<?xml version="1.0"?>
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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Someone</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Someone"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Someone"/>
	<updated>2026-04-06T16:30:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Poker_table&amp;diff=62573</id>
		<title>Poker table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Poker_table&amp;diff=62573"/>
		<updated>2019-02-06T19:37:16Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated building cost to 1.0 value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox main|building||&lt;br /&gt;
|name = Poker table&lt;br /&gt;
|description = A soft-topped table for playing a variety of card games.&lt;br /&gt;
|type  = Buildings&lt;br /&gt;
|type2 = Joy&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 2|3&lt;br /&gt;
|hp = 250&lt;br /&gt;
|mass base = 300&lt;br /&gt;
|beauty = 10&lt;br /&gt;
|work to build = 200&lt;br /&gt;
|material amount  = 50&lt;br /&gt;
|material 2 amount  = 25&lt;br /&gt;
|material 2 name = Wood&lt;br /&gt;
|material 3 amount  = 50&lt;br /&gt;
|material 3 name = Cloth&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
}}&lt;br /&gt;
The '''poker table''' is a [[joy]] [[Furniture|item]]. Like regular [[table]]s, it needs to have [[chair]]s surrounding it so colonists can use it. Up to four colonists can use a poker table at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Joy]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Firefighting&amp;diff=62351</id>
		<title>Firefighting</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Firefighting&amp;diff=62351"/>
		<updated>2019-01-26T21:41:33Z</updated>

		<summary type="html">&lt;p&gt;Someone: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Firefighting is present in two forms of the game.  It is accomplished by  [[Colonist|colonists]] going over to a burning portion of the map and &amp;quot;stomping&amp;quot; on the [[fire]] until it goes out completely or by a [[Firefoam_popper|Firefoam Popper]] exploding.&lt;br /&gