg with meleeattack1dmg etc? --[[User:Ickputzdirwech|Ickputzdirwech]] ([[User talk:Ickputzdirwech|talk]]) 10:59, 5 January 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Besides the work to roll it out and checking/fixing any templates/pages might rely on there being a difference to differentiate weapons and animals, I don't see why not they couldn't be merged - [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:23, 6 January 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The formula for minimum handling skill is wrong ==&lt;br /&gt;
&lt;br /&gt;
For wildness = 0.99 (Hive Queen), it returns level 10. In reality level 14 is&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=165990</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=165990"/>
		<updated>2025-07-23T08:15:10Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Aim Assistance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Assault rifle}}&lt;br /&gt;
{{Icon List|Beam repeater}}&lt;br /&gt;
{{Icon List|Bolt-action rifle}}&lt;br /&gt;
{{Icon List|Chain shotgun}}&lt;br /&gt;
{{Icon List|Charge lance}}&lt;br /&gt;
{{Icon List|Charge rifle}}&lt;br /&gt;
{{Icon List|Greatbow}}&lt;br /&gt;
{{Icon List|Heavy SMG}}&lt;br /&gt;
{{Icon List|Hellcat rifle}}&lt;br /&gt;
{{Icon List|LMG}}&lt;br /&gt;
{{Icon List|Minigun}}&lt;br /&gt;
{{Icon List|Revolver}}&lt;br /&gt;
{{Icon List|Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through quests, found in loot boxes like sealed containers, found while fishing, or gifted by visitors.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
=== Quick Reload ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has a quick release-and-replace mechanism that makes it faster to reload.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Gun&lt;br /&gt;
 - MarketValue: +50&lt;br /&gt;
 - RangedWeapon_Cooldown: x0.8&lt;br /&gt;
 - traitAdjectives: quick, nimble, quickload, quickshot, fastload&lt;br /&gt;
&lt;br /&gt;
=== Aim Assistance ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon contains a rudimentary aim assistant computer which helps track targets, increasing accuracy at all ranges. The device can account for environmental challenges, allowing the weapon to ignore the accuracy penalty from bad weather and smoke.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Gun&lt;br /&gt;
 - AccuracyTouch: x1.2&lt;br /&gt;
 - AccuracyShort: x1.2&lt;br /&gt;
 - AccuracyMedium: x1.2&lt;br /&gt;
 - AccuracyLong: x1.2&lt;br /&gt;
 - MarketValue: +70&lt;br /&gt;
 - traitAdjectives: seeking, accurate, precise, auto-aim, self-aim&lt;br /&gt;
 - Ignoresaccuracymaluses: true&lt;br /&gt;
&lt;br /&gt;
This trait works well with [[smokepop pack]] or [[smoke launcher]].&lt;br /&gt;
&lt;br /&gt;
=== Custom Grip ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon contains a customized grip that handles recoil better, improving accuracy at short range. It looks cool too.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Gun&lt;br /&gt;
 - AccuracyTouch: x1.1&lt;br /&gt;
 - AccuracyShort: x1.1&lt;br /&gt;
 - Beauty: +2&lt;br /&gt;
 - MarketValue: +15&lt;br /&gt;
 - traitAdjectives: custom, customized, gripped, hi-grip&lt;br /&gt;
&lt;br /&gt;
=== Stabilizer Brace ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has a stabilizing brace that connects to the user's arm, increasing its accuracy.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Pistol&lt;br /&gt;
 - AccuracyTouch: x1.2&lt;br /&gt;
 - AccuracyShort: x1.2&lt;br /&gt;
 - AccuracyMedium: x1.2&lt;br /&gt;
 - AccuracyLong: x1.2&lt;br /&gt;
 - MarketValue: +35&lt;br /&gt;
 - traitAdjectives: stable, accurate, precise, braced&lt;br /&gt;
&lt;br /&gt;
=== Pulse Charger ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon is retrofitted with pulse-charge technology, imbuing bullets with unstable energy. The weapon was clearly not designed for this, dramatically lowering its accuracy.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Pistol&lt;br /&gt;
 - AccuracyTouch: x0.8&lt;br /&gt;
 - AccuracyShort: x0.8&lt;br /&gt;
 - AccuracyMedium: x0.8&lt;br /&gt;
 - AccuracyLong: x0.8&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.6&lt;br /&gt;
 - RangedWeapon_ArmorPenetrationMultiplier: +0.3&lt;br /&gt;
 - MarketValue: +80&lt;br /&gt;
 - traitAdjectives: charged-shot, charged, pulse-charged&lt;br /&gt;
&lt;br /&gt;
=== Tox Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires rounds coated with toxic chemicals, which sicken wounded targets.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BulletFiring&lt;br /&gt;
 - exclusionTags: AmmoType, Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_Tox&lt;br /&gt;
 - Damagedefoverride: Bullet_TraitTox&lt;br /&gt;
 - MarketValue: +50&lt;br /&gt;
 - traitAdjectives: green, poison, venom, venomous, snakebite&lt;br /&gt;
&lt;br /&gt;
=== Piercing Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires rounds designed to penetrate thick armor.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BulletFiring&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - RangedWeapon_ArmorPenetrationMultiplier: +0.2&lt;br /&gt;
 - MarketValue: +40&lt;br /&gt;
 - traitAdjectives: piercing, sharp, sabot, penetrating&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires ammunition that contains a flammable chemical. It has a chance to ignite targets.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BulletFiring&lt;br /&gt;
 - exclusionTags: AmmoType, Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_Fire&lt;br /&gt;
 - Damagedefoverride: Bullet_TraitIncendiary&lt;br /&gt;
 - MarketValue: +90&lt;br /&gt;
 - traitAdjectives: red, fiery, flaming, burning, hot, igniting, napalm&lt;br /&gt;
&lt;br /&gt;
=== EMP Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires rounds with embedded EMP capacitors, which will temporarily disable electronics and mechanoids.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BulletFiring&lt;br /&gt;
 - exclusionTags: AmmoType, Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_EMP&lt;br /&gt;
 - extraDamages: &lt;br /&gt;
    - EMP: 4&lt;br /&gt;
 - MarketValue: +75&lt;br /&gt;
 - traitAdjectives: EMP, electric, shocking, sparky, zapping&lt;br /&gt;
&lt;br /&gt;
=== Hollow Point Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires bullets that expand on impact, dealing more damage than normal.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BulletFiring&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.2&lt;br /&gt;
 - MarketValue: +85&lt;br /&gt;
 - traitAdjectives: shredding, hollowpoint, hardpunch, meatrip, grinder&lt;br /&gt;
&lt;br /&gt;
=== High Power Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: Special ammunition makes this weapon more powerful than normal. The heavy recoil makes it less accurate.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BulletFiring&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.3&lt;br /&gt;
 - RangedWeapon_ArmorPenetrationMultiplier: +0.15&lt;br /&gt;
 - MarketValue: +60&lt;br /&gt;
 - AccuracyTouch: x0.9&lt;br /&gt;
 - AccuracyShort: x0.9&lt;br /&gt;
 - AccuracyMedium: x0.9&lt;br /&gt;
 - AccuracyLong: x0.9&lt;br /&gt;
 - traitAdjectives: atlas, hi-power, heavy-shot, hardpunch, heavy-hit&lt;br /&gt;
&lt;br /&gt;
=== Tox Pellets ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires chemical pellets which cause toxic buildup.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: PelletFiring&lt;br /&gt;
 - exclusionTags: AmmoType, Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_Tox&lt;br /&gt;
 - Damagedefoverride: Bullet_TraitTox&lt;br /&gt;
 - MarketValue: +50&lt;br /&gt;
 - traitAdjectives: green, toxic, poisonous, poison&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Pellets ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires phosphorus pellets that have a chance to ignite targets.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: PelletFiring&lt;br /&gt;
 - exclusionTags: AmmoType, Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_Fire&lt;br /&gt;
 - Damagedefoverride: Bullet_TraitIncendiary&lt;br /&gt;
 - MarketValue: +100&lt;br /&gt;
 - traitAdjectives: red, fiery, flaming, burning, hot, volcanic, promethean&lt;br /&gt;
&lt;br /&gt;
=== Birdshot Pellets ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires shells containing smaller pellets than normal. It's much more accurate at close range, but less effective at long range.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: PelletFiring&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - MarketValue: +10&lt;br /&gt;
 - RangedWeapon_ArmorPenetrationMultiplier: -0.25&lt;br /&gt;
 - AccuracyTouch: x1.3&lt;br /&gt;
 - AccuracyShort: x1.2&lt;br /&gt;
 - AccuracyMedium: x0.95&lt;br /&gt;
 - AccuracyLong: x0.9&lt;br /&gt;
 - traitAdjectives: birdshot, nearshot&lt;br /&gt;
&lt;br /&gt;
=== Piercing Arrows ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This bow shoots bodkin-tipped arrows, making it more effective against armored targets.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Bow&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - RangedWeapon_ArmorPenetrationMultiplier: +0.3&lt;br /&gt;
 - MarketValue: +40&lt;br /&gt;
 - traitAdjectives: piercing, sharp, penetrating, bodkin, anti-armor&lt;br /&gt;
&lt;br /&gt;
=== Paralytic Arrows ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This bow shoots arrows embedded with a paralytic biotoxin, which briefly stuns targets.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Bow&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - Damagedefoverride: Nerve&lt;br /&gt;
 - MarketValue: +80&lt;br /&gt;
 - traitAdjectives: paralyzing, paralytic, stunning&lt;br /&gt;
&lt;br /&gt;
=== Broadhead Arrows ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This bow shoots arrows tipped with sharp blades, increasing its damage.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Bow&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.3&lt;br /&gt;
 - MarketValue: +60&lt;br /&gt;
 - traitAdjectives: strong, broadhead&lt;br /&gt;
&lt;br /&gt;
=== Lightweight Arrows ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This bow is adept at firing lightweight arrows. They fly farther but deal less damage.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Bow&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - RangedWeapon_RangeMultiplier: +0.3&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: -0.1&lt;br /&gt;
 - MarketValue: +30&lt;br /&gt;
 - traitAdjectives: light, longreach&lt;br /&gt;
&lt;br /&gt;
=== Reinforced Limbs ===&lt;br /&gt;
&lt;br /&gt;
 - Description: The limbs of this bow have been strengthened, allowing it to shoot further.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Bow&lt;br /&gt;
 - RangedWeapon_RangeMultiplier: +0.15&lt;br /&gt;
 - MarketValue: +30&lt;br /&gt;
 - traitAdjectives: reinforced&lt;br /&gt;
&lt;br /&gt;
=== Extended Barrel ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has a longer range than normal.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Rifle&lt;br /&gt;
 - exclusionTags: Barrel&lt;br /&gt;
 - RangedWeapon_RangeMultiplier: +0.2&lt;br /&gt;
 - MarketValue: +60&lt;br /&gt;
 - traitAdjectives: long, extended&lt;br /&gt;
&lt;br /&gt;
=== Improved Sights ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has a custom sight, increasing its accuracy at long range.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Sighted&lt;br /&gt;
 - exclusionTags: Sights&lt;br /&gt;
 - AccuracyMedium: x1.2&lt;br /&gt;
 - AccuracyLong: x1.2&lt;br /&gt;
 - MarketValue: +35&lt;br /&gt;
 - traitAdjectives: accurate, precise, sniper&lt;br /&gt;
&lt;br /&gt;
=== Shoddy Sights ===&lt;br /&gt;
&lt;br /&gt;
 - Description: Defects in this weapon's sights decrease its accuracy at long ranges.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Sighted&lt;br /&gt;
 - exclusionTags: Sights&lt;br /&gt;
 - MarketValue: x0.85&lt;br /&gt;
 - AccuracyMedium: x0.8&lt;br /&gt;
 - AccuracyLong: x0.8&lt;br /&gt;
 - traitAdjectives: inaccurate, imprecise&lt;br /&gt;
&lt;br /&gt;
=== Precision Scope ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon's scope uses target recognition software to automate target tracking, making it faster to fire.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Scoped&lt;br /&gt;
 - exclusionTags: Scope&lt;br /&gt;
 - RangedWeapon_WarmupMultiplier: -0.25&lt;br /&gt;
 - MarketValue: +60&lt;br /&gt;
 - traitAdjectives: trackscope, fastfire&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder Scope ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon's scope contains an advanced rangefinder, allowing it to fire further.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Scoped&lt;br /&gt;
 - exclusionTags: Scope&lt;br /&gt;
 - RangedWeapon_RangeMultiplier: +0.1&lt;br /&gt;
 - MarketValue: +20&lt;br /&gt;
 - traitAdjectives: eagle, farsight&lt;br /&gt;
&lt;br /&gt;
=== Shortened Barrel ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon's barrel has been sawn off, reducing its range but making it quicker to aim and fire.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Shotgun&lt;br /&gt;
 - exclusionTags: Barrel&lt;br /&gt;
 - RangedWeapon_WarmupMultiplier: -0.2&lt;br /&gt;
 - RangedWeapon_RangeMultiplier: -0.2&lt;br /&gt;
 - traitAdjectives: shortened, sawn-off&lt;br /&gt;
&lt;br /&gt;
=== Rapid Fire ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon contains an improved self-loading mechanism. When firing bursts of multiple rounds, the time between each round is dramatically reduced.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BurstFire&lt;br /&gt;
 - Burstshotspeedmultiplier: 2&lt;br /&gt;
 - MarketValue: +15&lt;br /&gt;
 - traitAdjectives: rapid, burst, rapid-fire&lt;br /&gt;
&lt;br /&gt;
=== Extended Magazine ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon fires 50% more shots in a single burst than normal.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BurstFire&lt;br /&gt;
 - Burstshotcountmultiplier: 1.5&lt;br /&gt;
 - MarketValue: +60&lt;br /&gt;
 - traitAdjectives: high-capacity, extendo-clip&lt;br /&gt;
&lt;br /&gt;
=== Charge Capacitor ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon amplifies pulse-charge technology with a massive capacitor, increasing damage and armor penetration.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: PulseCharge&lt;br /&gt;
 - RangedWeapon_ArmorPenetrationMultiplier: +0.2&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.35&lt;br /&gt;
 - MarketValue: +120&lt;br /&gt;
 - traitAdjectives: overcharged&lt;br /&gt;
&lt;br /&gt;
=== EMP Pulser ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon can emit a burst of energy centered on the user. The burst will stun nearby electronic targets like mechanoids or turrets. Once used, the pulser takes some time to recharge.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Weaponcategory: PulseCharge&lt;br /&gt;
 - traitAdjectives: pulse, EMP&lt;br /&gt;
 - MarketValue: +80&lt;br /&gt;
 - exclusionTags: Ability&lt;br /&gt;
 - Abilityprops: &lt;br /&gt;
    - EMP Pulse&lt;br /&gt;
&lt;br /&gt;
=== Frequency Amplifier ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon passes the beam through a crystal amplifier, dramatically increasing the weapon's damage and range. The weapon needs to cool down between uses.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: BeamWeapon&lt;br /&gt;
 - RangedWeapon_RangeMultiplier: +0.3&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.5&lt;br /&gt;
 - MarketValue: +120&lt;br /&gt;
 - RangedWeapon_Cooldown: x1.5&lt;br /&gt;
 - traitAdjectives: amplified&lt;br /&gt;
&lt;br /&gt;
=== Oversized Rounds ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon deals more damage and has a much higher stopping power than normal.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: LowStoppingPower&lt;br /&gt;
 - exclusionTags: AmmoType&lt;br /&gt;
 - Additionalstoppingpower: 2&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: +0.1&lt;br /&gt;
 - MarketValue: +50&lt;br /&gt;
 - traitAdjectives: hammering, forceful, oversized, knockout&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon was crafted for aesthetics over functionality. It deals less damage but looks great.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Ranged&lt;br /&gt;
 - exclusionTags: Appearance&lt;br /&gt;
 - RangedWeapon_DamageMultiplier: -0.15&lt;br /&gt;
 - Beauty: +5&lt;br /&gt;
 - MarketValue: +40&lt;br /&gt;
 - traitAdjectives: beautiful, elegant, ornamental&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon was crafted with no respect for aesthetics. It looks like junk but gets the job done. Traders will pay less for it.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Ranged&lt;br /&gt;
 - exclusionTags: Appearance&lt;br /&gt;
 - Beauty: -4&lt;br /&gt;
 - MarketValue: x0.8&lt;br /&gt;
 - traitAdjectives: monstrous, crude, ugly&lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon is much lighter than normal, lowering its aiming time.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Weaponcategory: Ranged&lt;br /&gt;
 - exclusionTags: Weight&lt;br /&gt;
 - RangedWeapon_WarmupMultiplier: -0.2&lt;br /&gt;
 - MarketValue: +80&lt;br /&gt;
 - Mass: x0.75&lt;br /&gt;
 - traitAdjectives: light, quickdraw&lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon is unwieldy to use, making it slower to aim.&lt;br /&gt;
 - Commonality: 1&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Ranged&lt;br /&gt;
 - exclusionTags: Weight&lt;br /&gt;
 - RangedWeapon_WarmupMultiplier: +0.2&lt;br /&gt;
 - MarketValue: x0.8&lt;br /&gt;
 - traitAdjectives: cumbersome, bulky, awkward&lt;br /&gt;
&lt;br /&gt;
=== Gold Inlay ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon is inlaid with gold. Traders will pay more for it.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Ranged&lt;br /&gt;
 - exclusionTags: Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_Gold&lt;br /&gt;
 - Beauty: +20&lt;br /&gt;
 - MarketValue: x2&lt;br /&gt;
 - traitAdjectives: gold, golden&lt;br /&gt;
&lt;br /&gt;
=== Jade Inlay ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon is adorned with jade. Traders will pay more for it.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Cangeneratealone: false&lt;br /&gt;
 - Weaponcategory: Ranged&lt;br /&gt;
 - exclusionTags: Color&lt;br /&gt;
 - Forcedcolor: UniqueWeapon_Jade&lt;br /&gt;
 - Beauty: +10&lt;br /&gt;
 - MarketValue: x1.4&lt;br /&gt;
 - traitAdjectives: jade&lt;br /&gt;
&lt;br /&gt;
=== Grenade Launcher ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has an attached frag grenade launcher. Once fired, it must be reloaded using steel.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Weaponcategory: Attachable&lt;br /&gt;
 - exclusionTags: Attachment, Ability&lt;br /&gt;
 - traitAdjectives: explosive&lt;br /&gt;
 - MarketValue: +80&lt;br /&gt;
 - Abilityprops: EMP Pulse&lt;br /&gt;
&lt;br /&gt;
=== EMP Launcher ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has an attached EMP shell launcher. The shell emits a burst of electromagnetic energy that stuns electronic targets like turrets and mechanoids. Once fired, it must be reloaded using steel.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Weaponcategory: Attachable&lt;br /&gt;
 - exclusionTags: Attachment, Ability&lt;br /&gt;
 - traitAdjectives: EMP, disabling, stunning&lt;br /&gt;
 - MarketValue: +60&lt;br /&gt;
 - Abilityprops: Launch EMP Shell:&lt;br /&gt;
    - Max Charges: 2&lt;br /&gt;
    - Ammo: Steel&lt;br /&gt;
    - Ammo per charge: 15&lt;br /&gt;
    - Base reload ticks: 60&lt;br /&gt;
&lt;br /&gt;
=== Smoke Launcher ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has an attached smoke shell launcher. The shell releases smoke that obscures incoming shots and prevents turrets from locking on. Once fired, it must be reloaded using steel.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Weaponcategory: Attachable&lt;br /&gt;
 - exclusionTags: Attachment, Ability&lt;br /&gt;
 - traitAdjectives: smoke, concealing, clouding&lt;br /&gt;
 - MarketValue: +50&lt;br /&gt;
 - Abilityprops: Launch Smoke Shell&lt;br /&gt;
    - Max Charges: 2&lt;br /&gt;
    - Ammo: Steel&lt;br /&gt;
    - Ammo per charge: 15&lt;br /&gt;
    - Base reload ticks: 60&lt;br /&gt;
&lt;br /&gt;
=== Incendiary Launcher ===&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has an attached incendiary shell launcher. The shell creates a small flame explosion that ignites everything nearby. Once fired, it must be reloaded using chemfuel.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Weaponcategory: Attachable&lt;br /&gt;
 - exclusionTags: Attachment, Ability&lt;br /&gt;
 - traitAdjectives: fiery, flame, flaming, burning&lt;br /&gt;
 - MarketValue: +70&lt;br /&gt;
 - Abilityprops: Launch Incendiary Shell&lt;br /&gt;
    - Max Charges: 1&lt;br /&gt;
    - Ammo: Chemfuel&lt;br /&gt;
    - Ammo per charge: 15&lt;br /&gt;
    - Base reload ticks: 60&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite Burner ===&lt;br /&gt;
&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
&lt;br /&gt;
 - Description: This weapon has a bioferrite-powered flamethrower unit. The burner generates a blast of flame from a pressurized bioferrite charge. Once used, it must be reloaded using bioferrite.&lt;br /&gt;
 - Commonality: 0.5&lt;br /&gt;
 - Weaponcategory: Attachable&lt;br /&gt;
 - exclusionTags: Attachment, Ability&lt;br /&gt;
 - traitAdjectives: fiery, flame, flaming, burning&lt;br /&gt;
 - MarketValue: +80&lt;br /&gt;
 - Abilityprops: Hellcat Burner&lt;br /&gt;
    - Max Charges: 1&lt;br /&gt;
    - Ammo: Bioferrite&lt;br /&gt;
    - Ammo per charge: 10&lt;br /&gt;
    - Base reload ticks: 60&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbomane&amp;diff=165921</id>
		<title>Thrumbomane</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbomane&amp;diff=165921"/>
		<updated>2025-07-22T18:47:37Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Image Wanted|reason=True color images for different stack sizes - currently using thrumbofur as close equivalent}}&lt;br /&gt;
{{Distinguish|Thrumbofur}}&lt;br /&gt;
{{Infobox main|leathery&lt;br /&gt;
| name = Thrumbomane&lt;br /&gt;
| image = Thrumbofur b.png&lt;br /&gt;
| description = The furry pelt of an alpha thrumbo. It is extraordinarily durable and luxurious - one can almost feel a psychic echo of the animal's ancient story through the gossamer fur. It is used for the highest-quality crafts for its insulation and strength.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 20&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 8&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| max hit points factor = 2.2&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| armor - sharp factor = 2.12&lt;br /&gt;
| armor - blunt factor = 0.4&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 36&lt;br /&gt;
| insulation - heat factor = 24&lt;br /&gt;
| beauty off-set = 5&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.6.4518&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (242,242,242)&lt;br /&gt;
| commonality = 0&lt;br /&gt;
| default color = (242,242,242)&lt;br /&gt;
| label = thrumbomanestrength.&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbomane''' is a type of [[leather]] that can be acquired through the butchering of an [[alpha thrumbo]] at a [[butcher table]]. It is slightly better than [[thrumbofur]].&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following animals provide thrumbomane.&lt;br /&gt;
{{Leather List}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thrumbomane is one of the most powerful textiles in the game, but very rare. As such, you will likely be best spending it on highly protective clothing such as dusters and ceremonial hoods. It should be noted that it has worse heat and blunt armor than [[Hyperweave]]. Like [[Thrumbofur]] it is very good for cold environments&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thrumbofur a.png|One thrumbomane&lt;br /&gt;
Thrumbofur b.png|Stack of thrumbomane&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lava_snail&amp;diff=165910</id>
		<title>Lava snail</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lava_snail&amp;diff=165910"/>
		<updated>2025-07-22T07:28:57Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Lava Snail&lt;br /&gt;
| image = LavaSnail east.png&lt;br /&gt;
| description = A large slow-moving mollusk. Originating from the volcanic planet Nuchandus, lava snails were bred as farm animals. Their skin secretes a thick slime that protects them from extreme temperatures.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 0.85&lt;br /&gt;
| armorblunt = 25&lt;br /&gt;
| armorsharp = 55&lt;br /&gt;
| min comfortable temperature = 0&lt;br /&gt;
| max comfortable temperature = 70&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 180&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.25&lt;br /&gt;
| combatPower = 55&lt;br /&gt;
| bodysize = 0.9&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| hasLeather = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| lifespan = 22&lt;br /&gt;
| roamMtb = 7&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.81&lt;br /&gt;
| attack1dmg = 9&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 4&lt;br /&gt;
| attack1part = Mouth&lt;br /&gt;
| attack1chancefactor = 0.7&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 4&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Their low hunger rate makes them superior to pigs in term of meat per feed. Their optimal meat output exceeds their food requirement.&lt;br /&gt;
&lt;br /&gt;
However their slow speed makes roping them between the grazing area and the gravship quite time consuming.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
LavaSnail east.png|Facing east&lt;br /&gt;
LavaSnail north.png|Facing north &lt;br /&gt;
LavaSnail south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated LavaSnail east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated LavaSnail north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated LavaSnail south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Elephant&amp;diff=165855</id>
		<title>Elephant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Elephant&amp;diff=165855"/>
		<updated>2025-07-21T19:31:01Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = 1.3.3101&lt;br /&gt;
| name = Elephant&lt;br /&gt;
| image = Elephant.png&lt;br /&gt;
| description = The largest unmodified land animal. Elephants have a long trunk they use to manipulate objects, and sharp tusks they use to gore attackers. A dead elephant's valuable tusks can be recovered by butchering it.&amp;lt;br&amp;gt;Intelligent creatures with complex social relationships, elephants can be used as pack animals or trained to carry out the most complex of tasks. They live a long time, and are known to remember events and relationships from many decades before.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.8&lt;br /&gt;
| min comfortable temperature = -12&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 600&lt;br /&gt;
| filth rate = 24&lt;br /&gt;
| ridingspeed = 1.3&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| combatPower = 260&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 3.6&lt;br /&gt;
| hungerrate = 1.605&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = elephant leather&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 13.32&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 50&lt;br /&gt;
| juvenileage = 0.3&lt;br /&gt;
| maturityage = 0.666&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| attack1dmg = 25&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = tusk&lt;br /&gt;
| attack2dmg = 25&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2.6&lt;br /&gt;
| attack2part = tusk&lt;br /&gt;
| attack3dmg = 16.9&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front left leg&lt;br /&gt;
| attack4dmg = 16.9&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 14&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
| livesin_aridshrubland = 0.5&lt;br /&gt;
| livesin_tropicalrainforest = 0.5&lt;br /&gt;
| livesin_tropicalswamp = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Elephants''', called '''elephant calves''' as babies,  are large land [[animals]] often found in {{Habitats}}. They have [[elephant tusk]]s, which they use to fight in melee.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
When an adult male elephant is butchered, it yields {{icon small|elephant tusk}} 2 [[elephant tusk]]s, unless the tusk body part is damaged.&lt;br /&gt;
&lt;br /&gt;
Despite the texture of female elephants showing tusks, and female elephants' ability to attack with tusks, they do not yield them when butchered. It is currently unclear whether the ability for female elephants to attack with tusks, but not yield them on butchering is intentional or a bug.&lt;br /&gt;
&lt;br /&gt;
Elephants can be brought on [[caravan]]s as [[pack animal]]s, they can carry {{P|Pack Capacity}} kg of weight, almost double that of the [[muffalo]]. They can additionally be ridden for up to 130% caravan speed, reached if there is at least 1 elephant per rider.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Elephants are difficult to tame and eat a high amount of food, but are very powerful animals. They are in the unique position as the only pack animal that can be trained to haul. They can also be ridden in a caravan for extra speed. As a bonus, elephants are great at combat.&lt;br /&gt;
&lt;br /&gt;
Elephants come in herds; hunting 1 elephant may anger the entire herd. In addition, elephants have 50% manhunter on hunt but 0% manhunter on a failed tame. Even if you want to slaughter elephants, consider taming them first. As a plus side, elephant herds are great to use with a [[psychic animal pulser]] or the [[manhunter pulse]] [[psycast]]{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
===As an attack animal===&lt;br /&gt;
Elephants are powerful animals, great for [[Defense tactics#Animal melee blocking|damage soak tactics]]. They have a high health, joint second with [[megasloth]]s, but elephants are much easier to tame. In addition, elephants will never go manhunter on a failed taming attempt. &lt;br /&gt;
&lt;br /&gt;
However, this comes at the cost of a high hunger rate. This is not usually a problem, as elephants reside in tropical biomes, but can be an issue during a [[toxic fallout]] or [[caravan]] trip.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal !! Health Scale !! DPS !! Move Speed !! Hunger rate !! &amp;lt;abbr title=&amp;quot;How often the animal forgets a stage of training in days&amp;quot;&amp;gt;Training Decay&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrumbo]] || {{Q|Thrumbo|Health Scale}} || {{Q|Thrumbo|Mob Average DPS}} || {{Q|Thrumbo|Move Speed Base}} || {{Q|Thrumbo|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Thrumbo|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Megasloth]] || {{Q|Megasloth|Health Scale}} || {{Q|Megasloth|Mob Average DPS}} || {{Q|Megasloth|Move Speed Base}} || {{Q|Megasloth|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Megasloth|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Elephant''' || {{P|Health Scale}} || {{P|Mob Average DPS}} || {{P|Move Speed Base}} || {{P|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Elephant|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhinoceros]] || {{Q|Rhinoceros|Health Scale}} || {{Q|Rhinoceros|Mob Average DPS}} || {{Q|Rhinoceros|Move Speed Base}} || {{Q|Rhinoceros|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Rhinoceros|Wildness}} round 1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Grizzly bear|Bear]] || {{Q|Grizzly bear|Health Scale}} || {{Q|Grizzly bear|Mob Average DPS}} || {{Q|Grizzly bear|Move Speed Base}} || {{Q|Grizzly bear|Real Hunger Rate}} || {{#expr:12 - 6*{{Q|Grizzly bear|Wildness}} round 1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===As a pack animal===&lt;br /&gt;
Elephants, despite carrying the most out of any [[pack animal]] in the game, are not great pack animals. This is due to their high hunger rate. 1 elephant carries less and eats more than 2 [[muffalo]] or 5 [[alpaca]]. Elephants can be ridden, and the only rideable animal native to the tropics, where their hunger usually isn't an issue. However, any other rideable animal would be better on a caravan (2 [[donkey]]s can carry 2 people, 1 elephant can carry 1 person).&lt;br /&gt;
&lt;br /&gt;
In addition, elephants are the only pack animal that isn't a [[pen animal]]. For the sole purpose of packing goods, this is a downside, as elephants need to be re-trained. On the flip side, this allows elephants to be a pack animal that fights enemies and hauls goods.&lt;br /&gt;
&lt;br /&gt;
===In Odyssey DLC===&lt;br /&gt;
Elephant's war trumpet has a weaker effect than thrumbo's roar. But these effects stack together for a more powerful debuff.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesTusksAndTrunk}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Female elephants don't drop tusks when butchered, despite being able to make tusk attacks in melee and displaying the tusks on their texture. If it is intended for female elephants to not have tusks, this may imply that the elephants in-game are Asian Elephants as tusks aren't a sexually dimorphic trait in African Elephants.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Elephant east.png|Facing east&lt;br /&gt;
Elephant north.png|Facing north&lt;br /&gt;
Elephant south.png|Facing south&lt;br /&gt;
Dessicated elephant east.png|Decaying&lt;br /&gt;
ElephantPack east.png|Packing bags facing east&lt;br /&gt;
ElephantPack north.png|Packing bags facing north&lt;br /&gt;
ElephantPack south.png|Packing bags facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=165854</id>
		<title>Psilocap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=165854"/>
		<updated>2025-07-21T18:53:30Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also specifically stack limit}}&lt;br /&gt;
{{About|the drug|the plant from which it is harvested|Psilocap (plant)}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = Psilocap b.png&lt;br /&gt;
| description = The fruiting body of a hallucinogenic fungus. When eaten it produces vivid sensory experiences and lifts mood. There is a small chance to immediately induce a catatonic state, or creatively inspire the user. Psilocaps are not addictive, but can cause overdoses if eaten in large quantities.&amp;lt;br&amp;gt;Some cultures use psilocaps for religious ceremonies, while many others have outlawed the mushrooms entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 10&lt;br /&gt;
| stack limit = &lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 0.1&lt;br /&gt;
| days to rot = 30&lt;br /&gt;
| joy offset = 0.7&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 80&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Drug_Psilocap&lt;br /&gt;
| drug category = Social&lt;br /&gt;
| preferability = Desperate&lt;br /&gt;
}}&lt;br /&gt;
'''Psilocap''' is a [[social drug]] added by the [[Odyssey DLC]] that &amp;lt;does something?&amp;gt; &amp;lt;!-- Brief summary, no stats--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Can be harvested by cutting wild psilocap plants. These plants appear in Glowforest biome and in underground insect&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psilocap is a moderately potent mood enhancing social drug. Its effects can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon ingestion ===&lt;br /&gt;
A pawn eating a psilocap will look for a place to sit in a four tile radius first, but will also eat it while standing if it doesn't find one. Eating a psilocap takes {{Ticks|{{P|Ingestion Time}} }}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|{{P|Nutrition}} }} [[Nutrition]]&lt;br /&gt;
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:&lt;br /&gt;
** {{+|20%}} [[Chemical need]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.6}} * 0.25}} to +{{%|{{#var:highSeverity}} }}''' Psilocap high severity, depending on tolerance ''(see &amp;quot;Psilocap high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}} }} }} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Psilocap high ===&lt;br /&gt;
{{Stub|section=1|reason=Inspiration/catatonia mechanics are not currently implemented, but have been added to the unstable. To be added once moved to stable &amp;lt;!--Current mechancis per unstable: Side effects are ONLY rolled immediately at time of ingestion. 4% chance of catatonia, 6% chance of inspiration. There's a psilocap-specific letter for each outcome--&amp;gt;}}&lt;br /&gt;
{{Recode|section=1|reason=Times until and from}}&lt;br /&gt;
{{Quote|&amp;quot;Chemicals from psilocap spores, possibly inhaled from the air, are causing this person to experience subtle hallucinations that distort their perception of reality.&amp;quot;|Psilocap high description}}&lt;br /&gt;
&lt;br /&gt;
Each psilocap increases the psilocap high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}} }}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.92}} }} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24)}} }} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}. The maximum severity of an psilocap high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}}  round 2}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 2}}&amp;amp;nbsp;psilocaps. The psilocap high severity not only sets the length of the high but also affects the symptoms. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Severity range !! Mood !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! Minor&lt;br /&gt;
| 0% - 24% &lt;br /&gt;
| {{Thought|desc=My emotions feel stronger and warmer.|label=psilocap hallucinations|value=+5|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| 25% - 84%&lt;br /&gt;
| {{Thought|desc=All my senses seem to blend together. Everything is connected...|label=psilocap hallucinations|value=+14|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-20%}} [[Global Work Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| {{Thought|desc=My mind is open. I feel everything. I am the universe.|label=psilocap hallucinations|value=+24|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|35% Max}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-50%}} [[Global Work Speed]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without any tolerance, a dose of psilocap will last for {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}.&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;An acquired tolerance to psilocap. The more severe this tolerance is, the more psilocap it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each psilocap consumed increases the tolerance of the pawn by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in tolerance = {{%|{{#var:toleranceSeverityOffset}} }} / body size&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.02}} }} per day.&lt;br /&gt;
&lt;br /&gt;
See the ''&amp;quot;Psilocap high&amp;quot;'' section for how tolerance affects psilocap high severity. Otherwise tolerance against psilocap has no ongoing effects.&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Psilocap is not addictive, and will never cause addiction even at 100% tolerance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Its appearance in [[hive queen]]'s cave is a subtle hint of its purpose. As suggested in the description, getting high all day on psilocap is a healthy way to farm for inspiration instead of [[yayo]] or [[beer]]. With a variety of legendary animals like [[alpha thrumbo]] and [[hive queen]] to tame, stock of psilocap will help a lot to get the taming inspiration needed.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psilocap a.png|One psilocap&lt;br /&gt;
Psilocap b.png|Stack of psilocap&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=165853</id>
		<title>Psilocap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=165853"/>
		<updated>2025-07-21T18:51:11Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also specifically stack limit}}&lt;br /&gt;
{{About|the drug|the plant from which it is harvested|Psilocap (plant)}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = Psilocap b.png&lt;br /&gt;
| description = The fruiting body of a hallucinogenic fungus. When eaten it produces vivid sensory experiences and lifts mood. There is a small chance to immediately induce a catatonic state, or creatively inspire the user. Psilocaps are not addictive, but can cause overdoses if eaten in large quantities.&amp;lt;br&amp;gt;Some cultures use psilocaps for religious ceremonies, while many others have outlawed the mushrooms entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 10&lt;br /&gt;
| stack limit = &lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 0.1&lt;br /&gt;
| days to rot = 30&lt;br /&gt;
| joy offset = 0.7&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 80&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Drug_Psilocap&lt;br /&gt;
| drug category = Social&lt;br /&gt;
| preferability = Desperate&lt;br /&gt;
}}&lt;br /&gt;
'''Psilocap''' is a [[social drug]] added by the [[Odyssey DLC]] that &amp;lt;does something?&amp;gt; &amp;lt;!-- Brief summary, no stats--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Can be harvested by cutting wild psilocap plants. These plants appear in Glowforest biome and in underground insect&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psilocap is a moderately potent mood enhancing social drug. Its effects can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon ingestion ===&lt;br /&gt;
A pawn eating a psilocap will look for a place to sit in a four tile radius first, but will also eat it while standing if it doesn't find one. Eating a psilocap takes {{Ticks|{{P|Ingestion Time}} }}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|{{P|Nutrition}} }} [[Nutrition]]&lt;br /&gt;
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:&lt;br /&gt;
** {{+|20%}} [[Chemical need]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.6}} * 0.25}} to +{{%|{{#var:highSeverity}} }}''' Psilocap high severity, depending on tolerance ''(see &amp;quot;Psilocap high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}} }} }} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Psilocap high ===&lt;br /&gt;
{{Stub|section=1|reason=Inspiration/catatonia mechanics are not currently implemented, but have been added to the unstable. To be added once moved to stable &amp;lt;!--Current mechancis per unstable: Side effects are ONLY rolled immediately at time of ingestion. 4% chance of catatonia, 6% chance of inspiration. There's a psilocap-specific letter for each outcome--&amp;gt;}}&lt;br /&gt;
{{Recode|section=1|reason=Times until and from}}&lt;br /&gt;
{{Quote|&amp;quot;Chemicals from psilocap spores, possibly inhaled from the air, are causing this person to experience subtle hallucinations that distort their perception of reality.&amp;quot;|Psilocap high description}}&lt;br /&gt;
&lt;br /&gt;
Each psilocap increases the psilocap high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}} }}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.92}} }} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24)}} }} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}. The maximum severity of an psilocap high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}}  round 2}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 2}}&amp;amp;nbsp;psilocaps. The psilocap high severity not only sets the length of the high but also affects the symptoms. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Severity range !! Mood !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! Minor&lt;br /&gt;
| 0% - 24% &lt;br /&gt;
| {{Thought|desc=My emotions feel stronger and warmer.|label=psilocap hallucinations|value=+5|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| 25% - 84%&lt;br /&gt;
| {{Thought|desc=All my senses seem to blend together. Everything is connected...|label=psilocap hallucinations|value=+14|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-20%}} [[Global Work Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| {{Thought|desc=My mind is open. I feel everything. I am the universe.|label=psilocap hallucinations|value=+24|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|35% Max}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-50%}} [[Global Work Speed]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without any tolerance, a dose of psilocap will last for {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}.&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;An acquired tolerance to psilocap. The more severe this tolerance is, the more psilocap it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each psilocap consumed increases the tolerance of the pawn by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in tolerance = {{%|{{#var:toleranceSeverityOffset}} }} / body size&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.02}} }} per day.&lt;br /&gt;
&lt;br /&gt;
See the ''&amp;quot;Psilocap high&amp;quot;'' section for how tolerance affects psilocap high severity. Otherwise tolerance against psilocap has no ongoing effects.&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Psilocap is not addictive, and will never cause addiction even at 100% tolerance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As suggested in its description, getting high all day on psilocap is a healthy way to farm for inspiration instead of [[yayo]] or [[beer]]. With a variety of legendary animals like [[alpha thrumbo]] and [[hive queen]] to tame, stock of psilocap will help a lot to get the taming inspiration needed.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psilocap a.png|One psilocap&lt;br /&gt;
Psilocap b.png|Stack of psilocap&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap_(plant)&amp;diff=165852</id>
		<title>Psilocap (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap_(plant)&amp;diff=165852"/>
		<updated>2025-07-21T18:48:58Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Growing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Large projects|Plants project]] - there are a number of factors that are in need of verification and potentially addition to this page. See that page for details}}&lt;br /&gt;
{{About|the plant|the drug that it provides|Psilocap}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = PsilocapA.png&lt;br /&gt;
| description = A fungus that gives off hallucinogenic spores. Standing next to them is enough to produce mild hallucinations. Psilocaps can be harvested and ingested to produce a vivid sensory experience that increases the user's mood.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = &lt;br /&gt;
| hp = &lt;br /&gt;
| flammability = &lt;br /&gt;
| beauty = &lt;br /&gt;
| beauty outdoors = &lt;br /&gt;
| grow days = &lt;br /&gt;
| glowradius = &lt;br /&gt;
| glowcolor = &lt;br /&gt;
| harvest work = &lt;br /&gt;
| product = &lt;br /&gt;
| yield = &lt;br /&gt;
| min fertility = &lt;br /&gt;
| fertility sensitivity = &lt;br /&gt;
| min grow light = &lt;br /&gt;
| nutrition = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;intro&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Growing ==&lt;br /&gt;
This plant can not be grown artificially&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:PsilocapA.png|Variant A&lt;br /&gt;
File:PsilocapB.png|Variant B&lt;br /&gt;
File:PsilocapC.png|Variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Wild plants]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=165851</id>
		<title>Psilocap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psilocap&amp;diff=165851"/>
		<updated>2025-07-21T18:43:00Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=General, also specifically stack limit}}&lt;br /&gt;
{{About|the drug|the plant from which it is harvested|Psilocap (plant)}}&lt;br /&gt;
{{Infobox main|drug&lt;br /&gt;
| name = Psilocap&lt;br /&gt;
| image = Psilocap b.png&lt;br /&gt;
| description = The fruiting body of a hallucinogenic fungus. When eaten it produces vivid sensory experiences and lifts mood. There is a small chance to immediately induce a catatonic state, or creatively inspire the user. Psilocaps are not addictive, but can cause overdoses if eaten in large quantities.&amp;lt;br&amp;gt;Some cultures use psilocaps for religious ceremonies, while many others have outlawed the mushrooms entirely.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social drug&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| marketvalue = 10&lt;br /&gt;
| stack limit = &lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 4&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| nutrition = 0.1&lt;br /&gt;
| days to rot = 30&lt;br /&gt;
| joy offset = 0.7&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| addictiveness = 0&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| ingestion time = 80&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Drug_Psilocap&lt;br /&gt;
| drug category = Social&lt;br /&gt;
| preferability = Desperate&lt;br /&gt;
}}&lt;br /&gt;
'''Psilocap''' is a [[social drug]] added by the [[Odyssey DLC]] that &amp;lt;does something?&amp;gt; &amp;lt;!-- Brief summary, no stats--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Compare [[ambrosia]]&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Psilocap is a moderately potent mood enhancing social drug. Its effects can be broken into effects that occur:&lt;br /&gt;
* Instantaneously and one time upon using the drug.&lt;br /&gt;
* While high on the drug.&lt;br /&gt;
* While having a built-up tolerance to the drug.&lt;br /&gt;
&lt;br /&gt;
=== Upon ingestion ===&lt;br /&gt;
A pawn eating a psilocap will look for a place to sit in a four tile radius first, but will also eat it while standing if it doesn't find one. Eating a psilocap takes {{Ticks|{{P|Ingestion Time}} }}. It has the following one time effects:&lt;br /&gt;
&lt;br /&gt;
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]&lt;br /&gt;
* {{+|{{P|Nutrition}} }} [[Nutrition]]&lt;br /&gt;
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:&lt;br /&gt;
** {{+|20%}} [[Chemical need]]&lt;br /&gt;
* '''+{{%|{{#vardefineecho:highSeverity|0.6}} * 0.25}} to +{{%|{{#var:highSeverity}} }}''' Psilocap high severity, depending on tolerance ''(see &amp;quot;Psilocap high&amp;quot; below)''&lt;br /&gt;
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}} }} }} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see &amp;quot;Tolerance&amp;quot; below)''&lt;br /&gt;
&lt;br /&gt;
=== Psilocap high ===&lt;br /&gt;
{{Stub|section=1|reason=Inspiration/catatonia mechanics are not currently implemented, but have been added to the unstable. To be added once moved to stable &amp;lt;!--Current mechancis per unstable: Side effects are ONLY rolled immediately at time of ingestion. 4% chance of catatonia, 6% chance of inspiration. There's a psilocap-specific letter for each outcome--&amp;gt;}}&lt;br /&gt;
{{Recode|section=1|reason=Times until and from}}&lt;br /&gt;
{{Quote|&amp;quot;Chemicals from psilocap spores, possibly inhaled from the air, are causing this person to experience subtle hallucinations that distort their perception of reality.&amp;quot;|Psilocap high description}}&lt;br /&gt;
&lt;br /&gt;
Each psilocap increases the psilocap high severity by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}} }}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.92}} }} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24)}} }} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}. The maximum severity of an psilocap high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}}  round 2}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 2}}&amp;amp;nbsp;psilocaps. The psilocap high severity not only sets the length of the high but also affects the symptoms. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Severity range !! Mood !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! Minor&lt;br /&gt;
| 0% - 24% &lt;br /&gt;
| {{Thought|desc=My emotions feel stronger and warmer.|label=psilocap hallucinations|value=+5|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x90%}} [[Consciousness]]&lt;br /&gt;
|-&lt;br /&gt;
! Moderate&lt;br /&gt;
| 25% - 84%&lt;br /&gt;
| {{Thought|desc=All my senses seem to blend together. Everything is connected...|label=psilocap hallucinations|value=+14|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|x70%}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-20%}} [[Global Work Speed]]&lt;br /&gt;
|-&lt;br /&gt;
! Extreme&lt;br /&gt;
| 85% - 100%&lt;br /&gt;
| {{Thought|desc=My mind is open. I feel everything. I am the universe.|label=psilocap hallucinations|value=+24|stack=1}} &lt;br /&gt;
| &lt;br /&gt;
* {{Bad|35% Max}} [[Consciousness]]&lt;br /&gt;
* {{Bad|-50%}} [[Global Work Speed]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Without any tolerance, a dose of psilocap will last for {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}.&lt;br /&gt;
&lt;br /&gt;
=== Tolerance ===&lt;br /&gt;
{{Main|Tolerance}}&lt;br /&gt;
{{Quote|&amp;quot;An acquired tolerance to psilocap. The more severe this tolerance is, the more psilocap it takes to get the same effect.&amp;quot;|Tolerance description}}&lt;br /&gt;
Each psilocap consumed increases the tolerance of the pawn by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Increase in tolerance = {{%|{{#var:toleranceSeverityOffset}} }} / body size&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.02}} }} per day.&lt;br /&gt;
&lt;br /&gt;
See the ''&amp;quot;Psilocap high&amp;quot;'' section for how tolerance affects psilocap high severity. Otherwise tolerance against psilocap has no ongoing effects.&lt;br /&gt;
&lt;br /&gt;
=== Addiction ===&lt;br /&gt;
Psilocap is not addictive, and will never cause addiction even at 100% tolerance.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
As suggested in its description, getting high all day on psilocap is a healthy way to farm for inspiration instead of [[yayo]] or [[beer]]. With a variety of legendary animals like [[alpha thrumbo]] and [[hive queen]] to tame, stock of psilocap will help a lot to get the taming inspiration needed.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Psilocap a.png|One psilocap&lt;br /&gt;
Psilocap b.png|Stack of psilocap&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|drugs|wide}}&lt;br /&gt;
[[Category:Drug]] [[Category:Social Drug]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=165850</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=165850"/>
		<updated>2025-07-21T18:04:54Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 9.8&lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 75&lt;br /&gt;
| specialtrainables = EggSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 30&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head claw&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in an insect hive. Insect hives spawn as part of insect megahives and infested colony [[Landmarks|landmarks]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Because the locations of hive queens are well-known, taming a hive queen is possible by travelling there when your pawn has a taming inspiration. But this is still exceptionally dangerous. Normal tank-taming methods for insects can't be applied because her massive single-hit damage and AP often tear off fingers and whole limbs from heavily armored tamers. Even if the queen is injured, as few as 2 hits will chop off a hand if they land in the same place.&lt;br /&gt;
&lt;br /&gt;
For the safety of your pawns, it's recommended to engage the queen with large animals such as elephants, megasloths, thrumbos, or sacrifice some smaller animals to absorb her attacks while you tame. If available, proximity to psilocap plants will also reduce her damage.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=165849</id>
		<title>Hive queen</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hive_queen&amp;diff=165849"/>
		<updated>2025-07-21T17:52:18Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Hive queen&lt;br /&gt;
| image = HiveQueen east.png&lt;br /&gt;
| description = The birth mother of an insect megahive. Under suitable conditions, several distinct insect hives will merge together and produce a hive queen. The queen quickly grows in size, becoming trapped in her own burrow.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| movespeed = 3.4&lt;br /&gt;
| armorblunt = 27&lt;br /&gt;
| armorsharp = 22&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 2000&lt;br /&gt;
| filth rate = 28&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4.5&lt;br /&gt;
| healthscale = 9.8&lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 75&lt;br /&gt;
| specialtrainables = EggSpew&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 30&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head claw&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in an insect hive. Insect hives spawn as part of insect megahives and infested colony [[Landmarks|landmarks]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Taming a hive queen is possible but exceptionally dangerous. Normal tank-taming methods for insects can't be applied because her massive single-hit damage and AP often tear off fingers and whole limbs from heavily armored tamers. Even if the queen is injured, as few as 2 hits will chop off a hand if they land in the same place. For the safety of your pawns, it's recommended to engage the queen with large animals such as elephants, megasloths, thrumbos, or sacrifice some smaller animals to absorb her attacks while you tame.&lt;br /&gt;
&lt;br /&gt;
If [[sentience catalyst]] is used for taming, it should be administered right before the end of the taming attempt to avoid giving her a damage boost. If available, proximity to psilocap plants will also reduce her damage while not affecting the taming chance.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
HiveQueen east.png|Facing east&lt;br /&gt;
HiveQueen north.png|Facing north &lt;br /&gt;
HiveQueen south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated HiveQueen east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated HiveQueen north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated HiveQueen south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Colossus_toad&amp;diff=165848</id>
		<title>Colossus toad</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Colossus_toad&amp;diff=165848"/>
		<updated>2025-07-21T16:20:08Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Colossus Toad&lt;br /&gt;
| image = ColossusToad east.png&lt;br /&gt;
| description = A massive frog bioengineered for industrial farms. While safe to eat, its thick skin secretes an unpleasant slime.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.2&lt;br /&gt;
| min comfortable temperature = -10&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 220&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.25&lt;br /&gt;
| toxic resistance = 0&lt;br /&gt;
| combatPower = 60&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| healthscale = 0.8&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = Lightleather&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| lifespan = 8&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 10&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Teeth&lt;br /&gt;
| attack1chancefactor = 0.7&lt;br /&gt;
| attack2dmg = 7&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| livesin_glowforest = 1&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ColossusToad east.png|Facing east&lt;br /&gt;
ColossusToad north.png|Facing north &lt;br /&gt;
ColossusToad south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SwimmingColossusToad east.png|Swimming east&lt;br /&gt;
SwimmingColossusToad north.png|Swimming north &lt;br /&gt;
SwimmingColossusToad south.png|Swimming south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated ColossusToad east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated ColossusToad north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated ColossusToad south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=165847</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=165847"/>
		<updated>2025-07-21T16:12:04Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
0. TESTING&lt;br /&gt;
--&amp;gt;{{#switch: {{lc:{{{set property|}}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#vardefine:setProperty | true }}&lt;br /&gt;
 | 0 | no | n | f | false = {{#vardefine:setProperty |}}&lt;br /&gt;
 | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1. HEAD&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}&lt;br /&gt;
  | furniture | medicine = c_01&lt;br /&gt;
  | structure = c_02&lt;br /&gt;
  | resource = c_03&lt;br /&gt;
  | weapon = c_06&lt;br /&gt;
  | animal | food = c_08&lt;br /&gt;
  | fabric = c_09&lt;br /&gt;
  | security = c_10&lt;br /&gt;
  | area | exotic = c_11&lt;br /&gt;
  | metallic | stony = c_12&lt;br /&gt;
  | plant = c_14&lt;br /&gt;
  | leathery = c_22&lt;br /&gt;
  | drug = c_24&lt;br /&gt;
  | production = c_25&lt;br /&gt;
  | psycast = c_09&lt;br /&gt;
}} }}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{#var:Name}}&amp;quot;&amp;gt;[[File:{{{image|{{#var:Name}} }}}|{{{imagesize|250x250px}}}|link = {{#var:Name}}|{{#var:Name}}]]{{#if: {{#var:setProperty}} | {{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}} }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 2. BASE STATS --&amp;gt;&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Base Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#if: {{{type2|}}} |&amp;amp;#32;–&amp;amp;#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|2}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|3}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|4}} }} }}&lt;br /&gt;
;Stuff Categories&lt;br /&gt;
:{{{stuff category|}}} {{#if: {{{color|}}} |&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{color|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{color|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{color|}}}|,|2}}|)}} }}&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;Buildings and items made with this as stuff will have the color RGB: {{{color|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{tech level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Tech Level = {{{tech level|}}} }} }}&lt;br /&gt;
;Tech Level&lt;br /&gt;
:[[Tech levels|{{{tech level|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Class = {{{class|}}} Weapons}} }}&lt;br /&gt;
;Weapon Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--&amp;gt;&lt;br /&gt;
{{#if: {{{marketvalue|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{{marketvalue|}}} }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{{marketvalue|}}} }}&amp;amp;nbsp;{{Icon Small|silver}}&lt;br /&gt;
| {{#ifeq: {{lc:{{{constructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | Nutrition | |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{Market Value Calculator}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{Market Value Calculator}} }}&amp;amp;nbsp;{{Icon Small|silver}} &amp;lt;abbr title=&amp;quot;This value is automatically calculated by the wiki and may not be correct&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt; }} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stack limit|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stack Limit = {{{stack limit|}}} }} }}&lt;br /&gt;
;Stack Limit&lt;br /&gt;
:{{{stack limit|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass Base = {{{mass base|}}} }} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|&amp;lt;abbr title=&amp;quot;Beauty score when outdoors&amp;quot;&amp;gt;({{{beauty outdoors|}}})&amp;lt;/abbr&amp;gt; }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{styledominance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Style Dominance = {{{styledominance|}}} }} }}&lt;br /&gt;
  {{#if: {{{style|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Style = {{{style|}}} }} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Style Dominance&lt;br /&gt;
:{{{style|}}} {{{styledominance|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Durability --&amp;gt;&lt;br /&gt;
{{#if: {{{hp|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Base = {{{hp|}}} }} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Deterioration Rate Base = {{{deterioration|}}} }} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Flammability Base = {{{flammability|}}} }} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{%| {{{flammability|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{days to rot|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Days To Start Rot Base = {{{days to rot|}}} }} }}&lt;br /&gt;
;Days To Start Rot&lt;br /&gt;
:{{{days to rot|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min safe temperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Safe Temperature = {{{min safe temperature|}}} }} }}&lt;br /&gt;
;Min Safe Temperature&lt;br /&gt;
:{{Temperature| {{{min safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max safe temperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Safe Temperature = {{{max safe temperature|}}} }} }}&lt;br /&gt;
;Max Safe Temperature&lt;br /&gt;
:{{Temperature| {{{max safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{spoiling rate per degree per tick|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Spoiling Rate = {{{spoiling rate per degree per tick|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;per °C outside the safe temperature per tick&amp;quot;&amp;gt;Spoiling Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{spoiling rate per degree per tick|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
{{#if: {{{rotatable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{ucfirst:{{{rotatable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{path cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Path Cost = {{{path cost|}}} }} }}&lt;br /&gt;
;Path Cost&lt;br /&gt;
:{{{path cost|}}} ({{%|1 / (1 + {{{path cost|}}} * 0.077) round 2}})&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Forest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_glowforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Glowforest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_temperateswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Swamp = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Rainforest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Swamp = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Arid Shrubland = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Desert = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Extreme Desert = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Boreal Forest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_coldbog|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Cold Bog = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tundra = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Ice Sheet = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Sea Ice = true }} }} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Refuelable --&amp;gt;&lt;br /&gt;
{{#if: {{{fuel filter|}}} {{{fuel capacity|}}} {{{fuel consumption rate|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Fuel&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{{fuel filter|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fuel Filter = {{{fuel filter|}}} }} }}&lt;br /&gt;
;Usable Item(s)&lt;br /&gt;
:{{Icon Small|{{{fuel filter|}}}|16}} [[{{{fuel filter|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fuel capacity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fuel Capacity = {{{fuel capacity|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Maximum Capacity of Fuel in Units&amp;quot;&amp;gt;Capacity&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{fuel capacity|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fuel consumption rate|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fuel Consumption Rate = {{{fuel consumption rate|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Units of Fuel Consumed per Day/Charge&amp;quot;&amp;gt;Consumption Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{fuel consumption rate|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fuel consumption per tick in rain|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fuel Consumption Rate In Rain = {{{fuel consumption per tick in rain|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Additional Fuel Consumed per Tick when in Rain&amp;quot;&amp;gt;In Rain&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{fuel consumption per tick in rain|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Mineable --&amp;gt;&lt;br /&gt;
{{#if: {{{mineable thing|}}} {{{mineable yield|}}} {{{mineable scatter commonality|}}} {{{mineable scatter lump size range|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Ore&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{{mineable thing|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mineable Thing = {{{mineable thing|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mineable yield|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mineable Yield = {{{mineable yield|}}} }} }}&lt;br /&gt;
;Resource Base Yield&lt;br /&gt;
:{{Icon Small|{{{mineable thing|}}}||{{{mineable yield|}}}}} [[{{{mineable thing|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mineable scatter commonality|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mineable Scatter Commonality = {{{mineable scatter commonality|}}} }} }}&lt;br /&gt;
;Ore Commonality&lt;br /&gt;
:{{{mineable scatter commonality|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mineable scatter lump size range|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mineable Scatter Lump Size Range = {{{mineable scatter lump size range|}}} }} }}&lt;br /&gt;
;Vein Size&lt;br /&gt;
:{{{mineable scatter lump size range|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 3. BUILDING --&amp;gt;&lt;br /&gt;
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{efficiency|}}} {{{speed|}}} {{{airtight|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Building&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}} | {{#vardefine: size | {{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{{size|}}}|}}|×|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|*|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|x|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|ˣ|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|+|&amp;amp;nbsp;+}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Size = {{#var:size}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#var:size}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minifiable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minifiable = {{{minifiable|}}} }} }}&lt;br /&gt;
;Minifiable&lt;br /&gt;
:{{ucfirst:{{{minifiable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Placeable = {{{placeable|}}} }} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{ucfirst:{{{placeable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{passability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Passability = {{{passability|}}} }} }}&lt;br /&gt;
;Passability&lt;br /&gt;
:{{{passability|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}} | {{#ifexpr: {{{cover|}}} &amp;gt; 0.75 |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness = 0.75}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:75%&lt;br /&gt;
| {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness= {{{cover|}}} }} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{%| {{{cover|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{edifice|}}}&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }}&lt;br /&gt;
;Edifice&lt;br /&gt;
:{{{edifice|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blockswind|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blocks Wind = {{{blockswind|}}} }} }}&lt;br /&gt;
;Blocks Wind&lt;br /&gt;
:{{ucfirst:{{{blockswind|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{terrain affordance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }} }}&lt;br /&gt;
;Terrain Affordance&lt;br /&gt;
:{{ucfirst:{{{terrain affordance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Power Consumption = {{{power|}}} }} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}} W&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleanliness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cleanliness = {{{cleanliness|}}} }} }}&lt;br /&gt;
;Cleanliness&lt;br /&gt;
:{{{cleanliness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleaning time factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cleaning Time Factor = {{{cleaning time factor|}}} }} }}&lt;br /&gt;
;Cleaning Time Multiplier&lt;br /&gt;
:{{%| {{{cleaning time factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{filth multiplier|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Filth Multiplier = {{{filth multiplier|}}} }} }}&lt;br /&gt;
;Filth Multiplier&lt;br /&gt;
:{{%| {{{filth multiplier|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}} |&lt;br /&gt;
  {{#vardefine:Facility1 | {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }} }}&lt;br /&gt;
  {{#vardefine:Facility2 | {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }} }}&lt;br /&gt;
  {{#vardefine:Facility3 | {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }} }}&lt;br /&gt;
  {{#vardefine:Facility4 | {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }} }}&lt;br /&gt;
  {{#vardefine:Facility5 | {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Facility = {{#var:Facility1}} | Facility = {{#var:Facility2}} | Facility = {{#var:Facility3}} | Facility = {{#var:Facility4}} | Facility = {{#var:Facility5}} }} }}&lt;br /&gt;
;Facility&lt;br /&gt;
:[[{{#var:Facility1}}]]{{#if: {{#var:Facility2}} |, [[{{#var:Facility2}}]]}}{{#if: {{#var:Facility3}} |, [[{{#var:Facility3}}]]}}{{#if: {{#var:Facility4}} |, [[{{#var:Facility4}}]]}}{{#if: {{#var:Facility5}} |, [[{{#var:Facility5}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Furniture --&amp;gt;&lt;br /&gt;
{{#if: {{{glowradius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Glow Radius = {{{glowradius|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{glowcolor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Glow Color = {{{glowcolor|}}} }} }}&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{glowcolor|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }}&lt;br /&gt;
  {{#vardefine:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Light Radius = {{#var:LightRadius}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{#var:LightRadius}} round 2}} &amp;lt;!--&lt;br /&gt;
Color Square: --&amp;gt;&amp;lt;abbr title=&amp;quot;RGB: {{{glowcolor|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{heatpersecond|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Heat Per Second = {{{heatpersecond|}}} }} }}&lt;br /&gt;
;Heat Per Second&lt;br /&gt;
:{{{heatpersecond|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maxheattemperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Heat Temperature = {{{maxheattemperature|}}} }} }}&lt;br /&gt;
;Stops Heating At&lt;br /&gt;
:{{Temperature| {{{maxheattemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mincooltemperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Cool Temperature = {{{mincooltemperature|}}} }} }}&lt;br /&gt;
;Stops Cooling At&lt;br /&gt;
:{{Temperature| {{{mincooltemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{surgery success chance factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }} }}&lt;br /&gt;
;Surgery Success Chance Factor&lt;br /&gt;
:{{{surgery success chance factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness = {{{rest effectiveness|}}} }} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Comfort Base = {{{comfort|}}} }} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Comfort Offset = {{{comfort offset|}}} }} }}&lt;br /&gt;
;Comfort Offset&lt;br /&gt;
:{{{comfort offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Recreation --&amp;gt;&lt;br /&gt;
{{#if: {{{recreation power|}}} {{{recreation type|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Recreation Power = {{{recreation power|}}} | Recreation Type = {{ucfirst: {{{recreation type|}}} }} }} }}&lt;br /&gt;
;Recreation&lt;br /&gt;
:{{#if: {{{recreation power|}}} | {{%| {{{recreation power|}}} }} }} {{{recreation type|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Production --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Factor = {{{work speed factor|}}} }} }}&lt;br /&gt;
;Work Speed Factor&lt;br /&gt;
:{{%| {{{work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work efficiency factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Efficiency Factor = {{{work efficiency factor|}}} }} }}&lt;br /&gt;
;Work Efficiency Factor&lt;br /&gt;
:{{%| {{{work efficiency factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{unpowered work speed factor|}}} | &amp;lt;!-- work speed at an unpowered workstation --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Unpowered Work Speed Factor = {{{unpowered work speed factor|}}} }} }}&lt;br /&gt;
;Unpowered Work Speed Factor&lt;br /&gt;
:{{%| {{{unpowered work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Misc --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Offset = {{{work speed offset|}}} }} }}&lt;br /&gt;
;Work Speed Offset&lt;br /&gt;
:{{{work speed offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max simultaneous facilities|}}} | &amp;lt;!-- how many of these facilities a work table can be connected to --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Simultaneous Facilities = {{{max simultaneous facilities|}}} }} }}&lt;br /&gt;
;Max Simultaneous Facilities&lt;br /&gt;
:{{{max simultaneous facilities|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}} | &amp;lt;!-- efficiency of a battery --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Efficiency = {{{efficiency|}}} }} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{%| {{{efficiency|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{airtight|}}} | &amp;lt;!-- whether a building is airtight for Odyssey Vacuum --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Airtight = {{{airtight|}}} }} }}&lt;br /&gt;
;Airtight&lt;br /&gt;
:{{ucfirst:{{{airtight|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{paintable|}}} | &amp;lt;!-- Paintable property. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Paintable= {{{paintable|}}} }} }}&lt;br /&gt;
;Paintable &lt;br /&gt;
:{{ucfirst:{{{paintable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Floors --&amp;gt;&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Factor = {{{speed|}}} }} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{%| {{{speed|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MECHANOID --&amp;gt;&lt;br /&gt;
{{#if: {{{EMP resistance|}}} {{{bandwidth cost|}}} {{{wastepacks per recharge|}}} {{{control taking time|}}} {{{repair energy cost|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Mechanoid&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{EMP resistance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:EMP Resistance = {{{EMP resistance|}}} }} }}&lt;br /&gt;
;EMP Resistance&lt;br /&gt;
:{{%| {{{EMP resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bandwidth cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bandwidth Cost = {{{bandwidth cost|}}} }} }}&lt;br /&gt;
;Bandwidth Cost&lt;br /&gt;
:{{{bandwidth cost|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wastepacks per recharge|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wastepacks Per Recharge = {{{wastepacks per recharge|}}} }} }}&lt;br /&gt;
;Wastepacks Per Recharge&lt;br /&gt;
:{{{wastepacks per recharge|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{control taking time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Control Taking Time = {{{control taking time|}}} }} }}&lt;br /&gt;
;Control Taking Time&lt;br /&gt;
:{{{control taking time|}}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{repair energy cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:repair energy cost = {{{repair energy cost|}}} }} }}&lt;br /&gt;
;repair energy cost&lt;br /&gt;
:{{--|{{%| {{{repair energy cost|}}} }}}} / 100 {{HP}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 4. APPAREL --&amp;gt;&lt;br /&gt;
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}}  {{{coverage|}}} {{{layer|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;{{#ifeq: {{{type|}}} | Gear | Apparel| Armor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Base= {{{insulationcold|}}} }} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{Temperature| {{{insulationcold|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Base= {{{insulationheat|}}} }} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{Temperature| {{{insulationheat|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcoldfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Cold&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationcoldfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheatfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Heat&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationheatfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp = {{{armorsharp|}}} }} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt = {{{armorblunt|}}} }} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat = {{{armorheat|}}} }} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharpfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Sharp&lt;br /&gt;
:{{{armorsharpfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorbluntfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Blunt&lt;br /&gt;
:{{{armorbluntfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheatfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Heat&lt;br /&gt;
:{{{armorheatfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{lc:{{{countsAsClothingForNudity|{{{clothing for nudity|}}} }}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = True }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:True&lt;br /&gt;
 | 0 | no | n | f | false = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = False }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:False&lt;br /&gt;
 | #default = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{coverage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Coverage = {{{coverage|}}} }} }}&lt;br /&gt;
;Coverage&lt;br /&gt;
:{{{coverage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{layer|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:layer= {{{layer|}}} }} }}&lt;br /&gt;
;Layer&lt;br /&gt;
:{{{layer|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifestage|}}} | &amp;lt;!-- Was below the switch and above coverage. Taken outside &amp;quot;Appeal&amp;quot; as the Biomutation lance seems to use it. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Lifestage = {{{lifestage|}}} }} }}&lt;br /&gt;
;Lifestage&lt;br /&gt;
:{{{lifestage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 4.5 APPAREL &lt;br /&gt;
{{#if: {{{painshockthreshold|}}}  |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Stat Effects&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if: {{{painshockthreshold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{move speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Offset= {{{move speed offset|}}} }} }}&lt;br /&gt;
;Move Speed Offset&lt;br /&gt;
:{{{move speed offset|}}} {{CS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{slave suppression offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Slave Supression Offset= {{{slave suppression offset|}}} }} }}&lt;br /&gt;
;Slave Supression Offset&lt;br /&gt;
:{{{slave suppression offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{vacuum resistance offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Vacuum Resistance Offset= {{{vacuum resistance offset|}}} }} }}&lt;br /&gt;
;Vacuum Resistance Offset&lt;br /&gt;
:{{{vacuum resistance offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- 5. PAWN STATS --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Animal Health ---&amp;gt;&lt;br /&gt;
{{#if: {{{combatPower|}}} {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{psychic sensitivity|}}} {{{toxic resistance|}}} {{{toxic environment resistance|}}} {{{vacuum resistance|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Pawn Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type2|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{combatPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Combat Power = {{{combatPower|}}} }} }}&lt;br /&gt;
;Combat Power&lt;br /&gt;
:{{{combatPower}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Base = {{{movespeed|}}} }} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}} {{CS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{healthscale|}}} | &amp;lt;!-- please add a short explanation of this property here --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Health Scale = {{{healthscale|}}} }} }}&lt;br /&gt;
;Health Scale&lt;br /&gt;
:{{%|{{{healthscale|}}} }} {{HP}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Size = {{{bodysize|}}} }} }}&lt;br /&gt;
;Body Size&lt;br /&gt;
:{{{bodysize|}}}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Moved outside as this is always used. There is no performance difference. --&amp;gt;&lt;br /&gt;
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}&lt;br /&gt;
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}&lt;br /&gt;
  &lt;br /&gt;
{{#ifeq: {{{type|}}} | Mechanoid |&lt;br /&gt;
;Mass&lt;br /&gt;
:{{#var:MassAdult}} kg  &lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Entity |&lt;br /&gt;
;Mass&lt;br /&gt;
:{{#var:MassAdult}} kg  &lt;br /&gt;
| &lt;br /&gt;
  &amp;lt;!-- Most animal babies are 0.2 the size of the adults, but birds are 0.1 --&amp;gt;&lt;br /&gt;
  {{#vardefine:BabyScale | {{{babyscale|0.2}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Baby Scale = {{#var:BabyScale}} }} }}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Mass is 60*bodysize, with no exceptions --&amp;gt;&lt;br /&gt;
  {{#vardefine:MassYoung | {{#expr: 60 * {{{bodysize}}} * {{#var:BabyScale}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Young = {{#var:MassYoung}} }} }}&lt;br /&gt;
;Mass - Baby&lt;br /&gt;
:{{#var:MassYoung}} kg&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassJuvenile | {{#expr: 60 * {{{bodysize}}} * 0.5 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Juvenile = {{#var:MassJuvenile}} }} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{#var:MassJuvenile}} kg&lt;br /&gt;
&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{#var:MassAdult}} kg&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{packanimal|}}} }} | true |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Entity | |&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} -0.000001 round0}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Carrying Capacity = {{#var:CarryingCapacity}} }} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var:CarryingCapacity}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ridingspeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Riding Speed = {{{ridingspeed|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Multiplier to the caravan's movement speed.&amp;quot;&amp;gt;Riding Speed&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{ridingspeed|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#vardefineecho:FilthRate | {{{filth rate|{{#if: {{{bodysize|}}} | 1}} }}} }} | &amp;lt;!-- Filth rate seems to default to 1 in game if it's not set in the xml. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Animal Filth Rate = {{#var:FilthRate}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The average amount of filth produced on constructed floors per 1000 cells walked by this creature.&amp;quot;&amp;gt;Filth Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:FilthRate}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Base Hunger Rate = {{{hungerrate|}}} | Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round 2}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition lost per day.&amp;quot;&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} Nutrition/Day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Diet = {{#explode:{{{diet|}}}|,|0}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|1}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|2}} }} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Life Expectancy = {{{lifespan|}}} }} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}} years&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter when attacked.&amp;quot;&amp;gt;Manhunter Chance&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhunter|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter on a failed taming attempt.&amp;quot;&amp;gt;Manhunter Chance (Taming)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhuntertame|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
    {{#switch: {{lc: {{{trainable|}}} }}&lt;br /&gt;
      | none =         {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | hauling only = {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = yes }}&lt;br /&gt;
      | simple =       {{#set:Can Train Guard = yes | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | intermediate = {{#set:Can Train Guard = yes | Can Train Attack = yes | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | advanced =     {{#set:Can Train Guard = yes | Can Train Attack = yes&lt;br /&gt;
        | Can Train Rescue = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.65| no | yes}}&lt;br /&gt;
        | Can Train Haul   = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.4 | no | yes}}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{ucfirst:{{{trainable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wildness = {{{wildness|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Wilder creatures are naturally more difficult to tame, train, and handle.&amp;quot;&amp;gt;Wildness&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{wildness|}}} | 0 }}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: MinHandlingSkill | {{#if: {{{min handling skill|}}} | {{{min handling skill|}}} | {{#expr:&lt;br /&gt;
  {{#expr:&lt;br /&gt;
    {{#ifexpr: {{{wildness|}}} &amp;lt; 0.151 | 0 | {{#expr: {{{wildness|}}}*10 - 0.01 - {{#ifexpr: {{{wildness|}}} &amp;gt; 0.7 | 0 | 1 }}  round 0 }} }}&lt;br /&gt;
  }} &amp;lt;!-- Changed to use the formula described in [[Minimum_Handling_Skill]]. The &amp;quot;-0.01&amp;quot; is to simulate the rounding half down. This could be changed to return values against a table, but this is clearer and seemlingly faster.--&amp;gt;&lt;br /&gt;
     {{#ifeq: {{#var:Name}} | Human | + 7 }}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Handling Skill = {{#var:MinHandlingSkill}} }} }}&lt;br /&gt;
  {{#ifeq: {{#var:MinHandlingSkill}}|0||&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.&amp;quot;&amp;gt;Minimum Handling Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:MinHandlingSkill}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{petness|}}} | {{#if: {{#var:setProperty}} | {{#set:Petness = {{{petness|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}} | true | {{#if: {{#var:setProperty}} | {{#set:Is Predator = true}} }}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{roamMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Roam Mtb Days = {{{roamMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will attempt to roam away if not in a pen.&amp;quot;&amp;gt;Roam Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{roamMtb|}}} days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nuzzleMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will nuzzle friendly colonists, on average.&amp;quot;&amp;gt;Nuzzle Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ifexpr: {{{nuzzleMtb|}}} &amp;lt;= 24&lt;br /&gt;
  |{{#switch: {{{nuzzleMtb|}}}&lt;br /&gt;
     |24 = :1&amp;amp;nbsp;day&lt;br /&gt;
     |1 = :1&amp;amp;nbsp;hour&lt;br /&gt;
     |#default = :{{{nuzzleMtb|}}}&amp;amp;nbsp;hours}}&lt;br /&gt;
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&amp;amp;nbsp;days}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mateMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an awake, non-sterilised male will attempt to mate with a female, on average.&amp;quot;&amp;gt;Mate Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{mateMtb|}}} hours&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal reaches adulthood.&amp;quot;&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{juvenileage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal becomes a juvenile.&amp;quot;&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psychic sensitivity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psychic Sensitivity = {{{psychic sensitivity|}}} }} }}&lt;br /&gt;
;Psychic Sensitivity&lt;br /&gt;
:{{%|{{{psychic sensitivity|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{toxic resistance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Toxic Resistance = {{{toxic resistance|}}} }} }}&lt;br /&gt;
;Toxic Resistance&lt;br /&gt;
:{{%|{{{toxic resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{toxic environment resistance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Toxic Environment Resistance = {{{toxic environment resistance|}}} }} }}&lt;br /&gt;
;Toxic Environment Resistance&lt;br /&gt;
:{{%|{{{toxic environment resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{vacuum resistance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Vacuum Resistance = {{{vacuum resistance|}}} }} }}&lt;br /&gt;
;Vacuum Resistance&lt;br /&gt;
:{{%|{{{vacuum resistance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min comfortable temperature|}}} |&lt;br /&gt;
  {{#if: {{{max comfortable temperature|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Min Comfortable Temperature = {{{min comfortable temperature|}}} }} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Max Comfortable Temperature = {{{max comfortable temperature|}}} }} }}&lt;br /&gt;
;Comfortable Temp Range&lt;br /&gt;
:{{Temperature|{{{min comfortable temperature|}}}|{{{max comfortable temperature|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 6. PRODUCTION --&amp;gt;&lt;br /&gt;
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Production&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{{meatyield|1}}} * {{{basemeatamount|1}}}&lt;br /&gt;
| {{#if: {{{meatname|}}} {{{meatyield|}}}&lt;br /&gt;
  | {{#vardefine:hasMeat|1}}&lt;br /&gt;
  | {{#ifeq: {{{type|}}}|Animal&lt;br /&gt;
    | {{#vardefine:hasMeat|1}}&lt;br /&gt;
    | {{#vardefine:hasMeat|0}}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
| {{#vardefine:hasMeat|0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{#var:hasMeat}}|&lt;br /&gt;
  {{#vardefine: MeatName | {{ucfirst: {{{meatname | {{#var:Name}} meat}}} }}}}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Meat Name = {{#var:MeatName}} }} }}&lt;br /&gt;
  &amp;lt;!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Meat_Yield for details --&amp;gt;&lt;br /&gt;
  {{#vardefine: MeatYield | {{{meatyield | {{#if: {{{bodysize|}}} |{{Meat Leather Curve | {{{basemeatamount|140}}} * {{{bodysize|}}} }} }} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Meat Yield = {{#var:MeatYield}} }} }}&lt;br /&gt;
&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#switch: {{#var:MeatName}}&lt;br /&gt;
| Human meat = {{Icon Small|Human meat||{{#var:MeatYield}}}} [[Human meat]]&lt;br /&gt;
| Insect meat = {{Icon Small|Insect meat||{{#var:MeatYield}}}} [[Insect meat]]&lt;br /&gt;
| Twisted meat = {{Icon Small|Twisted meat||{{#var:MeatYield}}}} [[Twisted meat]]&lt;br /&gt;
| #default = {{#if: {{{bodysize|}}} | {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.7 | [[File:Meat small c.png|16px|{{#var:MeatName}}|link=Meat]] | [[File:Meat big c.png|16px|{{#var:MeatName}}|link=Meat]]}} }} {{#var:MeatYield}} [[Meat|{{lc:{{#var:MeatName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{{leatheryield|1}}} * {{{baseleatheramount|1}}}&lt;br /&gt;
| {{#if: {{{leathername|}}} {{{leatheryield|}}}&lt;br /&gt;
  | {{#vardefine:hasLeather|1}}&lt;br /&gt;
  | {{#ifeq: {{{type|}}}|Animal&lt;br /&gt;
    | {{#vardefine:hasLeather|1}}&lt;br /&gt;
    | {{#vardefine:hasLeather|0}}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
| {{#vardefine:hasLeather|0}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifexpr: {{#var:hasLeather}}|&lt;br /&gt;
  {{#vardefine: LeatherName | {{ucfirst: {{{leathername | {{#var:Name}} leather}}} }}}}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Leather Name = {{#var:LeatherName}} }} }}&lt;br /&gt;
  &amp;lt;!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize--&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Leather_Yield for details --&amp;gt;&lt;br /&gt;
  {{#vardefine: LeatherYield | {{{leatheryield | {{#if: {{{bodysize|}}} |{{Meat Leather Curve | {{{baseleatheramount|40}}} * {{{bodysize|}}} }} }} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Leather Yield = {{#var:LeatherYield}} }} }}&lt;br /&gt;
&lt;br /&gt;
;Leather Yield&lt;br /&gt;
: {{Icon Small|{{#var:LeatherName}}||{{#var:LeatherYield}}}} [[{{lc:{{#var:LeatherName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milk Amount = {{{milk|}}} }} }}&lt;br /&gt;
  {{#vardefine: MilkName | {{{milkname| Milk}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milk Name = {{#var:MilkName}} }} }}&lt;br /&gt;
;Milk Amount&lt;br /&gt;
:{{Icon Small|{{#var:MilkName}}||{{{milk|}}}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milking Interval Days = {{{milktime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wool Amount = {{{wool|}}} }} }}&lt;br /&gt;
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wool Name = {{#var:WoolName}} }} }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{Icon Small|{{#var:WoolName}}||{{{wool|}}}}} [[{{lc:{{#var:WoolName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Shearing Interval Days = {{{sheartime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}} |&lt;br /&gt;
  {{#if: {{{eggsmax|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Minimum = {{{eggsmin|}}} }} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{{eggsmin|}}} to {{{eggsmax|}}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Egg Laying Interval = {{{eggtime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}} | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Average = {{{eggs_avg|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_unfertilized|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }} }}&lt;br /&gt;
;Can Lay Unfertilized Eggs&lt;br /&gt;
:{{{eggs_unfertilized|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Period Days = {{{gestation|}}} }} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
  | N/A      = :N/A&lt;br /&gt;
  | 1        = :{{{gestation|}}} day&lt;br /&gt;
  | #default = :{{{gestation|}}} days&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
	{{#if: {{#var:setProperty}} |&lt;br /&gt;
		{{#set:Offspring Per Birth = {{{offspring|}}}|Average Offspring Per Birth = {{{avg offspring|1}}} }}&lt;br /&gt;
	}}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 7. INGESTION --&amp;gt;&lt;br /&gt;
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ingestion&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nutrition|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition gained when this item or object is eaten&amp;quot;&amp;gt;Nutrition&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{nutrition}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{taste|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Taste = {{ucfirst: {{{taste|}}} }} }} }}&lt;br /&gt;
;Taste&lt;br /&gt;
:{{ucfirst: {{{taste|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingested direct thought|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ingested Direct Thought = {{{ingested direct thought|}}} }} }}&lt;br /&gt;
;Ingested Direct Thought&lt;br /&gt;
:{{{ingested direct thought|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Joy Offset = {{{joy offset|}}} }} }}&lt;br /&gt;
;Recreation Offset&lt;br /&gt;
:{{%|{{{joy offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy kind|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Joy Kind = {{{joy kind|}}} }} }}&lt;br /&gt;
;Recreation Kind&lt;br /&gt;
:{{{joy kind|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{addictiveness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Addictiveness = {{{addictiveness|}}} }} }}&lt;br /&gt;
;Addictiveness&lt;br /&gt;
:{{%| {{{addictiveness|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{food poison chance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Food Poison Chance Base = {{{food poison chance|}}} }} }}&lt;br /&gt;
;Food Poison Chance&lt;br /&gt;
:{{%| {{{food poison chance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max num to ingest at once|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Maximum Number To Ingest At Once&amp;quot;&amp;gt;Maximum To Ingest&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{max num to ingest at once|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingestion time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ingestion Time= {{{ingestion time|}}} }} }}&lt;br /&gt;
;Ingestion Time&lt;br /&gt;
:{{ticks| {{{ingestion time|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 8. STAT MODIFIERS (for Materials) --&amp;gt;&lt;br /&gt;
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Stat Modifiers&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Factor = {{{beauty factor|}}} }} }}&lt;br /&gt;
;Beauty Factor&lt;br /&gt;
:×{{{beauty factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Offset = {{{beauty offset|}}} }} }}&lt;br /&gt;
;Beauty Offset&lt;br /&gt;
:+{{{beauty offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Make Factor = {{{work to make factor|}}} }} }}&lt;br /&gt;
;Work To Make Factor&lt;br /&gt;
:×{{{work to make factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Factor = {{{work to build factor|}}} }} }}&lt;br /&gt;
;Work To Build Factor&lt;br /&gt;
:×{{{work to build factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Offset = {{{work to build offset|}}} }} }}&lt;br /&gt;
;Work To Build Offset&lt;br /&gt;
:+{{ticks| {{{work to build offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max hit points factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Factor = {{{max hit points factor|}}} }} }}&lt;br /&gt;
;Max Hit Points&lt;br /&gt;
:×{{{max hit points factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Flammability Factor = {{{flammability factor|}}} }} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:×{{{flammability factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - sharp factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp Factor = {{{armor - sharp factor|}}} }} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:×{{{armor - sharp factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - blunt factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt Factor = {{{armor - blunt factor|}}} }} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:×{{{armor - blunt factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - heat factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat Factor = {{{armor - heat factor|}}} }} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:×{{{armor - heat factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - cold factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Factor = {{{insulation - cold factor|}}} }} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:+{{Temperature| {{{insulation - cold factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - heat factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Factor = {{{insulation - heat factor|}}} }} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:+{{Temperature| {{{insulation - heat factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee blunt damage factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Blunt Damage Factor = {{{melee blunt damage factor|}}} }} }}&lt;br /&gt;
;Melee Blunt Damage&lt;br /&gt;
:×{{{melee blunt damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee sharp damage factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Sharp Damage Factor = {{{melee sharp damage factor|}}} }} }}&lt;br /&gt;
;Melee Sharp Damage&lt;br /&gt;
:×{{{melee sharp damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee cooldown factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Cooldown Factor = {{{melee cooldown factor|}}} }} }}&lt;br /&gt;
;Melee Cooldown&lt;br /&gt;
:×{{{melee cooldown factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{door opening speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Door Opening Speed Factor = {{{door opening speed factor|}}} }} }}&lt;br /&gt;
;Door Opening Speed&lt;br /&gt;
:×{{{door opening speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness Factor = {{{rest effectiveness factor|}}} }} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:×{{{rest effectiveness factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- MECHANITOR --&amp;gt;&lt;br /&gt;
{{#if: {{{mech bandwidth|}}} {{{mech control groups|}}} {{{mech gestation speed|}}} {{{mech remote repair distance|}}} {{{mech remote shield distance|}}} {{{mech remote shield energy|}}} {{{mech repair speed|}}} {{{mech work speed offset|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Mechanitor&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech bandwidth|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Bandwidth = {{{mech bandwidth|}}} }} }}&lt;br /&gt;
;Bandwidth&lt;br /&gt;
:{{+|{{{mech bandwidth|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech control groups|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Control Groups = {{{mech control groups|}}} }} }}&lt;br /&gt;
;Control Groups&lt;br /&gt;
:{{+|{{{mech control groups|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech gestation speed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Gestation Speed = {{{mech gestation speed|}}} }} }}&lt;br /&gt;
;Gestation Speed&lt;br /&gt;
:{{+|{{%| {{{mech gestation speed|}}} }}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech remote repair distance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Remote Repair Distance = {{{mech remote repair distance|}}} }} }}&lt;br /&gt;
;Remote Repair Distance&lt;br /&gt;
:{{{mech remote repair distance|}}} c&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech remote shield distance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Remote Shield Distance = {{{mech remote shield distance|}}} }} }}&lt;br /&gt;
;Remote Shield Distance&lt;br /&gt;
:{{{mech remote shield distance|}}} c&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech remote shield energy|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Remote Shield Energy = {{{mech remote shield energy|}}} }} }}&lt;br /&gt;
;Remote Shield Energy&lt;br /&gt;
:{{{mech remote shield energy|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech repair speed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Repair Speed = {{{mech repair speed|}}} }} }}&lt;br /&gt;
;Repair Speed&lt;br /&gt;
:{{+|{{%| {{{mech repair speed|}}} }}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mech work speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mech Work Speed Offset = {{{mech work speed offset|}}} }} }}&lt;br /&gt;
;Work Speed Offset&lt;br /&gt;
:{{+|{{%| {{{mech work speed offset|}}} }}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 9. MEDICAL --&amp;gt;&lt;br /&gt;
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Medical&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical potency base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Medical Potency Base = {{{medical potency base|}}} }} }}&lt;br /&gt;
;Medical Potency&lt;br /&gt;
:{{%| {{{medical potency base|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical quality max|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Medical Quality Max = {{{medical quality max|}}} }} }}&lt;br /&gt;
;Max medical tend quality&lt;br /&gt;
:{{%| {{{medical quality max|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 10. PLANT STATS --&amp;gt;&lt;br /&gt;
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Plant Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{grow days|}}} |&lt;br /&gt;
  {{#vardefine:realGrowDays | {{#expr: {{{grow days|}}} / 0.54167 round 2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Grow Days = {{{grow days|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{grow days|}}} days &amp;lt;abbr title=&amp;quot;Actual days to grow, taking into account rest time&amp;quot;&amp;gt;({{#var:realGrowDays}} days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespanDaysPerGrowDays|}}} |&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }} }}&lt;br /&gt;
;Lifespan&lt;br /&gt;
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite |  {{#if: {{#var:setProperty}} | {{#set:Lifespan = {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} }} }}{{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} days}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sow work|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Sow Work = {{{sow work|}}} }} }}&lt;br /&gt;
;Work to Sow&lt;br /&gt;
:{{ticks| {{{sow work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{harvest work|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Work = {{{harvest work|}}} }} }}&lt;br /&gt;
;Work to Harvest&lt;br /&gt;
:{{ticks| {{{harvest work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product|}}} |&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Assumes 1x multipliers from difficulty, pawn stats, and other sources.&amp;quot;&amp;gt;Base Harvest Yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
  {{#if: {{{sow work|}}} |&lt;br /&gt;
    {{#if: {{{harvest work|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Work = {{#expr:{{{yield|}}}/( {{{sow work|}}} + {{{harvest work|}}})}} }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min sowing skill|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Minimum skill required to sow the plant&amp;quot;&amp;gt;Min Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min fertility|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Min = {{{min fertility|}}} }} }}&lt;br /&gt;
;Min Fertility&lt;br /&gt;
:{{%| {{{min fertility|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}} | &amp;lt;!-- Combined, due to prior redundant condition --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }} }}&lt;br /&gt;
;Fertility Sensitivity&lt;br /&gt;
:{{%| {{{fertility sensitivity|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Min Grow Light = {{{min grow light|0.51}}} }} }}&lt;br /&gt;
;Min light to grow&lt;br /&gt;
:{{%| {{{min grow light|0.51}}} }}&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{{yield|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (70)  = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} }}&lt;br /&gt;
}} }} }}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WEAPONS --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 11. RANGED COMBAT --&amp;gt; &amp;lt;!-- &amp;quot;Damage type&amp;quot; removed from this IF because it requires a defined &amp;quot;damage&amp;quot; field to be set. Replaced with &amp;quot;mode&amp;quot;. --&amp;gt;&lt;br /&gt;
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown|}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ranged Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Damage Base = {{{damage|}}} }}  }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}} dmg {{#if: {{{damage type|}}} | {{#if: {{#var:setProperty}} | {{#set:Damage Type = {{ucfirst:{{{damage type|}}} }} }} }}([[Damage Types#{{ucfirst:{{{damage type|}}} }}|{{ucfirst:{{{damage type|}}} }}]])}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Penetration = {{{armorPenetration|}}} }} }}&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Aiming Time Base = {{{warmup|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time it takes to aim the weapon&amp;quot;&amp;gt;Warm-Up&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{warmup|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ranged Cooldown Base = {{{cooldown|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Waiting time before you can aim again after firing&amp;quot;&amp;gt;Cooldown&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Range = {{{range|}}} }} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Range = {{{minrange|}}} }} }}&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}} |&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Accuracy (Touch) Base = {{{accuracyTouch|}}} }} }}&lt;br /&gt;
  {{#if: {{{accuracyShort|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Accuracy (Short) Base = {{{accuracyShort|}}} }} }}&lt;br /&gt;
    {{#if: {{{accuracyMedium|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Accuracy (Medium) Base = {{{accuracyMedium|}}} }} }}&lt;br /&gt;
      {{#if: {{{accuracyLong|}}} |&lt;br /&gt;
        {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Touch % - Short % - Medium % - Long %&amp;quot;&amp;gt;Accuracy&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Velocity = {{{velocity|}}} }} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Count = {{{burst|}}} }} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time between shots in a single burst&amp;quot;&amp;gt;Burst Ticks&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{burstTicks|}}} }}&amp;lt;br/&amp;gt;({{#expr: 3600 / {{{burstTicks|}}} round2}} &amp;lt;abbr title=&amp;quot;Rounds Per Minute&amp;quot;&amp;gt;RPM&amp;lt;/abbr&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Missed shots are forced to land within this radius&amp;quot;&amp;gt;Miss Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{missRadius|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blast Radius = {{{blastRadius|}}} }} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}} |&lt;br /&gt;
  {{#vardefine:maximumDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60))) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maximum DPS = {{#var:maximumDPS}} }} }}&lt;br /&gt;
  {{#vardefine:maximumBandolierDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} * 0.8 + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60) )) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maximum Bandolier DPS = {{#var:maximumBandolierDPS}} }} }}&lt;br /&gt;
  {{#vardefine:maximumTriggerhappyDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }}*0.5 + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60) )) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maximum Triggerhappy DPS = {{#var:maximumTriggerhappyDPS}} }} }}&lt;br /&gt;
  {{#vardefine:maximumBandolierTriggerhappyDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} * 0.8 + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }}*0.5 + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ) )) / 60) )) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maximum BandolierTriggerhappy DPS = {{#var:maximumBandolierTriggerhappyDPS}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Formatted as: Maximum damage per second&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:maximumDPS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.&amp;quot;&amp;gt;Stopping power&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stoppingPower|}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 12. MELEE COMBAT --&amp;gt; &amp;lt;!-- Reduced IF as some of these make no sense if the previous ones aren't defined.--&amp;gt;&lt;br /&gt;
{{#if: {{{attack1label|}}}{{{attack1labelNoLocation|}}}{{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack2label|}}}{{{attack2labelNoLocation|}}}{{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack3label|}}}{{{attack3labelNoLocation|}}}{{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack4label|}}}{{{attack4labelNoLocation|}}}{{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack5label|}}}{{{attack5labelNoLocation|}}}{{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack6label|}}}{{{attack6labelNoLocation|}}}{{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{attack7label|}}}{{{attack7labelNoLocation|}}}{{{attack7dmg|}}}{{{attack7ap|}}}{{{attack7type|}}}{{{attack7part|}}}{{{attack7cool|}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Melee Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animal Melee Combat // This increments depth by 1. I deem the -2500 Preprocessor visited node count, -3000 Post-expand include size, and -100 template size worth it. --&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Label = {{{attack1label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Label No Location = {{{attack1labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{attack1dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack1AP | {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{#var:Attack1AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{attack1part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 DPS = {{#var:Attack1DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Ensure Linked Body Parts Group Always Usable = {{{attack1ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Always Treat As Weapon = {{{attack1alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{#if: {{{attack1label|}}}|{{#if: {{{attack1labelNoLocation|}}}|{{ucfirst:{{{attack1label|}}}}} ({{ucfirst:{{{attack1labelNoLocation|}}}}})|{{ucfirst:{{{attack1label|}}} }} }}|{{ucfirst:{{{attack1part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack1chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack1stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Label = {{{attack2label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Label No Location = {{{attack2labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{attack2dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack2AP | {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{#var:Attack2AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{attack2part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 DPS = {{#var:Attack2DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Ensure Linked Body Parts Group Always Usable = {{{attack2ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Always Treat As Weapon = {{{attack2alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{#if: {{{attack2label|}}}|{{#if: {{{attack2labelNoLocation|}}}|{{ucfirst:{{{attack2label|}}}}} ({{ucfirst:{{{attack2labelNoLocation|}}}}})|{{ucfirst:{{{attack2label|}}} }} }}|{{ucfirst:{{{attack2part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack2chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack2stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Label = {{{attack3label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Label No Location = {{{attack3labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{attack3dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack3AP | {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{#var:Attack3AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{attack3part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 DPS = {{#var:Attack3DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Ensure Linked Body Parts Group Always Usable = {{{attack3ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Always Treat As Weapon = {{{attack3alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{#if: {{{attack3label|}}}|{{#if: {{{attack3labelNoLocation|}}}|{{ucfirst:{{{attack3label|}}}}} ({{ucfirst:{{{attack3labelNoLocation|}}}}})|{{ucfirst:{{{attack3label|}}} }} }}|{{ucfirst:{{{attack3part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack3chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}| &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack3stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Label = {{{attack4label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Label No Location = {{{attack4labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{attack4dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack4AP | {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{#var:Attack4AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{attack4part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 DPS = {{#var:Attack4DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Ensure Linked Body Parts Group Always Usable = {{{attack4ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Always Treat As Weapon = {{{attack4alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{#if: {{{attack4label|}}}|{{#if: {{{attack4labelNoLocation|}}}|{{ucfirst:{{{attack4label|}}}}} ({{ucfirst:{{{attack4labelNoLocation|}}}}})|{{ucfirst:{{{attack4label|}}} }} }}|{{ucfirst:{{{attack4part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack4chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack4stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Label = {{{attack5label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Label No Location = {{{attack5labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Damage = {{{attack5dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack5AP | {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 AP = {{#var:Attack5AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Part = {{ucfirst:{{{attack5part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 DPS = {{#var:Attack5DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Ensure Linked Body Parts Group Always Usable = {{{attack5ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Always Treat As Weapon = {{{attack5alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack 5&lt;br /&gt;
:{{#if: {{{attack5label|}}}|{{#if: {{{attack5labelNoLocation|}}}|{{ucfirst:{{{attack5label|}}}}} ({{ucfirst:{{{attack5labelNoLocation|}}}}})|{{ucfirst:{{{attack5label|}}} }} }}|{{ucfirst:{{{attack5part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack5chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack5stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Label = {{{attack6label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Label No Location = {{{attack6labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Damage = {{{attack6dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack6AP | {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 AP = {{#var:Attack6AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Part = {{ucfirst:{{{attack6part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 DPS = {{#var:Attack6DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Ensure Linked Body Parts Group Always Usable = {{{attack6ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Always Treat As Weapon = {{{attack6alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack 6&lt;br /&gt;
:{{#if: {{{attack6label|}}}|{{#if: {{{attack6labelNoLocation|}}}|{{ucfirst:{{{attack6label|}}}}} ({{ucfirst:{{{attack6labelNoLocation|}}}}})|{{ucfirst:{{{attack6label|}}} }} }}|{{ucfirst:{{{attack6part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack6chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack6stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack7dmg|}}}{{{attack7type|}}}{{{attack7part|}}}{{{attack7cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Label = {{{attack7label|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Label No Location = {{{attack7labelNoLocation|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Damage = {{{attack7dmg|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack7AP | {{{attack7ap|{{#expr: ({{{attack7dmg|}}}*1.5-0.001) round 0}} }}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 AP = {{#var:Attack7AP}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Type = {{ucfirst:{{{attack7type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Part = {{ucfirst:{{{attack7part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Cooldown = {{{attack7cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Chance Factor = {{{attack7chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack7DPS | {{#expr: {{{attack7dmg|}}} / ({{{attack7cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 DPS = {{#var:Attack7DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Stun = {{{attack7stun|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Ensure Linked Body Parts Group Always Usable = {{{attack7ensureLinkedBodyPartsGroupAlwaysUsable|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 7 Always Treat As Weapon = {{{attack7alwaysTreatAsWeapon|}}} }} }}&lt;br /&gt;
;Attack 7&lt;br /&gt;
:{{#if: {{{attack7label|}}}|{{#if: {{{attack7labelNoLocation|}}}|{{ucfirst:{{{attack7label|}}}}} ({{ucfirst:{{{attack7labelNoLocation|}}}}})|{{ucfirst:{{{attack7label|}}} }} }}|{{ucfirst:{{{attack7part|Body part?}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack7dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack7type|}}} }}|{{ucfirst:{{{attack7type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack7ap|{{#expr: ({{{attack7dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack7cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack7chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack7chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack7stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack7stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#varexists: Attack1DPS}} | &amp;lt;!-- Defined on the &amp;quot;attack1&amp;quot; block.--&amp;gt;&lt;br /&gt;
  {{#vardefine:MobAverageDPS|{{#expr:0.62*{{True Melee DPS Calculator|{{#var:Name}} }} }} }}{{#if: {{#var:setProperty}} | {{#set:Mob Average DPS = {{#var:MobAverageDPS}} }} }}&lt;br /&gt;
;Average {{DPS}}&lt;br /&gt;
:{{#var:MobAverageDPS}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{mode|}}} }} | melee |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack1part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack1chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{body part|}}} | &amp;lt;!-- Body part that is replaced by an artificial body part --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Part = {{{body part|}}} }} }} &amp;lt;!-- appliedOnFixedBodyParts or appliedOnFixedBodyPartGroups in the xml.--&amp;gt;&lt;br /&gt;
;Body Part&lt;br /&gt;
:{{{body part|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack2part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack2chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack3part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack3chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack4part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack4chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var:MeleeAttack1Chance}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2DPS}} * {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3DPS}} * {{#var:MeleeAttack3Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:meleeattack2dmg}} * {{#var:MeleeAttack2Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var:MeleeAttack1DPS}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- 13. CREATION ---&amp;gt;&lt;br /&gt;
{{#if: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} {{{product amount|}}} {{{work speed stat|}}} {{{gestation cycles|}}}  {{{ritual duration|}}}  {{{ritual cooldown|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Creation&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{production facility 1|}}} | &amp;lt;!-- Compressed --&amp;gt;&lt;br /&gt;
	{{#if: {{#var:setProperty}} | {{#set:Production Facility 1 = {{{production facility 1|}}} }} }}&lt;br /&gt;
	{{#if: {{{production facility 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 2 = {{{production facility 2|}}} }} }} }}&lt;br /&gt;
	{{#if: {{{production facility 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 3 = {{{production facility 3|}}} }} }} }}&lt;br /&gt;
	{{#if: {{{production facility 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 4 = {{{production facility 4|}}} }} }} }}&lt;br /&gt;
;Crafted At&lt;br /&gt;
:{{Icon Small|{{{production facility 1|}}}|{{#switch:{{lc:{{{production facility 1|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }}{{#if:{{{production facility 2|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 2|}}}|{{#switch:{{lc:{{{production facility 2|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 3|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 3|}}}|{{#switch:{{lc:{{{production facility 3|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 4|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 4|}}}|{{#switch:{{lc:{{{production facility 4|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Research section --&amp;gt;&lt;br /&gt;
{{#if: {{#vardefineecho:research|{{{research|}}} }} | {{#vardefine:research1|{{ucfirst:{{#explode:{{#var:research}}|,|0}} }} }}{{#vardefine:research2|{{ucfirst:{{#explode:{{#var:research}}|,|1}} }} }}{{#vardefine:research3|{{ucfirst:{{#explode:{{#var:research}}|,|2}} }} }}{{#vardefine:research4|{{ucfirst:{{#explode:{{#var:research}}|,|3}} }} }}{{#vardefine:research5|{{ucfirst:{{#explode:{{#var:research}}|,|4}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
   Required Research = {{#var:research1}}&lt;br /&gt;
 | Required Research = {{#var:research2}}&lt;br /&gt;
 | Required Research = {{#var:research3}}&lt;br /&gt;
 | Required Research = {{#var:research4}}&lt;br /&gt;
 | Required Research = {{#var:research5}}&lt;br /&gt;
}} }}&lt;br /&gt;
;Required Research&lt;br /&gt;
:[[Research#{{#var:research1}}|{{#var:research1}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research1}} }} | {{Icon Small|Techprint|16}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research2}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research3}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research4}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research5}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 = {{ucfirst:{{{skill 1|}}} }} }} }} }}&lt;br /&gt;
{{#if: {{{skill 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 = {{ucfirst:{{{skill 2|}}} }} }} }} }}&lt;br /&gt;
{{#if: {{{skill 1 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 Level = {{{skill 1 level|}}} }} }} }}&lt;br /&gt;
{{#if: {{{skill 2 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 Level = {{{skill 2 level|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} |&lt;br /&gt;
;Skill{{#if:{{{skill 2|}}}|s}} Required&lt;br /&gt;
:[[Skills#{{ucfirst:{{{skill 1|}}} }}|{{ucfirst:{{{skill 1|}}} }}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|&amp;amp; [[Skills#{{ucfirst:{{{skill 2|}}} }}|{{ucfirst:{{{skill 2|}}} }}]] {{{skill 2 level|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{work to make|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Work To Make = {{{work to make|}}} }} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{ticks| {{{work to make|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work speed stat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Stat = {{{work speed stat|}}} }} }}&lt;br /&gt;
;Work Speed Stat&lt;br /&gt;
:[[{{{work speed stat|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation cycles|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid&amp;quot;&amp;gt;Gestation Cycles&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{gestation cycles|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ritual duration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ritual Duration = {{{ritual duration|}}} }} }}&lt;br /&gt;
;Ritual Duration&lt;br /&gt;
:{{ticks| {{{ritual duration|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ritual cooldown|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ritual Cooldown = {{{ritual cooldown|}}} }} }}&lt;br /&gt;
;Ritual Cooldown&lt;br /&gt;
:{{ticks| {{{ritual cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff tags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|1}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|2}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|3}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|4}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff Tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stuff tags|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{resource 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 = {{{resource 1|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 = {{{resource 2|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 = {{{resource 3|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 = {{{resource 4|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 = {{{resource 5|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 = {{{resource 6|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Type = {{{resource 1 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Type = {{{resource 2 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Type = {{{resource 3 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Type = {{{resource 4 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Type = {{{resource 5 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Type = {{{resource 6 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Amount = {{{resource 1 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Amount = {{{resource 2 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Amount = {{{resource 3 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Amount = {{{resource 4 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Amount = {{{resource 5 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{{resource 1|}}}|&amp;lt;!--{{#ifeq: {{lc:{{{placeable|}}} }}|false||--&amp;gt;&lt;br /&gt;
;Resources to make&lt;br /&gt;
:{{#ifeq: {{{resource 1|}}}|Nutrition|{{{resource 1 amount|}}} [[{{{resource 1|}}}]] ({{{resource 1 type|}}})|{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} }} {{#if: {{{resource 2|}}}| + {{#ifeq: {{{resource 2|}}}|Nutrition|{{{resource 2 amount|}}} [[{{{resource 2|}}}]] ({{{resource 2 type|}}})|{{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}} }} }} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}} {{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}} {{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}} {{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}&lt;br /&gt;
&amp;lt;!--|}}--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---&amp;gt;&lt;br /&gt;
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''ERROR: NO STUFF TAGS'''&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced from the required resources&amp;quot;&amp;gt;Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deconstruct yield|}}}|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{deconstruct yield|}}}|&lt;br /&gt;
&amp;lt;!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 &amp;gt; 0 NON-EXCLUSIVE OR if deconstruct yield fraction set above 0 manually OR set to deconstructable true&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}} }}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} &amp;gt; 0|1|0}} + {{#ifexpr: {{{deconstructyieldfraction|-1}}} &amp;gt; 0|1|0}} + {{#ifeq:{{lc:{{{deconstructable|}}} }}|true|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{destroyyield|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{destroyyield|}}}&amp;lt;!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.&lt;br /&gt;
--&amp;gt;| {{#ifeq:{{{type|}}}|Building|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title&lt;br /&gt;
--&amp;gt;{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} | {{#expr: {{{resource 2 amount|}}}*0.25 }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} | {{#expr: {{{resource 3 amount|}}}*0.25 }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} | {{#expr: {{{resource 4 amount|}}}*0.25 }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} | {{#expr: {{{resource 5 amount|}}}*0.25 }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} | {{#expr: {{{resource 6 amount|}}}*0.25 }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write &amp;quot; + &amp;quot;&lt;br /&gt;
--&amp;gt;{{#if: {{{bonusdestroyleavings|}}} | {{{bonusdestroyleavings|}}} }}&amp;lt;!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: &amp;lt;amount&amp;gt; {{Icon Small|&amp;lt;resource&amp;gt;}})&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 14. ABILITY --&amp;gt;&lt;br /&gt;
{{#if: {{{psylink level|}}} {{{casting time|}}} {{{ability range|}}} {{{psyfocus cost|}}} {{{neural heat gain|}}} {{{effect radius|}}} {{{duration|}}} {{{duration multiplier|}}} {{{goodwill impact|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ability&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psylink level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psylink Level = {{{psylink level|}}} }} }}&lt;br /&gt;
;Psylink Level&lt;br /&gt;
:{{{psylink level|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psyfocus cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psyfocus Cost = {{{psyfocus cost|}}} }} }}&lt;br /&gt;
;Psyfocus Cost&lt;br /&gt;
:{{%|{{{psyfocus cost|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{neural heat gain|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Neural Heat Gain = {{{neural heat gain|}}} }} }}&lt;br /&gt;
;Neural Heat Gain&lt;br /&gt;
:{{{neural heat gain|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{casting time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Casting Time = {{{casting time|}}} }} }}&lt;br /&gt;
;Casting Time&lt;br /&gt;
:{{Ticks|{{{casting time|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ability range|}}} | &amp;lt;!--- Unsure whether to fold this inot normal range - is currently used by weapons, weapon likes and weapon like utilityies --&amp;gt; &lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ability Range = {{{ability range|}}} }} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{ability range|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{effect radius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Effect Radius = {{{effect radius|}}} }} }}&lt;br /&gt;
;Effect Radius&lt;br /&gt;
:{{{effect radius|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{duration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Duration = {{{duration|}}} }} {{#set:Duration Multiplier = {{{duration multiplier|}}} }} }}&lt;br /&gt;
;Duration&lt;br /&gt;
:{{ticks|{{{duration|}}}}}{{#if: {{{duration multiplier|}}}|&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Modified by {{{duration multiplier|}}})&amp;lt;/small&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{goodwill impact|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Goodwill Impact = {{{goodwill impact|}}} }} }}&lt;br /&gt;
;Goodwill Impact&lt;br /&gt;
:{{{goodwill impact|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{caster must be capable of violence|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Caster Must Be Capable Of Violence = {{{caster must be capable of violence|}}} }} }}&lt;br /&gt;
;Caster Must Be Capable of Violence&lt;br /&gt;
:{{ucfirst:{{{caster must be capable of violence|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 14.5 Containment --&amp;gt;&lt;br /&gt;
{{#if: {{{containment strength|}}} {{{containment offset|}}} {{{containment factor|}}} {{{minimum containment strength|}}} {{{anomaly knowledge|}}} {{{anomaly knowledge offset|}}} {{{knowledge category|}}} {{{study interval|}}} {{{gets cold containment bonus|}}} {{{min monolith level|}}} {{{min monolith level for study|}}} {{{requires holding platform|}}} {{{requires imprisonment|}}} {{{base escape interval MTB days|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Containment&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{containment strength|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Containment Strength = {{{containment strength|}}} }} }}&lt;br /&gt;
;Containment Strength&lt;br /&gt;
:{{{containment strength|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{containment offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Containment Strength = {{{containment offset|}}} }} }}&lt;br /&gt;
;Containment Offset&lt;br /&gt;
:{{#ifexpr: {{{containment offset|}}} &amp;gt; 0 | {{+|{{{containment offset|}}} }} | {{--|{{{containment offset|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{containment factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Containment Factor = {{{containment factor|}}} }} }}&lt;br /&gt;
;Containment Factor&lt;br /&gt;
:{{#ifexpr: {{{containment factor|}}} = 1 | ×{{%|{{{containment factor|}}} }} | {{#ifexpr: {{{containment factor|}}} &amp;gt; 1 | {{Good|×{{%|{{{containment factor|}}} }} }} | {{Bad|×{{%|{{{containment factor|}}} }} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minimum containment strength|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Containment Strength = {{{minimum containment strength|}}} }} }}&lt;br /&gt;
;Min Containment Strength&lt;br /&gt;
:{{{minimum containment strength|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{anomaly knowledge|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Anomaly Knowledge = {{{anomaly knowledge|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{anomaly knowledge offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Anomaly Knowledge = {{{anomaly knowledge|}}} + {{{anomaly knowledge offset|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{knowledge category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Knowledge Category = {{{knowledge category|}}} }} }}&lt;br /&gt;
;Knowledge Gain&lt;br /&gt;
:{{{anomaly knowledge|}}} {{{knowledge category|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{study interval|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Studiable Frequency Ticks = {{{study interval|}}} }} }}&lt;br /&gt;
;Study Interval&lt;br /&gt;
:{{Ticks/gametime/days|{{{study interval|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bioferrite density|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bioferrite Density = {{{bioferrite density|}}} }} }}&lt;br /&gt;
;Bioferrite Generation&lt;br /&gt;
:{{Icon Small|Bioferrite}} {{#expr: 1 * {{{bodysize|}}} * {{{bioferrite density|}}} }}/day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gets cold containment bonus|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gets Cold Containment Bonus = {{{gets cold containment bonus|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;{{Q|Cold Containment Bonus|Description}}&amp;quot;&amp;gt;Gets Cold Bonus&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{gets cold containment bonus|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min monolith level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Monolith Level = {{{min monolith level|}}} }} }}&lt;br /&gt;
;Min Monolith Level&lt;br /&gt;
:{{{min monolith level|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min monolith level for study|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Monolith Level For Study = {{{min monolith level for study|}}} }} }}&lt;br /&gt;
;Min Monolith Level For Study&lt;br /&gt;
:{{{min monolith level for study|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{requires holding platform|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Requires Holding Platform = {{{requires holding platform|}}} }} }}&lt;br /&gt;
;Held on Spot or Platform&lt;br /&gt;
:{{{requires holding platform|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{requires imprisonment|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Requires Imprisonment = {{{requires imprisonment|}}} }} }}&lt;br /&gt;
;Imprisoned&lt;br /&gt;
:{{{requires imprisonment|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{base escape interval MTB days|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Base Escape Interval Mtb Days = {{{base escape interval MTB days|}}} }} }}&lt;br /&gt;
;Escape Interval&lt;br /&gt;
:{{MTB}} {{{base escape interval MTB days|}}} days&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--15. BIOMES --&amp;gt;&lt;br /&gt;
{{#ifeq: {{{type|}}}| Biome | &amp;lt;!-- Only check for biomes --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{animal density|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Animal Density = {{{animal density|}}} }} }}&lt;br /&gt;
;Animal Density:{{{animal density|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{plant density|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Plant Density = {{{plant density|}}} }} }}&lt;br /&gt;
;Plant Density:{{{plant density|}}}&lt;br /&gt;
}}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Roads and Rivers = {{{roads and rivers|yes}}} }} }}&lt;br /&gt;
;Allows Roads and Rivers:{{{roads and rivers|Yes}}}&lt;br /&gt;
{{#if: {{{movement difficulty|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Movement Difficulty = {{{Movement Difficulty|}}} }} }}&lt;br /&gt;
;Movement Difficulty:{{{movement difficulty|}}}&amp;lt;abbr title=&amp;quot;Increases by 2 during winter&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{forageability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Forageability = {{{forageability|}}} }} }}&lt;br /&gt;
;Forageability:{{%|{{{forageability|}}} }} &amp;lt;!-- A percentage only for readability purposes --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{wild plant regrow days|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wild Plant Regrow Days = {{{wild plant regrow days|}}} }} }}&lt;br /&gt;
;Wild Plant Regrow Days:{{{wild plant regrow days|}}} days&lt;br /&gt;
}}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Average Temperature={{{min average temperature|0}}} }} {{#set:Max Average Temperature={{{max average temperature|0}}} }} }}&lt;br /&gt;
;Average Temperature:{{Temperature|{{{min average temperature|0}}}|{{{max average temperature|0}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{disease mtb days|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Disease MTB Days = {{{disease mtb days|}}} }} }}&lt;br /&gt;
;Disease MTB Days:{{{disease mtb days|}}} days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 16. TECHNICAL --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{defName|}}} {{{has quality|}}} {{{color|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags|}}} {{{factionPrerequisiteTags|}}} {{{harvestTag|}}} {{{recipePrerequisiteTags|}}} {{{ResearchProjectTagDef|}}} {{{sowTag|}}} {{{sowTags|}}} {{{tag|}}} {{{tags|}}} {{{techHediffsTags|}}} {{{thingSetMakerTagsToAllow|}}} {{{thingSetMakerTagsToDisallow|}}} {{{tradeTag|}}} {{{tradeTags|}}} {{{tradeTagsBuy|}}} {{{tradeTagsSell|}}} {{{tradeTagsToAllow|}}} {{{tutorHighlightTag|}}} {{{apparelTags|}}} {{{buildingTags|}}} {{{stuff adjective|}}} {{{small volume|}}} {{{preferability|}}} {{{food preference|}}} {{{drug category|}}} {{{is pleasure drug|}}} {{{work efficiency factor|}}} {{{work efficiency offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{bulk product amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;subheading mw-customtoggle-myDivision&amp;quot; style='height: 1em !important; padding: 0.25em 0em 0.5em !important; margin: 0.5em 0 0.5em !important; width:300px'&amp;gt; Technical&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt; &amp;lt;span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'&amp;gt;&lt;br /&gt;
{{#if: {{{defName|}}} |&lt;br /&gt;
; defName&lt;br /&gt;
: {{{defName|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{has quality|}}} | {{#if: {{#var:setProperty}} | {{#set:Has Quality = {{ucfirst:{{{has quality|}}} }} }} }}&lt;br /&gt;
;Has Quality&lt;br /&gt;
:{{ucfirst:{{{has quality|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{color|}}} | {{#if: {{#var:setProperty}} | {{#set:color = {{{color|}}} }} }}&lt;br /&gt;
;Color&lt;br /&gt;
:{{{color|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{file|}}} |&lt;br /&gt;
; File&lt;br /&gt;
: {{{file|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingCategories|}}} |&lt;br /&gt;
; thingCategories&lt;br /&gt;
: {{{thingCategories|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{weaponTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|0}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|1}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|2}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|3}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
; weaponTags&lt;br /&gt;
: {{{weaponTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTags|}}} |&lt;br /&gt;
; thingSetMakerTags&lt;br /&gt;
: {{{thingSetMakerTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{defaultOutfitTags|}}} |&lt;br /&gt;
; defaultOutfitTags&lt;br /&gt;
: {{{defaultOutfitTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{factionPrerequisiteTags|}}} |&lt;br /&gt;
; factionPrerequisiteTags&lt;br /&gt;
: {{{factionPrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{harvestTag|}}} |&lt;br /&gt;
; harvestTag&lt;br /&gt;
: {{{harvestTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{recipePrerequisiteTags|}}} |&lt;br /&gt;
;recipePrerequisiteTags&lt;br /&gt;
: {{{recipePrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{ResearchProjectTagDef|}}} |&lt;br /&gt;
;ResearchProjectTagDef&lt;br /&gt;
:{{{ResearchProjectTagDef|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTag|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTag = {{{sowTag|}}} }} }}&lt;br /&gt;
;sowTag&lt;br /&gt;
:{{{sowTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;sowTags&lt;br /&gt;
:{{{sowTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tag|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tag = {{ucfirst:{{#explode:{{{tag|}}}|,|0}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|1}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|2}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|3}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tag&lt;br /&gt;
:{{{tag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tags = {{ucfirst:{{#explode:{{{tags|}}}|,|0}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|1}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|2}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|3}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tags&lt;br /&gt;
:{{{tags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{techHediffsTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|0}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|1}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|2}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|3}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;techHediffsTags&lt;br /&gt;
:{{{techHediffsTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToAllow|}}} |&lt;br /&gt;
;thingSetMakerTagsToAllow&lt;br /&gt;
:{{{thingSetMakerTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToDisallow|}}} |&lt;br /&gt;
;thingSetMakerTagsToDisallow&lt;br /&gt;
:{{{thingSetMakerTagsToDisallow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTag|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:tradeTag = {{{tradeTag|}}} }} }}&lt;br /&gt;
;tradeTag&lt;br /&gt;
:{{{tradeTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}}&lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}} &lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }}&lt;br /&gt;
;tradeTags&lt;br /&gt;
:{{{tradeTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsBuy|}}} |&lt;br /&gt;
;tradeTagsBuy&lt;br /&gt;
:{{{tradeTagsBuy|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsSell|}}} |&lt;br /&gt;
;tradeTagsSell&lt;br /&gt;
:{{{tradeTagsSell|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsToAllow|}}} |&lt;br /&gt;
;tradeTagsToAllow&lt;br /&gt;
:{{{tradeTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tutorHighlightTag|}}} |&lt;br /&gt;
;tutorHighlightTag&lt;br /&gt;
:{{{tutorHighlightTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{apparelTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|0}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|1}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|2}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|3}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;apparelTags&lt;br /&gt;
:{{{apparelTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{buildingTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|0}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|1}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|2}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|3}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;buildingTags&lt;br /&gt;
:{{{buildingTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{stuff adjective|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stuff Adjective = {{{stuff adjective|}}} }} }}&lt;br /&gt;
; Stuff Adjective&lt;br /&gt;
:{{{stuff adjective|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{small volume|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Small Volume = {{{small volume|}}} }} }}&lt;br /&gt;
; Small Volume&lt;br /&gt;
:{{{small volume|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{preferability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }} }}&lt;br /&gt;
; Preferability&lt;br /&gt;
: {{ucfirst:{{{preferability|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{food preference|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Food Preference = {{{food preference|}}} }} }}&lt;br /&gt;
; Food Preference&lt;br /&gt;
: {{{food preference|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{drug category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Drug Category = {{{drug category|}}} }} }}&lt;br /&gt;
; Drug Category&lt;br /&gt;
: {{{drug category|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{is pleasure drug|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Is Pleasure Drug = {{{is pleasure drug|}}} }} }}&lt;br /&gt;
; Is Pleasure Drug&lt;br /&gt;
: {{{is pleasure drug|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{bulk product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bulk Product Amount = {{{bulk product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced by the bulk recipe&amp;quot;&amp;gt;Bulk Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} }} {{{product amount|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Habitats&amp;diff=165846</id>
		<title>Template:Habitats</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Habitats&amp;diff=165846"/>
		<updated>2025-07-21T16:11:35Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Documentation}}&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#vardefine: habitatString | {{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Temperate Forest}}|[[temperate forest]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Temperate Swamp}}|[[temperate swamp]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Glowforest}}|[[glowforest]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Tropical Rainforest}}|[[tropical rainforest]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Tropical Swamp}}|[[tropical swamp]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Arid Shrubland}}|[[arid shrubland]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Desert}}|[[desert]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Extreme Desert}}|[[extreme desert]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Boreal Forest}}|[[boreal forest]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Cold Bog}}|[[cold bog]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Tundra}}|[[tundra]],&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Ice Sheet}}|[[ice sheet]]s,&amp;amp;#32;}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if:{{Q|{{{1|{{PAGENAME}}}}}|Lives In Sea Ice}}|[[sea ice]],&amp;amp;#32;}}}}&amp;lt;!--&lt;br /&gt;
Extract the last term, if its the only term then print it, else replace the last term in the whole string with the last term with the and/or in front of it, then trim the extraneous comma and space off the final string&lt;br /&gt;
--&amp;gt;{{#ifeq: {{#vardefineecho: lastTerm | {{#explode:{{#var: habitatString}}|,&amp;amp;#32;|-2}} }},&amp;amp;#32; | {{#var: habitatString}}|{{#var: lastTerm}}|{{#sub:{{#replace:{{#var: habitatString}}|{{#var: lastTerm}}|&amp;amp;#32;{{#if:{{{2|}}}|or|and}} {{#var: lastTerm}}}}||-6}} }}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Locust&amp;diff=165843</id>
		<title>Locust</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Locust&amp;diff=165843"/>
		<updated>2025-07-21T14:20:13Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Locust&lt;br /&gt;
| image = Locust east.png&lt;br /&gt;
| description = A bioengineered insect capable of flying short distances. Specialized chemical receptors allow locusts to effectively forage for food. While relatively weak on their own, swarms of locusts can be deadly.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid &lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -10&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 120&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.30&lt;br /&gt;
| combatPower = 55&lt;br /&gt;
| bodysize = 0.6&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.15&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
| specialtrainables = Forage&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = mandibles&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.1&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
After trained on foraging, locusts will forage on average 0.36 nutrition/day, scaled by the forageability of the biome. Because locusts only consume 0.24 nutrition/day, including kibble, they usually more than make up for what they eat.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Locust east.png|Facing east&lt;br /&gt;
Locust north.png|Facing north &lt;br /&gt;
Locust south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Locust east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Locust north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Locust south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Locust&amp;diff=165842</id>
		<title>Locust</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Locust&amp;diff=165842"/>
		<updated>2025-07-21T14:19:25Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Locust&lt;br /&gt;
| image = Locust east.png&lt;br /&gt;
| description = A bioengineered insect capable of flying short distances. Specialized chemical receptors allow locusts to effectively forage for food. While relatively weak on their own, swarms of locusts can be deadly.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid &lt;br /&gt;
| movespeed = 3&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -10&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 120&lt;br /&gt;
| filth rate = 1&lt;br /&gt;
| wildness = 0.30&lt;br /&gt;
| combatPower = 55&lt;br /&gt;
| bodysize = 0.6&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.15&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| lifespan = 10&lt;br /&gt;
| specialtrainables = Forage&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = mandibles&lt;br /&gt;
| attack2dmg = 4&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.1&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Locust's special training is Forage. After trained on foraging, it will forage on average 0.36 nutrition/day, scaled by the forageability of the biome. Because locusts only consume 0.24 nutrition/day, including kibble, they usually more than make up for what they eat.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Locust east.png|Facing east&lt;br /&gt;
Locust north.png|Facing north &lt;br /&gt;
Locust south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Locust east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Locust north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Locust south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=165773</id>
		<title>Spike trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=165773"/>
		<updated>2025-07-20T12:27:59Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|security&lt;br /&gt;
| name = Spike trap&lt;br /&gt;
| image = Trap spike armed.png&lt;br /&gt;
| imagesize = 128px&lt;br /&gt;
| description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 40&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -18&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| thingCategories = BuildingsSecurity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
}}&lt;br /&gt;
A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of [[trap]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Trap Note}}&lt;br /&gt;
&lt;br /&gt;
Once a spike trap is triggered, it is destroyed. The &amp;quot;auto rearm&amp;quot; option, enabled by default, produces a blueprint to replace the trap.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. This strikes mainly on the head and torso and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.&lt;br /&gt;
* Trap Melee Damage is 100 for spike traps&lt;br /&gt;
* Material Sharp Damage Multiplier is a material dependent factor.&lt;br /&gt;
* rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.&lt;br /&gt;
&lt;br /&gt;
The armor penetration of the attack is determined by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| AP = Damage Per Attack * 0.015&lt;br /&gt;
|}&lt;br /&gt;
* AP is the armor penetration of each attack.&lt;br /&gt;
&lt;br /&gt;
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{For|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}&lt;br /&gt;
Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal [[raid]], short of [[tough]] or [[nimble]] pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of [[thrumbo]]s and heavy [[mechanoid]]s. But as raids get bigger, it starts to get impractical to replace the traps.&lt;br /&gt;
&lt;br /&gt;
Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.&lt;br /&gt;
&lt;br /&gt;
===Offensive use===&lt;br /&gt;
Spike traps can be used in field fortification after triggering the enemy assault. A human can easily carry 10 traps in caravan mode, which means they alone can fight off a 16-person siege.&lt;br /&gt;
[[File:SpikeTrap Field Fortification.png|center|thumb|Spike traps used in field fortifications, with fences to funnel enemies. Half-built walls are ready to block enemy shooters while waiting for others to fall into traps.]]&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid [[raider]] in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy [[Mental inspiration]].&lt;br /&gt;
&lt;br /&gt;
While metal traps are expensive in terms of resources, they can kill most humaniods and don't take as much time to make. For Odyssey DLC games, steel ore is usually abundantly available, making it the better material over wood and stone. &lt;br /&gt;
&lt;br /&gt;
[[File:Trap_choke_14.jpg|400px|center|thumb|Example of a trap tunnel. Raiders will fall into the traps. Colonists can open [[door]]s, and prefer to be slowed by the [[fence]]s rather than walk through traps. If this is the only open entrance to a base, raiders will be lured here.]]&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Deadfall trap''' to '''Spike trap'''. Damage is increased, material cost and time to build are reduced, and it now has armor penetration (depending on what it’s made of) and a 100% chance to spring on targets and but now require rebuilding each time, rather than being re-armed at no material cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Image gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Spike trap accidental step.jpg|Trap accidentally triggered.&lt;br /&gt;
Thrumbos running into spike traps.png|[[Thrumbo]]s running willy-nilly into a trap-maze.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|security}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:SpikeTrap_Field_Fortification.png&amp;diff=165771</id>
		<title>File:SpikeTrap Field Fortification.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:SpikeTrap_Field_Fortification.png&amp;diff=165771"/>
		<updated>2025-07-20T12:20:00Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placement of spike traps in a field fortification&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:SpikeTrap_Field_Fortification.png&amp;diff=165769</id>
		<title>File:SpikeTrap Field Fortification.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:SpikeTrap_Field_Fortification.png&amp;diff=165769"/>
		<updated>2025-07-20T12:18:58Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: Quandangv moved page File:SpikeTrap Field Fortification.png.png to File:SpikeTrap Field Fortification.png: remove extra .png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placement of spike traps in a field fortification&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:SpikeTrap_Field_Fortification.png&amp;diff=165768</id>
		<title>File:SpikeTrap Field Fortification.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:SpikeTrap_Field_Fortification.png&amp;diff=165768"/>
		<updated>2025-07-20T12:17:54Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placement of spike traps in a field fortification&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=165767</id>
		<title>Spike trap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spike_trap&amp;diff=165767"/>
		<updated>2025-07-20T12:03:25Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Material choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|security&lt;br /&gt;
| name = Spike trap&lt;br /&gt;
| image = Trap spike armed.png&lt;br /&gt;
| imagesize = 128px&lt;br /&gt;
| description = Five spikes under tension, connected to a touch-activated trigger. When the victim disturbs the trigger, the spikes spring forth and strike the victim. Since it is hidden in the surrounding terrain, it cannot be placed adjacent to other traps. Animals can sense these when calm.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Security&lt;br /&gt;
| placeable = true&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| mass base = 2.5&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 40&lt;br /&gt;
| sell price multiplier = 0.7&lt;br /&gt;
| beauty = -18&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| terrain affordance = light&lt;br /&gt;
| thingCategories = BuildingsSecurity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 3&lt;br /&gt;
| work to make = 3200&lt;br /&gt;
| stuff tags = Metallic, Woody, Stony&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
}}&lt;br /&gt;
A '''spike trap''' is a single-use trap that deals heavy, but material dependent damage to the pawn that triggered it.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} Spike traps cannot be placed or constructed directly next to each other nor next to any other kind of [[trap]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Trap Note}}&lt;br /&gt;
&lt;br /&gt;
Once a spike trap is triggered, it is destroyed. The &amp;quot;auto rearm&amp;quot; option, enabled by default, produces a blueprint to replace the trap.&lt;br /&gt;
&lt;br /&gt;
{{Cleanliness Note}}&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
When triggered, the spike trap makes five attacks against the pawn that triggered it. Each attack does [[Damage Type#Stab|Stab]] damage. This strikes mainly on the head and torso and usually causes bleeding. The amount of damage dealt by each attack is determined by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Damage Per Attack = Trap Melee Damage * Material Sharp Damage Multiplier * rand(0.8, 1.2)/5&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Damage per Attack is the damage each attack does to the target. A spike trap performs 5 of these attacks when triggered.&lt;br /&gt;
* Trap Melee Damage is 100 for spike traps&lt;br /&gt;
* Material Sharp Damage Multiplier is a material dependent factor.&lt;br /&gt;
* rand(0.8,1.2) is a random factor between 0.8 and 1.2. This random factor is rolled once only and then applied to all attacks, it is not rolled for each attack.&lt;br /&gt;
&lt;br /&gt;
The armor penetration of the attack is determined by the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| AP = Damage Per Attack * 0.015&lt;br /&gt;
|}&lt;br /&gt;
* AP is the armor penetration of each attack.&lt;br /&gt;
&lt;br /&gt;
Note that both the damage and AP of the attack in the info screen are misleading. The damage listed is the average sum of the damage inflicted, the AP is incorrectly calculated as if this damage is all dealt at once.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{For|tips on how to use spike traps in general or in killboxes|Defense structures#Spike traps|Defense structures#Entryways}}&lt;br /&gt;
Spike traps are invaluable in the earlygame, as one of the few defense strutures available. A hallway of spike traps can virtually end any frontal [[raid]], short of [[tough]] or [[nimble]] pawns, without your colonists ever seeing combat. A single trap can be fatal to humans or large animals. Multiple traps can fall most creatures, short of [[thrumbo]]s and heavy [[mechanoid]]s. But as raids get bigger, it starts to get impractical to replace the traps.&lt;br /&gt;
&lt;br /&gt;
Place traps where you expect raiders to go. Raiders will take the shortest, unobstructed route to a target. Unless they are sappers or breachers, raiders will try and break walls last. Common locations are in the corners of your base, where enemies will likely make turns, as well as narrow areas that receive frequent traffic. If it doesn't seem obvious to you at first, one way to find out is by studying raids that do come.&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Wood spike traps can be quickly created and placed in large quantities. Stone spike traps are cheap to make, and can kill a humanoid [[raider]] in one trap. But given the significantly increased crafting time of both the traps themselves and the stone blocks required to build them, it is often more efficient to simply make several wooden traps. Stone traps are helpful if you're limited by space or type of resource available, and can be a good activity when one has the Work Frenzy [[Mental inspiration]].&lt;br /&gt;
&lt;br /&gt;
While metal traps are expensive in terms of resources, they can kill most humaniods and don't take as much time to make. For Odyssey DLC games, steel ore is usually abundantly available, making it the better material over wood and stone. &lt;br /&gt;
&lt;br /&gt;
[[File:Trap_choke_14.jpg|400px|center|thumb|Example of a trap tunnel. Raiders will fall into the traps. Colonists can open [[door]]s, and prefer to be slowed by the [[fence]]s rather than walk through traps. If this is the only open entrance to a base, raiders will be lured here.]]&lt;br /&gt;
&lt;br /&gt;
{{Building Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added as '''Deadfall Trap'''.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced, cannot be rearmed.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Renamed from '''Deadfall trap''' to '''Spike trap'''. Damage is increased, material cost and time to build are reduced, and it now has armor penetration (depending on what it’s made of) and a 100% chance to spring on targets and but now require rebuilding each time, rather than being re-armed at no material cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DeadfallTrap.png|Spike Trap Old Texture (Deadfall Trap)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Image gallery ==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
Spike trap accidental step.jpg|Trap accidentally triggered.&lt;br /&gt;
Thrumbos running into spike traps.png|[[Thrumbo]]s running willy-nilly into a trap-maze.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|security}}&lt;br /&gt;
[[Category:Security]] [[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Transport_pod&amp;diff=165766</id>
		<title>Transport pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Transport_pod&amp;diff=165766"/>
		<updated>2025-07-20T11:50:19Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Split|destination=Drop pod|reason=Transport pods and npc drop pods are different buildings, have different mechanics, and different stats.}}&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
| name = Transport pod&lt;br /&gt;
| image = Drop pod.png|96px&lt;br /&gt;
| description = A launchable sub-orbital cargo pod capable of carrying people, items, or animals. Can be used for sending gifts, transporting people or supplies, surprise attacks, or reinforcing battles.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Misc&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 250&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = transport pod&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 1600&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 60&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
'''Transport pods''', or '''drop pods''', are single-use [[miscellaneous]] structures launched through the lower atmosphere by [[pod launcher]]s, and used to carry [[pawn]]s and/or items across the world map up to 66 tiles away. They can also be used by factions and [[raider]]s alike.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}} &lt;br /&gt;
&lt;br /&gt;
A pod can '''only''' be constructed on a [[pod launcher]], in the position indicated by the white icon and where the umbilical is present on the launcher sprite. Constructing the pod launcher requires the [[Research#{{Q|Pod launcher|Required Research}}|{{Q|Pod launcher|Required Research}}]] research project to be completed, {{Required Resources|Pod launcher}}, {{Ticks|{{Q|Pod launcher|Work To Make}}}} of work, and a [[{{Q|Pod launcher|Skill 1}}]] skill of {{Q|Pod launcher|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
[[File:Transport_pod_gizmos.png|thumb|left|Gizmos for a player owned fuel filled transport pod ]]Each transport pod can hold up to 150 kg of items or pawns. For comparison, an adult [[human]] weighs {{Q|Human|Mass - Adult}} kg before equipment. They can be launched up to 66 tiles away. Pods can be launched as a group, if their [[pod launcher]]s are directly adjacent. When in groups, the game intentionally ignores individual pod capacity: for example, a group of 2 transport pods (300 kg) can hold a 280kg [[elephant]] in 1 pod, while the other pod will have 20 kg of capacity remaining. It is possible to load prisoners and [[downed]] pawns.&lt;br /&gt;
&lt;br /&gt;
When items are selected, haulers will immediately proceed to load the pods. If a colonist is part of the load, that colonist will prioritize loading the pod, even if they are otherwise incapable of hauling. The system is not without some quirks:&lt;br /&gt;
&lt;br /&gt;
* Pawns loading the pods will ignore their need for food and sleep, which will result in starvation and likely lowered mood. This means that if a colonist gets too tired, they might collapse and discard their assigned load, so some items might be missing in the end. &lt;br /&gt;
* If one of the colonists who are loading the pod is downed or killed, all of the pods will automatically unload and the loading process will be canceled.{{Check Tag|Fact Check}} &lt;br /&gt;
&lt;br /&gt;
Once the pods have been loaded, clicking the 'Launch group' button opens the world map to select a destination. The maximum range, based on the launcher's amount of fuel, is indicated by a white border. Pods are single use.&lt;br /&gt;
&lt;br /&gt;
=== Launch targets ===&lt;br /&gt;
{{Stub|section=1|reason=Reports that pods targeted inside rooms ALWAYS land scattered in that room. If true, then should be reflected here, and in the analysis}}&lt;br /&gt;
[[File:Transport pod launch world.png|thumb|left|200px|Transport pod with colonists on board being sent to attack a faction base. Note that you can choose to drop in the center or edge.]]Pods can be launched at empty tiles, to [[caravan]]s, or at a faction base, player colonies, or event locations. Manned pods can choose to form caravans at their drop site or, if targeting a base or event location, choose to drop at the edge or center. Note that this is always considered an attack if performed on a faction base.&lt;br /&gt;
&lt;br /&gt;
All pods, even manned ones, can be gifted to faction bases resulting in a [[goodwill]] proportional to the [[market value]] of the items and pawns in the pods. All unmanned pods dropped onto faction base are considered a gift. [[Prisoners]] and [[downed]] pawns being returned to their faction's bases also provides an addition goodwill bonus. &lt;br /&gt;
&lt;br /&gt;
All unmanned pods dropped on to any other location that is not currently visible (e.g. any tile that isn't a player colony and does not have any colonists present) will be lost. [[Toxic wastepack]]s {{BiotechIcon}} disposed of this way will cause pollution on the given tile, annoying nearby factions. Dropping wastepacks directly on other faction bases causes goodwill penalties, as well as retaliation in the form of raids or wastepacks sent back.&lt;br /&gt;
&lt;br /&gt;
When dropping into a player visible map, including event maps, colonies, and/or the map the launcher itself is on, players can choose the pods' exact drop point. Be careful with the landing site, as the pods can go through roofs; while they don't deal any damage directly, the collapsing roof can damage nearby items and pawns. They cannot land on overhead mountain.&lt;br /&gt;
&lt;br /&gt;
When pods, manned or unmanned, are dropped on caravans their contents are instantly merged into the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Creating a pod group ===&lt;br /&gt;
A pod can be launched individually or with others. Grouped pods ''must'' be connected to [[pod launcher]]s that are all touching along one of their borders.&lt;br /&gt;
&lt;br /&gt;
To select multiple pods for a launch group, make sure their launchers are connected, and use one of the following methods:&lt;br /&gt;
* Double-click a pod to select all pods on the screen.&lt;br /&gt;
* Hold {{key|Shift}} and click each pod.&lt;br /&gt;
* Draw a selection box around the pods.&lt;br /&gt;
&lt;br /&gt;
== NPC drop pods ==&lt;br /&gt;
Other factions can use drop pods as a way to immediately get to you:&lt;br /&gt;
* [[Comms console|Trade ship]]s will use drop pods to send items to you.&lt;br /&gt;
* Used for [[quest]]s, both for the reward and for certain objectives, like prisoners and monument markers{{RoyaltyIcon}}&lt;br /&gt;
* Asking for military support for outlander or empire{{RoyaltyIcon}} factions, where allies will drop in.&lt;br /&gt;
* [[Raid]]s from non-tribal factions can arrive from drop pods. They often drop directly on your base, but can also arrive normally or scatter throughout the map. Allies arriving to help the colony can arrive in a similar way.&lt;br /&gt;
* [[Siege]]s get supplies from drop pods.&lt;br /&gt;
* Mechanoids have their own uniquely textured version of a drop pod.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=General. Value proposition for trading, mutlicolony use, quests, instant emergency reinforcements on quest/caravan battles, and movement on the same map (e.g. doomdropping)}}&lt;br /&gt;
&lt;br /&gt;
Due to the game's inefficiency in loading large stocks, it's best to create a stockpile right next to the pods and haul all desired items there before loading the pods, to reduce time spent going back and forth. Once inside the pods, pawns will keep their needs, meaning if you load them hungry or exhausted, they will be hungry and exhausted upon arrival.&lt;br /&gt;
&lt;br /&gt;
For extra long distance travel it is possible to load the transport pod with resources to build another [[pod launcher]] after landing. If the landing site have turrets, it will also have solar panels to power them. You can deconstruct them to get the steel and components; only chemfuel is needed in the launch, which means at most {{#expr:150*{{Q|Chemfuel|Mass Base}}}} kg for {{icon small|chemfuel||150}} chemfuel. If not, the steel and components should be included in the launch itself: {{icon small|component||1}} {{icon small|steel||50}} + {{icon small|component||1}} {{icon small|steel||60}} x number of pods. The upside of this is that food and bedrolls can be skipped from the launch.&lt;br /&gt;
&lt;br /&gt;
== Gallery == &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Drop Pod Mechanoid.png|Alternate transport pod used by [[mechanoid]] raids and [[mech cluster]]s{{RoyaltyIcon}}&lt;br /&gt;
Transport pod flying.png|Transport pods in flight&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.16.1393|0.16.1393]] - Added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Downed pawns can now be loaded into transport pods like prisoners.&lt;br /&gt;
* [[Version/1.4.3528|1.4.3528]] - Fix: Mechs not entering transport pods. Fix: Lifters can try to haul themselves to a transport pod.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - Fix: Pawns ignore allow zones when hauling to transport pods.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Stacked animals loaded into transport pod trigger error and won't be loaded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Drop pod old.png|Old texture prior to 1.0.2096 or earlier.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=165610</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=165610"/>
		<updated>2025-07-19T13:15:54Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Gallery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;&lt;br /&gt;
Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Live archean tree can be found on asteroids, though they can't be replanted. Archean seeds can also be found nearby, as well as in ruins on the planet surface&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Fully converted&lt;br /&gt;
File:ArcheanTree_Leafless.png|Incomplete&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=165609</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=165609"/>
		<updated>2025-07-19T13:07:05Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;&lt;br /&gt;
Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Live archean tree can be found on asteroids, though they can't be replanted. Archean seeds can also be found nearby, as well as in ruins on the planet surface&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Archean seed can be planted on any natural floor and can have roof built on top. They allow for the conversion of solid rock floor to fertile soil.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Normal&lt;br /&gt;
File:ArcheanTree_Leafless.png|Leafless&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=165608</id>
		<title>Archean tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Archean_tree&amp;diff=165608"/>
		<updated>2025-07-19T13:04:49Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Archean tree&lt;br /&gt;
| image = ArcheanTree.png&lt;br /&gt;
| description = A tree bioengineered to terraform deadworlds and early-stage rimworlds. The tree hosts a special microbial community in its roots which enriches nearby terrain into rich soil. The trees are hardy enough to survive in the vacuum of space and produce a small amount of oxygen.&amp;lt;br&amp;gt;&lt;br /&gt;
Archean trees are sterile, preventing them from becoming an invasive species after terraforming has been completed. They can only be grown from seeds produced on glitterworld planets. The tree's delicate root system prevents it from being replanted.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = &lt;br /&gt;
| type2 = &lt;br /&gt;
| hp = &lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = &lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| tags = &lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| page verified for version = &lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Live archean tree can be found on asteroids, though they can't be replanted. Archean seeds can also be found nearby, as well as in ruins on the planet surface&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:ArcheanTree.png|Normal&lt;br /&gt;
File:ArcheanTree_Leafless.png|Leafless&lt;br /&gt;
File:StumpSmashedArcheanTree.png|Smashed stump&lt;br /&gt;
File:StumpChoppedArcheanTree.png|Chopped stump&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]]&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Spelopede&amp;diff=165578</id>
		<title>Spelopede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Spelopede&amp;diff=165578"/>
		<updated>2025-07-18T15:13:47Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Do spelopedes (after hive destroyed) still attack colonists like megaspiders do? Add to analysis}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Spelopede&lt;br /&gt;
| image = Spelopede east.png&lt;br /&gt;
| description = A medium-sized bioengineered insectoid the size of a sheep. The spelopede is the middle caste of a hive, taking care of most work tasks as well as fighting with its digging claws. It's dangerous in combat, but slow on open ground.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| type2 = Insectoid&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| armorblunt = 18&lt;br /&gt;
| armorsharp = 18&lt;br /&gt;
| combatPower = 75&lt;br /&gt;
| movespeed = 3.65&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| bodysize = 0.8&lt;br /&gt;
| body = BeetleLikeWithClaw&lt;br /&gt;
| healthscale = 1.7&lt;br /&gt;
| hungerrate = 0.25&lt;br /&gt;
| diet = omnivorous, animal products&lt;br /&gt;
| wildness = 0.3&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = Advanced&lt;br /&gt;
| meatname = insect meat&lt;br /&gt;
| lifespan = 6&lt;br /&gt;
| juvenileage = 0.03&lt;br /&gt;
| maturityage = 0.2&lt;br /&gt;
| toxic resistance = 1&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| vacuum resistance = 1&lt;br /&gt;
| min comfortable temperature = -25&lt;br /&gt;
| max comfortable temperature = 60&lt;br /&gt;
&amp;lt;!-- Melee Combat --&amp;gt;&lt;br /&gt;
&amp;lt;!-- 1. Attack --&amp;gt;&lt;br /&gt;
| attack1label = head claw&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1dmg = 7&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = HeadClaw&lt;br /&gt;
&amp;lt;!-- 2. Attack --&amp;gt;&lt;br /&gt;
| attack2label = head&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = HeadAttackTool&lt;br /&gt;
| attack2ensureLinkedBodyPartsGroupAlwaysUsable = true&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| devNote = insect&lt;br /&gt;
| defName = Spelopede&lt;br /&gt;
| label = spelopede&lt;br /&gt;
| tradeTags = AnimalInsect&lt;br /&gt;
}}&lt;br /&gt;
'''Spelopedes''' are giant, bio-engineered, subterranean invertebrates and the middle of the three [[insectoid]] types in both size and danger. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Spelopedes can inhabit any terrain where an [[infestation]] has spawned. They are dangerous in combat, but slow on open ground.&lt;br /&gt;
&lt;br /&gt;
Their body is composed of a head, head claw, mouth, pronotum, shell, elytras (left and right), and two pairs of legs (front and back).&lt;br /&gt;
&lt;br /&gt;
{{Insectoid Summary}}&lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Spelopedes are between [[megaspider]]s and [[megascarab]]s, with in-the-middle speed and health.&lt;br /&gt;
&lt;br /&gt;
Wild {{PAGENAME}}s always generate hostile, making them difficult to tame as they will try to attack the animal handler. However, animal interactions during the process will interrupt any attacks. It may be ideal to equip your handler with armor, or to select a handler with a high melee skill for a higher melee dodge chance to reduce the risk of harm, though this is not strictly necessary.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s are practically impossible to tame when they first spawn from an infestation. In order to try and tame a {{PAGENAME}}, you will need to down them, then destroy all hives from the infestation. With Too Deep: Infestation event and Wastepack Infestations, there are no hives, so all you need to do is down the insect. This does not make them non-hostile, but it will prevent them from seeking out colonists like a raider would. Note that wild {{PAGENAME}}s unlike other animals cannot be operated on and thus can't be anesthetized, and they are prone to waking up and attacking the pawn treating them, Waiting for blood loss to reach extreme can prevent this. &lt;br /&gt;
&lt;br /&gt;
They are rather accessible and easy to maintain haulers having the lowest wildness, being only beaten by [[Husky|Huskies]], and [[Labrador retriever]]s however for most purposes the [[megaspider]] is the better option. Megaspiders are stronger in combat, but have 40% wildness and move {{Bad|{{#expr: {{P|Move Speed Base}} - {{Q|Megaspider|Move Speed Base}} }} }} {{CS}} slower along with slightly higher hunger rate.&lt;br /&gt;
&lt;br /&gt;
For Odyssey DLC, spelopede is a highly valuable animal for asteroid mining thanks to its ability to dig and complete immunity to vacuum.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|BeetleLikeWithClaw}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Spelopede east.png| Spelopede facing east&lt;br /&gt;
Spelopede north.png| Spelopede facing north&lt;br /&gt;
Spelopede south.png| Spelopede facing south&lt;br /&gt;
Dessicated spelopede east.png| Spelopede decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* Beta 19/1.0 - All insects main attack cooldowns 2.5 -&amp;gt; 2.9&lt;br /&gt;
* 1.3 - Manhunter on tame fail decreased from 20% to 10% - manhunter on harm increased from 35% to 50% - wildness decreased from 95% to 30% - trainability changed from intermediate to advanced - gestation changed from N/A to 6&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Fix: Remove gestation period stat, since they do not breed.&lt;br /&gt;
* [[Biotech DLC]] release - Now gains [[pollution stimulus]] on [[polluted]] terrain.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Insectoid]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=165161</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=165161"/>
		<updated>2025-07-16T05:45:13Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = &lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 32 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest DPS craftable melee sharp weapon in the game.&lt;br /&gt;
&lt;br /&gt;
While not as beautiful as jade, obsidian can be found in large quantity in volcanic biomes. It can be used for walls and furniture to improve the beauty of your base.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo&amp;diff=165068</id>
		<title>Alpha thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo&amp;diff=165068"/>
		<updated>2025-07-15T19:53:12Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Acquisition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal| &lt;br /&gt;
| name = Alpha thrumbo&lt;br /&gt;
| image = AlphaThrumbo east.png&lt;br /&gt;
| description = A gigantic, graceful creature of unknown origin. Alpha thrumbos are even rarer and more dangerous than the typical thrumbo. Their hide is nearly impossible to pierce and their razor-sharp horn is worth more than its weight in gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Alpha thrumbos are some of the longest-lived moving creatures in the known universe. Some tribes believe they remember and psychically pass on everything they ever experience to their young, so each one has a memory going back thousands of years.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 6&lt;br /&gt;
| armorblunt = 60&lt;br /&gt;
| armorsharp = 80&lt;br /&gt;
| armorheat = 30&lt;br /&gt;
| min comfortable temperature = -65&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 7000&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| ridingspeed = 2&lt;br /&gt;
| combatPower = &lt;br /&gt;
| bodysize = 5&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = 2&lt;br /&gt;
| diet = herbivorous, dendrovorous&lt;br /&gt;
| leathername = thrumbomane&lt;br /&gt;
| wildness = 0.99&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| gestation = 20&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| mateMtb = &lt;br /&gt;
| lifespan = 500&lt;br /&gt;
| juvenileage = &lt;br /&gt;
| maturityage = 1.332&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
A 'Population Map: Thrumbos' can be obtained through a quest. Upon reading the map a new quest location will be discovered. This quest does have a 30 day timer, so you may want to hold on to the map until you're ready for a long journey, as the quest location can be over 70 tiles away.&lt;br /&gt;
The quest tile will have an Alphathrumbo, accompanied by a few regular thrumbo.&lt;br /&gt;
&lt;br /&gt;
Female alpha thrumbos will also mate with male thrumbos and give birth to alpha thrumbos.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
AlphaThrumbo east.png|Facing east&lt;br /&gt;
AlphaThrumbo north.png|Facing north &lt;br /&gt;
AlphaThrumbo south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated AlphaThrumbo east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated AlphaThrumbo north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated AlphaThrumbo south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=165048</id>
		<title>Alpha thrumbo horn</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alpha_thrumbo_horn&amp;diff=165048"/>
		<updated>2025-07-15T19:38:15Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Alpha thrumbo horn&lt;br /&gt;
| image = AlphaThrumboHorn.png&lt;br /&gt;
| description = An alpha thrumbo's horn. It's razor-sharp and priceless in most markets. This is a true trophy, as well as a deadly melee weapon.&amp;lt;br&amp;gt;The alpha horn is much lighter than a normal thrumbo horn, making it much faster to wield.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Neolithic&lt;br /&gt;
| class = &lt;br /&gt;
| hp = 300&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| deterioration = 0.05&lt;br /&gt;
| meleeattack1dmg = 32&lt;br /&gt;
| meleeattack1ap = 48&lt;br /&gt;
| meleeattack1type = stab&lt;br /&gt;
| meleeattack1part = point&lt;br /&gt;
| meleeattack1cool = 1.6&lt;br /&gt;
| meleeattack2dmg = 32&lt;br /&gt;
| meleeattack2ap = 48&lt;br /&gt;
| meleeattack2type = scratch&lt;br /&gt;
| meleeattack2part = point&lt;br /&gt;
| meleeattack2cool = 1.6&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3ap = 13.5&lt;br /&gt;
| meleeattack3type = blunt&lt;br /&gt;
| meleeattack3part = base&lt;br /&gt;
| meleeattack3cool = 1.4&lt;br /&gt;
| meleeattack3chancefactor = &lt;br /&gt;
| damage type = Sharp&lt;br /&gt;
| mode = Melee&lt;br /&gt;
| marketvalue = 3000&lt;br /&gt;
| mass base = 2&lt;br /&gt;
| has quality = False&lt;br /&gt;
| flammability = 0.4&lt;br /&gt;
| tradeTags = ExoticMisc, AnimalPart&lt;br /&gt;
| thingSetMakerTags = AnimalPart&lt;br /&gt;
| thingCategories = ItemsMisc &lt;br /&gt;
}}&lt;br /&gt;
'''Alpha thrumbo horns''' are valuable and exceptionally powerful [[Weapons#Melee Weapons|melee weapons]] obtained by butchering [[alpha thrumbo]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Butchering an adult [[alpha thrumbo]] will yield one alpha thrumbo horn unless the part has been destroyed by damage. Only a full adult alpha thrumbo will produce a horn when butchered. All wild alpha thrumbos spawn as adults.{{Check Tag|Verify}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Alpha thrumbo horns function identically to any other melee weapon, despite their unorthodox method of production. They do not have a [[quality]] value - all alpha thrumbo horns are statistically identical.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason=Missing. Consider [[thrumbo horn]] but will require more consideration than a copy}}&lt;br /&gt;
&lt;br /&gt;
While regular thrumbo horns are inferior to high-quality longswords, alpha thrumbo horns are superior to anything less than legendary plasteel longswords in terms of raw DPS. Their armor penetration is not as high, but is still strong.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]&lt;br /&gt;
[[Category:Melee Weapons]] [[Category:Sharp Weapons]] [[Category:Improvised Weapons]]&lt;br /&gt;
[[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=164973</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian&amp;diff=164973"/>
		<updated>2025-07-14T18:14:38Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Obsidian&lt;br /&gt;
| image = Obsidian c.png&lt;br /&gt;
| description = A dark, glossy volcanic rock. Brittle but sharp, it makes for intimidating decor or vicious blades&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = &lt;br /&gt;
| stuff category = Stony, Metallic&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = &lt;br /&gt;
| terrain affordance = Heavy&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 2&lt;br /&gt;
| beauty offset = 8&lt;br /&gt;
| work to make factor = 1.5&lt;br /&gt;
| work to build factor = 5.5&lt;br /&gt;
| max hit points factor = 0.5&lt;br /&gt;
| flammability factor = 0&lt;br /&gt;
| armor - sharp factor = 0.85&lt;br /&gt;
| armor - blunt factor = 0.40&lt;br /&gt;
| armor - heat factor =  0.70&lt;br /&gt;
| insulation - cold factor = 3.0&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor = 1.4&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 0.9&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Obsidian&lt;br /&gt;
| thingCategories = ResourcesRaw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Obsidian veins occur on lava field maps, and must be mined before they can be used. It is common on maps with the obsidian deposits features.&lt;br /&gt;
&lt;br /&gt;
== Ore ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the faster ores to mine. They can be found in smaller veins, ranging from 2 to 8 tiles in size. Each mined block has a base yield of 32 obsidian, however this is modified by factors such as the Difficulty setting and the mining yield of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Obsidian can be used as a material for [[stuff]]able items with the [[Stony]] and [[Metallic]] stuff tags.&lt;br /&gt;
&lt;br /&gt;
Obsidian can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Thanks to its melee sharp damage factor, obsidian makes the highest DPS melee sharp weapon in the game. Otherwise, things made from it are similar to those made from Jade: beautiful but with low hit points.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Obsidian a.png|One obsidian&lt;br /&gt;
Obsidian b.png|Partial stack&lt;br /&gt;
Obsidian c.png|Full stack&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Stone]] [[Category:Metal]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Lava_snail&amp;diff=164972</id>
		<title>Lava snail</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Lava_snail&amp;diff=164972"/>
		<updated>2025-07-14T18:03:28Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|animal| &lt;br /&gt;
| name = Lava Snail&lt;br /&gt;
| image = LavaSnail east.png&lt;br /&gt;
| description = A large slow-moving mollusk. Originating from the volcanic planet Nuchandus, lava snails were bred as farm animals. Their skin secretes a thick slime that protects them from extreme temperatures.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 0.85&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 180&lt;br /&gt;
| armorblunt = &lt;br /&gt;
| armorsharp = &lt;br /&gt;
| armorheat = &lt;br /&gt;
| min comfortable temperature = 0.0&lt;br /&gt;
| max comfortable temperature = 70.0&lt;br /&gt;
| bodysize = 0.9&lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| lifespan = 22&lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| maturityage = 0.21667&lt;br /&gt;
| hasLeather = 0&lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]]. Their low hunger rate makes them superior to pigs in term of meat per feed. Their optimal meat output exceeds their food requirement.&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
?&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
LavaSnail east.png|Facing east&lt;br /&gt;
LavaSnail north.png|Facing north &lt;br /&gt;
LavaSnail south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated LavaSnail east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated LavaSnail north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated LavaSnail south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Quail&amp;diff=164468</id>
		<title>Quail</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Quail&amp;diff=164468"/>
		<updated>2025-07-13T08:06:35Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main|none|&lt;br /&gt;
| name = Quail&lt;br /&gt;
| image = QuailMale east.png&amp;lt;!--Male is more distinct of the two --&amp;gt;&lt;br /&gt;
| description = Small plump ground-dwelling birds with a distinctive plume.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = &lt;br /&gt;
| flammability = &lt;br /&gt;
| marketvalue = &lt;br /&gt;
| armorblunt = &lt;br /&gt;
| armorsharp = &lt;br /&gt;
| armorheat = &lt;br /&gt;
| min comfortable temperature = &lt;br /&gt;
| max comfortable temperature = &lt;br /&gt;
| bodysize = &lt;br /&gt;
| healthscale = &lt;br /&gt;
| hungerrate =  &lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = &lt;br /&gt;
| attack1type = &lt;br /&gt;
| attack1cool = &lt;br /&gt;
| attack1part = &lt;br /&gt;
| attack5chancefactor = &lt;br /&gt;
}}&lt;br /&gt;
A '''{{PAGENAME}}''' is an [[animal]] added by the [[Odyssey DLC]]. It has slightly less egg efficiency than chicken, but produces way less filth&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}.&lt;br /&gt;
&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{Error|Remove if not applicable}}&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Error|Specify body type when known.}}&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
QuailMale east.png|Male facing east &lt;br /&gt;
QuailMale north.png|Male facing north &lt;br /&gt;
QuailMale south.png|Male facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
QuailFemale east.png|Female facing east &lt;br /&gt;
QuailFemale north.png|Female facing north &lt;br /&gt;
QuailFemale south.png|Female facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
QuailMale Flying east.gif|Male flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
QuailMale Flying north.gif|Male flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
QuailMale Flying south.gif|Male flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
QuailFemale Flying east.gif|Female flying east&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
QuailFemale Flying north.gif|Female flying north&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
QuailFemale Flying south.gif|Female flying south&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Click to view animation)&amp;lt;/small&amp;gt; &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Quail east.png|Desiccated facing east (both genders)&lt;br /&gt;
File:Dessicated Quail north.png|Desiccated facing north (both genders)&lt;br /&gt;
File:Dessicated Quail south.png|Desiccated facing south (both genders)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gauranlen_tree&amp;diff=157407</id>
		<title>Gauranlen tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gauranlen_tree&amp;diff=157407"/>
		<updated>2024-12-27T15:34:45Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{infobox main|plant|&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
| name = Gauranlen tree&lt;br /&gt;
| image = Gauranlen tree.png&lt;br /&gt;
| description = A large, distinctive-looking tree with a unique life-cycle. Each Gauranlen tree contains a small non-conscious dryad queen. The queen births creatures called dryads which guard and tend the tree. In exchange, the tree nurtures its protectors by feeding them directly. From the outside, it appears the dryads are created by the tree directly and act as part of it.&amp;lt;br&amp;gt;It is possible for a person to form a connection with a Gauranlen tree and partially control the dryads it produces.&amp;lt;br&amp;gt;Some say Gauranlen trees are the homes of nature spirits that follow humanity across worlds.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 6&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 35&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| min grow light = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| livesin_temperateforest = True&lt;br /&gt;
| livesin_temperateswamp = True&lt;br /&gt;
| livesin_tropicalrainforest = True&lt;br /&gt;
| livesin_tropicalswamp = True&lt;br /&gt;
| livesin_aridshrubland = True&lt;br /&gt;
| livesin_desert = True&lt;br /&gt;
| livesin_extremedesert = True&lt;br /&gt;
| livesin_borealforest = True&lt;br /&gt;
| livesin_coldbog = True&lt;br /&gt;
| livesin_tundra = True&lt;br /&gt;
}}&lt;br /&gt;
[[File:Gauranlen tree exclusion radius.png|thumb|right|Gauranlen tree exclusion radius]]&lt;br /&gt;
[[File:GauranlenRadius.png|thumb|right|Gauranlen tree seed exclusion radius]]&lt;br /&gt;
The '''Gauranlen  tree''' is a tree added by the [[Ideology DLC]]. It produces and supports [[dryads]]. The tree reaches its largest size after 10 days since planting, although this is purely visual.&lt;br /&gt;
&lt;br /&gt;
They can be eaten by [[alphabeaver]]s but not by [[thrumbo]]s, despite both being [[dendrovore]]s. It is immune to [[Toxic fallout]].&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
Gauranlen trees are grown from a [[Gauranlen seed]], which must be harvested from a [[gauranlen pod]]. Gauranlen pods are spawned as an [[event]] that occurs roughly every 60 days (30 days with the [[Ideoligion#Memes|Tree Connection]] meme), or as a successful [[ritual]] reward. Harvesting a pod yields 1-2 Gauranlen seed.&lt;br /&gt;
&lt;br /&gt;
These seeds can be planted on any tile with a fertility stat. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile from any other tree or cactus. It also cannot be placed within 1 tile of a [[growing zone]]. However, if planted within 7 tiles of an artificial structure, the tree will experience a greater connection strength decay over time.&lt;br /&gt;
&lt;br /&gt;
Like the [[anima tree]]{{RoyaltyIcon}} and [[polux tree]]{{BiotechIcon}}, but unlike other trees, Gauranlen trees cannot be moved.&lt;br /&gt;
&lt;br /&gt;
Gauranlen trees heal slowly over time.{{Check Tag|How fast?|What is the healing rate in HP per unit time}}&lt;br /&gt;
&lt;br /&gt;
===Gauranlen moss===&lt;br /&gt;
The tree will continuously sprout [[gauranlen moss]] once per day after reaching 60% growth. The moss has a [[beauty]] of {{+|10}}, but serves no other purpose. It must be cut if growing other plants. It will spread flames, but cannot be burnt down itself. It can grow on any tile with fertility within a 7.9 tile radius and does not require light. The Tree Connection Ritual will spawn moss in proportion to the ritual quality.&lt;br /&gt;
&lt;br /&gt;
==Linking Ceremony==&lt;br /&gt;
An unconnected Gauranlen tree can produce up to 2 [[immature dryad]]s. For the tree to produced specialized dryads, a colonist must connect with the tree through a connection ceremony.&lt;br /&gt;
&lt;br /&gt;
The ceremony requires at minimum 1 connector capable of Plant Cutting. Spectators will increase the quality of the ceremony, with each spectator over one adding an additional 10% expected ceremony quality. Depending on quality, the connection strength will start between 25% and 45%. For every 2% of expected connection quality, additional tile with gauranlen moss will spawn within 7 tile of gauranlen tree.&lt;br /&gt;
&lt;br /&gt;
Even if connection reaches 0%, the pawn and tree will remain linked. The only way to break this link is for the connected colonist to die or be kidnapped by an enemy. Even if the colonist is [[Resurrector mech serum|resurrected]] or returned to a colony, the connection will be severed. There is a 30-day cooldown between the unlink and relinking.&lt;br /&gt;
&lt;br /&gt;
Once you have linked to a tree, you can select a [[dryads|dryad caste]]. One tree can only have 1 caste of dryads, though you can have multiple dryads of that caste. Note that the connected pawn must have the &amp;quot;Basic&amp;quot; work type assigned to change the dryad caste after you have selected one.&lt;br /&gt;
&lt;br /&gt;
==Connection==&lt;br /&gt;
In order for the tree to produce and sustain dryads, a linked pawn must prune it. Pruning builds up connection with the tree - the amount of connection determines how many dryads are sustained at once. Connection can be viewed by selecting the tree.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT|c_16 text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! Connection !! 5% !! 25% !! 50% !! 75%&lt;br /&gt;
|-&lt;br /&gt;
!Dryads &lt;br /&gt;
|1 || 2 || 3 || 4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It is recommended to keep connection strength above the desired threshold, as connection will fall even if pruned. If connection ever falls below the threshold, then dryads will merge back into the tree, and will have to be spawned again.&lt;br /&gt;
&lt;br /&gt;
Regardless of connection strength, there is an 6 day timer between spawning each [[immature dryad]]. This time will tick down even if the tree is unconnected, or if connection strength is too low to support more dryads. Once a dryad has spawned, it will take 5 more days for a dryad to mature into a selected [[dryads|dryad caste]].&lt;br /&gt;
&lt;br /&gt;
===Decay===&lt;br /&gt;
Connection decays every day, by an amount dependent on the current connection level:&lt;br /&gt;
*Connection decays by -2.6% / day at any level, except 0%.&lt;br /&gt;
*Decay is increased by (-0.6% / day) per connection strength.&lt;br /&gt;
*Decay maxes out at -6% day, at 65-70% connection strength.&lt;br /&gt;
Basically, the more dryads are sustained, the more pruning you will have to do per day.&lt;br /&gt;
&lt;br /&gt;
'''Artificial buildings'''&lt;br /&gt;
&lt;br /&gt;
''Any'' artificial building in the Gauranlen tree's 7-tile range will increase connection decay by up to -6.2% / day. The amount of decay is dependent solely on how close the nearest artificial building is. Having multiple buildings does not impact connection decay.&lt;br /&gt;
&lt;br /&gt;
In tile proximity to decay rate: 7 tiles : -1.7%, 6 tiles : -2.4%, 5 tiles : -3.2%, 4 tiles : -4%, 3 tiles : -4.7%, 2 tiles : -5.5%, 1 tile : -6.2%.&lt;br /&gt;
&lt;br /&gt;
== Pruning ==&lt;br /&gt;
{{Stub|section=1|reason=Does the mandatory wait time between prunings apply to multiple trees or just the one}}&lt;br /&gt;
{{For|how much time a pawn would need to prune|Pruning Speed}}&lt;br /&gt;
Pruning is done to maintain a tree's connection status. It is considered a Plant Cut task in the [[work]] tab, done before any other plant-cut related task. You can adjust how much Connection a pawn will prune to by selecting the tree.&lt;br /&gt;
&lt;br /&gt;
Pruning speed is determined by the [[Pruning Speed]] stat. This stat is based on [[Global Work Speed]] and Plants skill. In addition, the [[Ideoligion#Tree connection|Tree Connection]] [[meme]] gives {{+|25%}} to pruning speed, applied after skills. Tree Connection gives the pruning speed boost through the Gauranlen Connection [[precept]]. Pruning is not impacted by health factors like [[Consciousness]] or [[Manipulation]], so damaged pawns can prune just as well as healthy ones.&lt;br /&gt;
&lt;br /&gt;
There's a {{Ticks/gametime|10000}} mandatory break time between two prunings of a gauranlen tree - this applies even if the first pruning was interrupted, such as by [[draft]]ing, and it cannot be circumvented even if no other option is available to them by their [[work]] types and [[schedule]]. They will instead idle until they the time has elapsed.{{Check Tag|Cooldown per tree?|Is the 4hour cooldown per tree or is it any attempt at pruning}} &lt;br /&gt;
&lt;br /&gt;
When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.&lt;br /&gt;
&lt;br /&gt;
A baseline pawn at Plants 8 will have 100% pruning speed, and will prune at 1%/hr. A pawn of this skill would need to prune for 6 hours per day to maintain 4 dryads. &lt;br /&gt;
&lt;br /&gt;
While pruning, pawns earn XP at about the same rate as normal plant work, but won't have to move, and therefore get more XP/hour.&lt;br /&gt;
&lt;br /&gt;
==Other Ideoligion Interactions==&lt;br /&gt;
In addition to the speed boost, a pawn with Gauranlen Connection precept will get a non-stacking {{+|3}} [[mood]]let for being connected to a tree. When ''not'' connected to a tree, they will get a mood penalty (scaling with colony [[expectations]]).&lt;br /&gt;
&lt;br /&gt;
The gauranlen tree counts as a &amp;quot;super&amp;quot; tree to pawns with the [[Ideoligion#Trees|Trees: Desired precept]], and will give the &amp;quot;amazing tree&amp;quot; thought to such pawns.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
In order to get and sustain 4 dryads, you will have to prune each tree from 3.6 hours (Tree Connection, Plants 20) to 6 hours (Plants 8), before Global Work Speed. This is 3.6 - 6+ hours spent per day just to sustain the dryads. Sustaining 1 tree with 4 dryads is more efficient than 2 trees with 2 dryads, due to 2 trees losing connection faster.&lt;br /&gt;
&lt;br /&gt;
How much benefit you'll get depends on the dryad in question:&lt;br /&gt;
*[[Woodmaker]]: Woodmakers are space-efficient, but not work efficient compared to growing any other tree. Also can survive in extreme cold/heat. &lt;br /&gt;
** If you can't harvest trees, then somewhat competitive with [[fibercorn]]. With Tree Connection, Plants 14 dryads are equal to Plants 14 fibercorn. At higher plants skill, or with a [[Roles#Plants specialist|Plants specialist]], fibercorn becomes better for wood per work.&lt;br /&gt;
*[[Berrymaker]] &amp;amp; [[Medicinemaker]]: Unless you are unable to grow plants at all, then the dryads are worse than their plant equivalent.&lt;br /&gt;
*[[Barkskin]] &amp;amp; [[Clawer]]: Combat dryads, controlled just like an animal trained to Attack. Unlike animals, dryads can regenerate from all permanent wounds and even [[luciferium]] addiction by resting for 3 days. Both dryads are not great in solo combat, but can work together with colonists. It's a huge time cost, but can be useful.&lt;br /&gt;
*[[Carrier]]: 1 pawn can sustain 4 half-speed haulers for a full waking day, for less than a full day's of work. If you don't need things hauled constantly, then you still have to prune the tree (or face a 5-day minimum penalty).&lt;br /&gt;
*[[Gaumaker]]: Another way to create gauranlen trees. Useful for the Tree Connection moodlet, and only available with Tree Connection.&lt;br /&gt;
&lt;br /&gt;
Because light impacts Global Work Speed, you'll want to place a [[standing lamp]] 8-9 tiles away. Alternately, you can place a [[torch lamp]] anywhere near the tree.&lt;br /&gt;
&lt;br /&gt;
While regular colonists will likely be disappointed by gauranlen trees, their yield depends solely on the pruner's plant skill. They yield the same for pruners that are handicapped, or rather, psychically optimized. Powerful psychic attributes such as blindness and permanent pain are serious burdens to normal work speed, but they don't affect pruning speed at all. Blind and half-concious psycasters are terrible as workers, or even counterproductive, but they can be as nearly productive as normal colonists by pruning gauranlen trees.&lt;br /&gt;
&lt;br /&gt;
'''Using gauranlen trees in grow zones'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned before, the Gauranlen tree is a tree and requires a 3 by 3 space around it to not be cut down. They can't be placed within 4 tiles of another gauranlen tree, so maximizing area to trees, you can have 4 trees in a 6*6 area(note that an additional 7 tiles from each side cannot have buildings without impeding connection). The ratio of tiles occupied by a tree to tiles occupied by a grow zone is 9:16, making for a 5*5 repeating pattern around each tree. At each protruding corner, where you shouldn't have walls, more grow tiles can be put in (as long as it's arable soil). Thus it is efficient to use the tree in this way if space available is an important factor.&lt;br /&gt;
&lt;br /&gt;
==Cutting==&lt;br /&gt;
Cutting down a connected Gauranlen tree will kill all of its dryads and give a -15 mood to the connected pawn for 10 days. It will also prevent the previously connected pawn from connecting to a different tree until the mood debuff is gone. It will get selected for cutting using the chop tree drag command, so be careful.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
GauranlenTreeA.png|Gauranlen Tree sprite Variant A&lt;br /&gt;
Gauranlen tree.png|Gauranlen Tree sprite Variant B&lt;br /&gt;
Stump chopped gauranlen.png|[[Chopped gauranlen stump]]&lt;br /&gt;
Stump smashed gauranlen.png|[[Smashed gauranlen stump]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Connecting to a Gauranlen tree gives 25-45% connection strength to the connector depending on ritual quality. Psychically deaf pawns cannot connect with Gauranlen trees.&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Gauranlen trees heal slowly over time. When a pawn is connected to multiple gauranlen trees, they prioritize pruning the tree with the biggest difference between desired connection strength and current.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Pruning is now based on [[Pruning Speed|pruning speed]] stat.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Dryad spawn days reduced from 8 to 6. Reduced dryad transform delay from 6 days to 5 days.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=157406</id>
		<title>Thrumbo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thrumbo&amp;diff=157406"/>
		<updated>2024-12-27T09:06:47Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| name = Thrumbo&lt;br /&gt;
| image = Thrumbo.png&lt;br /&gt;
| description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.&amp;lt;br/&amp;gt;Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| armorblunt = 40&lt;br /&gt;
| armorsharp = 60&lt;br /&gt;
| armorheat = 30&lt;br /&gt;
| min comfortable temperature = -65&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 4000&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| ridingspeed = 1.6&lt;br /&gt;
| combatPower = 500&lt;br /&gt;
| bodysize = 4&lt;br /&gt;
| healthscale = 8&lt;br /&gt;
| hungerrate = 1.75&lt;br /&gt;
| diet = herbivorous, dendrovorous&lt;br /&gt;
| leathername = thrumbofur&lt;br /&gt;
| wildness = 0.985&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 1&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| gestation = 20&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 220&lt;br /&gt;
| juvenileage = 0.75&lt;br /&gt;
| maturityage = 1.332&lt;br /&gt;
| tradeTags = AnimalExotic&lt;br /&gt;
| attack1dmg = 23&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = horn&lt;br /&gt;
| attack2dmg = 23&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = horn&lt;br /&gt;
| attack3dmg = 28&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2.6&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 19&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front left leg&lt;br /&gt;
| attack5dmg = 19&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 17&lt;br /&gt;
| attack6type = Blunt&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = head&lt;br /&gt;
| attack6chancefactor = 0.2&lt;br /&gt;
}}&lt;br /&gt;
'''Thrumbos''', called '''thrumbo calves''' as babies, are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random [[Events/Incidental#Rare thrumbos|event]]. &lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]],{{RoyaltyIcon}} [[gauranlen tree|gauranlen]],{{IdeologyIcon}} [[polux tree|polux]],{{BiotechIcon}} or [[harbinger tree]]s.{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
{{Pawn Armor Effect|{{P|Armor - Sharp}}|{{P|Armor - Blunt}}}}&lt;br /&gt;
Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of {{P|Health Scale}}, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one, and never engage them except on favorable terms.&lt;br /&gt;
&lt;br /&gt;
With the right strategies, they can be reliably killed. Their [[thrumbo horn|horn]] is worth {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}, and is a modestly powerful melee weapon, equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Their [[Thrumbofur|fur]] is valuable, worth a thousand silver, and protective. The duster alone is almost as protective as steel [[plate armor]], but can be worn over a [[flak vest]] for incredible protection. Note that juvenile thrumbos do not drop horns.&lt;br /&gt;
&lt;br /&gt;
Any combat injury suffered by the thrumbo causes its leather yield to drop by a third. This does not apply if the thrumbo is downed by a psychic shock lance or beer and killed by hunting. Since thrumbofur is a precious resource, far more useful than its meat or horn, there's no reason to hunt thrumbos if you have another mean to down it.&lt;br /&gt;
&lt;br /&gt;
While a number of hunting strategies are viable, the use of a [[psychic shock lance]] bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before [[difficulty]] modifiers, [[Butchery Efficiency]], and [[Trade Price Improvement]]:&lt;br /&gt;
&lt;br /&gt;
* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos. &lt;br /&gt;
* The horns alone are worth 2x {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}.&lt;br /&gt;
* The fur is worth {{Icon Small|Silver||{{#expr:{{Q|Thrumbo|Leather Yield}}*{{Q|Thrumbofur|Market Value Base}} }} }} - before it is processed.&lt;br /&gt;
** This is enough to create {{#expr:2*{{Q|Thrumbo|Leather Yield}}/{{Q|Duster|Resource 1 Amount}} }}x dusters, worth {{Icon Small|Silver||{{#expr:4*{{Market Value Calculator|Duster|Thrumbofur|Normal}} }} }} in total at only Normal [[quality]].&lt;br /&gt;
* They also yield enough meat for {{#expr:2*{{Q|Thrumbo|Meat Yield}}/10}} [[simple meal]]s.&lt;br /&gt;
&lt;br /&gt;
As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice. Depending on the skills of the colonists, the exact numbers can vary by a lot.&lt;br /&gt;
&lt;br /&gt;
Thrumbos may be affected by the [[Events#Animal_self-tamed|Animal self-tamed]] and [[Events#Mad animal|Mad animal]] events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough. &lt;br /&gt;
&lt;br /&gt;
=== Tending and bonding ===&lt;br /&gt;
If you can [[downed|down]] a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train [[Medicine|healing]] skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.&lt;br /&gt;
&lt;br /&gt;
With a 0.4%, or 1 in 250, chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of [[Medical]] skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.&lt;br /&gt;
&lt;br /&gt;
Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]].&lt;br /&gt;
&lt;br /&gt;
== Hunting tactics ==&lt;br /&gt;
Tactics can be separated into a couple of key categories:&lt;br /&gt;
&lt;br /&gt;
=== Just shooting it ===&lt;br /&gt;
The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or [[chunk]]s to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out! &lt;br /&gt;
&lt;br /&gt;
[[Door]]s and [[autodoor]]s can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them. &lt;br /&gt;
&lt;br /&gt;
The Burden or Stun [[psycast]]s {{RoyaltyIcon}}, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high [[neural heat]] capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.&lt;br /&gt;
&lt;br /&gt;
*'''Kiting'''&lt;br /&gt;
Use a fast colonist (at least 120% Moving; 2 [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead.&lt;br /&gt;
&lt;br /&gt;
* '''Peek-a-boo''' &lt;br /&gt;
Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).&lt;br /&gt;
&lt;br /&gt;
* '''Sniper''' &lt;br /&gt;
A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.&lt;br /&gt;
&lt;br /&gt;
=== Entrapment ===&lt;br /&gt;
The basic idea is simple. Encase a sleeping thrumbo in a room, fully surrounding it with [[wall]]s - wood is fine. Before you close it in, place 35 [[beer]]s, enough to get the thrumbo blackout drunk. Beer counts as a food item - when the thrumbo gets hungry, it will drink all of it and pass out. You can then assign a colonist to hunt, netting you a free thrumbo corpse.&lt;br /&gt;
&lt;br /&gt;
* '''Food as bait:''' On maps with no/little trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food. Beer counts as source of nutrition, i.e., food. Create a room with food and an opening, and when the thrumbos enter, seal it off.&lt;br /&gt;
* '''Other trap methods:''' [[Heatstroke]] could feasibly be used to kill the thrumbo. [[Fire]] could work, but it damages the corpse. Starvation could work, but the thrumbo will constantly be trying to break out of its cell.&lt;br /&gt;
&lt;br /&gt;
=== Let other people do it ===&lt;br /&gt;
Aggro a thrumbo. A manhunter thrumbo will attack a trade [[caravan]], a group of [[raider]]s, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your &amp;quot;friends&amp;quot; will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.&lt;br /&gt;
&lt;br /&gt;
A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will have both combatants bleed out to death. A [[psychic insanity lance]] can make thrumbos berserk. The Berserk, Berserk Pulse, and Manhunter Pulse [[psycast]]s {{RoyaltyIcon}} all do what they say on the tin. [[Genes#Animal warcall|Animal warcall]]{{BiotechIcon}} will call a thrumbo to only be aggressive against enemies. &lt;br /&gt;
&lt;br /&gt;
=== Static defenses ===&lt;br /&gt;
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out. &lt;br /&gt;
* '''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target online turrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.&lt;br /&gt;
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.&lt;br /&gt;
** If you're really feeling like overkill, then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.&lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.&lt;br /&gt;
&lt;br /&gt;
Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a Cryptosleep casket you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.&lt;br /&gt;
&lt;br /&gt;
Successfully tamed thrumbos are of little use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength. &lt;br /&gt;
&lt;br /&gt;
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.&lt;br /&gt;
&lt;br /&gt;
Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time. &lt;br /&gt;
&lt;br /&gt;
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndHorn}}&lt;br /&gt;
&lt;br /&gt;
=== Armor vs. weapon types ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armor&lt;br /&gt;
|-&lt;br /&gt;
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Thrumbo east.png|Thrumbo facing east&lt;br /&gt;
Thrumbo north.png|Thrumbo facing north&lt;br /&gt;
Thrumbo south.png|Thrumbo facing south&lt;br /&gt;
Dessicated thrumbo east.png|Thrumbo decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat&lt;br /&gt;
* Beta 19/1.0 - Hunger rate 4.5-&amp;gt;3.5&lt;br /&gt;
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo&lt;br /&gt;
* 1.3 - Revenge chance on tame fail 1.8%-&amp;gt;0%; Meat yield 360-&amp;gt;560; Leather yield 120-&amp;gt;160; Hunger rate 3.5-&amp;gt;2.8; Gestation time 60 days-&amp;gt;20 days.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.&lt;br /&gt;
&lt;br /&gt;
{{Nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Damage_Comparison_Chart/Melee&amp;diff=157405</id>
		<title>Template:Damage Comparison Chart/Melee</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Damage_Comparison_Chart/Melee&amp;diff=157405"/>
		<updated>2024-12-26T13:38:24Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:swordDPS|{{True Melee DPS Calculator|Longsword|plasteel}}}}{{#vardefine:swordAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:spearDPS|{{True Melee DPS Calculator|Spear|plasteel}}}}{{#vardefine:spearAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:maceDPS|{{True Melee DPS Calculator|Mace|Uranium}}}}{{#vardefine:maceAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:warhammerDPS|{{True Melee DPS Calculator|Warhammer|Uranium}}}}{{#vardefine:warhammerAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:monoswordDPS|{{True Melee DPS Calculator|Persona monosword}}}}{{#vardefine:monoswordAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:zeushammerDPS|{{True Melee DPS Calculator|Persona zeushammer}}}}{{#vardefine:zeushammerAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Graph:Chart|width=400&lt;br /&gt;
|title=Effective DPS of various weapons against this armor&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|colors = {{{color|blue, green, black, gray, red, purple}}}&lt;br /&gt;
|xAxisTitle=Quality&lt;br /&gt;
|yAxisTitle= Effective DPS&lt;br /&gt;
|yAxisMin=0&lt;br /&gt;
|yAxisMax=25&lt;br /&gt;
|xGrid=&lt;br /&gt;
|yGrid=&lt;br /&gt;
|legend=&lt;br /&gt;
|x=awful, poor, normal, good, excellent, masterwork, legendary&lt;br /&gt;
&lt;br /&gt;
|y1={{Apparel AP Calculation/Quality List|armor1={{{sharpArmor1|}}}|armor2={{{sharpArmor2|}}}|armor3={{{sharpArmor3|}}}|armor4={{{sharpArmor4|}}}|dps={{#var:swordDPS}}|ap={{#var:swordAP}}}}&lt;br /&gt;
|y1Title=Plasteel Longsword&lt;br /&gt;
|y4={{Apparel AP Calculation/Quality List|armor1={{{bluntArmor1|}}}|armor2={{{bluntArmor2|}}}|armor3={{{bluntArmor3|}}}|armor4={{{bluntArmor4|}}}|dps={{#var:maceDPS}}|ap={{#var:maceAP}}}}&lt;br /&gt;
|y4Title=Uranium Mace&lt;br /&gt;
|y3={{Apparel AP Calculation/Quality List|armor1={{{bluntArmor1|}}}|armor2={{{bluntArmor2|}}}|armor3={{{bluntArmor3|}}}|armor4={{{bluntArmor4|}}}|dps={{#var:warhammerDPS}}|ap={{#var:warhammerAP}}}}&lt;br /&gt;
|y3Title=Uranium Warhammer&lt;br /&gt;
|y2={{Apparel AP Calculation/Quality List|armor1={{{sharpArmor1|}}}|armor2={{{sharpArmor2|}}}|armor3={{{sharpArmor3|}}}|armor4={{{sharpArmor4|}}}|dps={{#var:spearDPS}}|ap={{#var:spearAP}}}}&lt;br /&gt;
|y2Title=Plasteel Spear&lt;br /&gt;
|y5={{Apparel AP Calculation/Quality List|armor1={{{sharpArmor1|}}}|armor2={{{sharpArmor2|}}}|armor3={{{sharpArmor3|}}}|armor4={{{sharpArmor4|}}}|dps={{#var:monoswordDPS}}|ap={{#var:monoswordAP}}}}&lt;br /&gt;
|y5Title=Persona Monosword&lt;br /&gt;
|y6={{Apparel AP Calculation/Quality List|armor1={{{bluntArmor1|}}}|armor2={{{bluntArmor2|}}}|armor3={{{bluntArmor3|}}}|armor4={{{bluntArmor4|}}}|dps={{#var:zeushammerDPS}}|ap={{#var:zeushammerAP}}}}&lt;br /&gt;
|y6Title=Persona Zeushammer&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Damage_Comparison_Chart/Melee/doc&amp;diff=157404</id>
		<title>Template:Damage Comparison Chart/Melee/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Damage_Comparison_Chart/Melee/doc&amp;diff=157404"/>
		<updated>2024-12-26T13:38:08Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: Created page with &amp;quot;Draws a line graph of effective DPS of various quality plasteel longsword and spear, uranium mace and warhammer, persona zeushammer and monosword against a specific set of arm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Draws a line graph of effective DPS of various quality plasteel longsword and spear, uranium mace and warhammer, persona zeushammer and monosword against a specific set of armor.&lt;br /&gt;
&lt;br /&gt;
== Parameters==&lt;br /&gt;
* &amp;lt;code&amp;gt;sharpArmor1&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;sharpArmor4&amp;lt;/code&amp;gt; the outermost to innermost layer of sharp armor.&lt;br /&gt;
* &amp;lt;code&amp;gt;bluntArmor1&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bluntArmor4&amp;lt;/code&amp;gt; the outermost to innermost layer of blunt armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The following line is generated by substitution: {{subst:Template:Documentation/Example Lines|{{Damage Comparison Chart/Melee|sharpArmor1=40|bluntArmor1=8}}|{{Damage Comparison Chart/Melee|sharpArmor1=40|sharpArmor2=100|bluntArmor1=8|bluntArmor2=36}}}}--&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Examples&amp;lt;/h2&amp;gt;&amp;lt;pre&amp;gt;{{Damage Comparison Chart/Melee|sharpArmor1=40|bluntArmor1=8}}&amp;lt;/pre&amp;gt;{{Damage Comparison Chart/Melee|sharpArmor1=40|bluntArmor1=8}}&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;{{Damage Comparison Chart/Melee|sharpArmor1=40|sharpArmor2=100|bluntArmor1=8|bluntArmor2=36}}&amp;lt;/pre&amp;gt;{{Damage Comparison Chart/Melee|sharpArmor1=40|sharpArmor2=100|bluntArmor1=8|bluntArmor2=36}}&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Damage_Comparison_Chart/Melee&amp;diff=157403</id>
		<title>Template:Damage Comparison Chart/Melee</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Damage_Comparison_Chart/Melee&amp;diff=157403"/>
		<updated>2024-12-26T13:37:09Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:swordDPS|{{True Melee DPS Calculator|Longsword|plasteel}}}}{{#vardefine:swordAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:spearDPS|{{True Melee DPS Calculator|Spear|plasteel}}}}{{#vardefine:spearAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:maceDPS|{{True Melee DPS Calculator|Mace|Uranium}}}}{{#vardefine:maceAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:warhammerDPS|{{True Melee DPS Calculator|Warhammer|Uranium}}}}{{#vardefine:warhammerAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:monoswordDPS|{{True Melee DPS Calculator|Persona monosword}}}}{{#vardefine:monoswordAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:zeushammerDPS|{{True Melee DPS Calculator|Persona zeushammer}}}}{{#vardefine:zeushammerAP|{{#var:trueAP}}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Graph:Chart|width=400&lt;br /&gt;
|title=Effective DPS of various weapons against this armor&lt;br /&gt;
|height=150&lt;br /&gt;
|type=line&lt;br /&gt;
|colors = {{{color|blue, green, black, gray, red, purple}}}&lt;br /&gt;
|xAxisTitle=Quality&lt;br /&gt;
|yAxisTitle= Effective DPS&lt;br /&gt;
|yAxisMin=0&lt;br /&gt;
|yAxisMax=25&lt;br /&gt;
|xGrid=&lt;br /&gt;
|yGrid=&lt;br /&gt;
|legend=&lt;br /&gt;
|x=awful, poor, normal, good, excellent, masterwork, legendary&lt;br /&gt;
&lt;br /&gt;
|y1={{Apparel AP Calculation/Quality List|armor1={{{sharpArmor1|}}}|armor2={{{sharpArmor2|}}}|armor3={{{sharpArmor3|}}}|armor4={{{sharpArmor4|}}}|dps={{#var:swordDPS}}|ap={{#var:swordAP}}}}&lt;br /&gt;
|y1Title=Plasteel Longsword&lt;br /&gt;
|y4={{Apparel AP Calculation/Quality List|armor1={{{bluntArmor1|}}}|armor2={{{bluntArmor2|}}}|armor3={{{bluntArmor3|}}}|armor4={{{bluntArmor4|}}}|dps={{#var:maceDPS}}|ap={{#var:maceAP}}}}&lt;br /&gt;
|y4Title=Uranium Mace&lt;br /&gt;
|y3={{Apparel AP Calculation/Quality List|armor1={{{bluntArmor1|}}}|armor2={{{bluntArmor2|}}}|armor3={{{bluntArmor3|}}}|armor4={{{bluntArmor4|}}}|dps={{#var:warhammerDPS}}|ap={{#var:warhammerAP}}}}&lt;br /&gt;
|y3Title=Uranium Warhammer&lt;br /&gt;
|y2={{Apparel AP Calculation/Quality List|armor1={{{sharpArmor1|}}}|armor2={{{sharpArmor2|}}}|armor3={{{sharpArmor3|}}}|armor4={{{sharpArmor4|}}}|dps={{#var:spearDPS}}|ap={{#var:spearAP}}}}&lt;br /&gt;
|y2Title=Plasteel Spear&lt;br /&gt;
|y5={{Apparel AP Calculation/Quality List|armor1={{{sharpArmor1|}}}|armor2={{{sharpArmor2|}}}|armor3={{{sharpArmor3|}}}|armor4={{{sharpArmor4|}}}|dps={{#var:monoswordDPS}}|ap={{#var:monoswordAP}}}}&lt;br /&gt;
|y5Title=Persona Monosword&lt;br /&gt;
|y6={{Apparel AP Calculation/Quality List|armor1={{{bluntArmor1|}}}|armor2={{{bluntArmor2|}}}|armor3={{{bluntArmor3|}}}|armor4={{{bluntArmor4|}}}|dps={{#var:zeushammerDPS}}|ap={{#var:zeushammerAP}}}}&lt;br /&gt;
|y6Title=Persona Zeushammer&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Documentation wanted}}&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Comparison/doc&amp;diff=157402</id>
		<title>Template:Ranged Weapon Comparison/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ranged_Weapon_Comparison/doc&amp;diff=157402"/>
		<updated>2024-12-26T12:15:55Z</updated>

		<summary type="html">&lt;p&gt;Quandangv: Created page with &amp;quot;Creates a line graph that compares the average damage output of multiple ranged weapons at various ranges  ==Parameters== * The first to eighth parameters are the weapons to i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Creates a line graph that compares the average damage output of multiple ranged weapons at various ranges&lt;br /&gt;
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==Parameters==&lt;br /&gt;
* The first to eighth parameters are the weapons to include in the graph.&lt;br /&gt;
* &amp;lt;code&amp;gt;shooterAccuracy&amp;lt;/code&amp;gt; (optional) is the accuracy of the shooter. Default is 98%.&lt;br /&gt;
* &amp;lt;code&amp;gt;accuracyFactor&amp;lt;/code&amp;gt; (optional) is the accuracy factor of the ranged weapon determined by quality.&lt;br /&gt;
* &amp;lt;code&amp;gt;damageFactor&amp;lt;/code&amp;gt; (optional) is the damage and AP factor of the ranged weapon determined by quality.&lt;br /&gt;
* &amp;lt;code&amp;gt;bandolier&amp;lt;/code&amp;gt; (optional) can be specified to simulate [[heavy bandolier]] usage. Can be empty or 1.&lt;br /&gt;
* &amp;lt;code&amp;gt;bandolier1&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bandolier8&amp;lt;/code&amp;gt; (optional) can be used to override the overall bandolier flag.&lt;br /&gt;
* &amp;lt;code&amp;gt;triggerhappy&amp;lt;/code&amp;gt; (optional) can be specified to simulate [[trigger happy]] trait. Can be empty or 1.&lt;br /&gt;
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&amp;lt;!--The following line is generated by substitution: {{subst:Template:Documentation/Example Lines|{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle}}|{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle|bandolier=1}}|{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle|damageFactor=1.5|accuracyFactor=1.5|bandolier=1}}|{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Heavy SMG|Chain shotgun|bandolier3=1|bandolier4=1}}}}--&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Examples&amp;lt;/h2&amp;gt;&amp;lt;pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle}}&amp;lt;/pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle}}&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle|bandolier=1}}&amp;lt;/pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle|bandolier=1}}&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle|damageFactor=1.5|accuracyFactor=1.5|bandolier=1}}&amp;lt;/pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Charge rifle|damageFactor=1.5|accuracyFactor=1.5|bandolier=1}}&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Heavy SMG|Chain shotgun|bandolier3=1|bandolier4=1}}&amp;lt;/pre&amp;gt;{{Ranged Weapon Comparison|Heavy SMG|Chain shotgun|Heavy SMG|Chain shotgun|bandolier3=1|bandolier4=1}}&lt;/div&gt;</summary>
		<author><name>Quandangv</name></author>
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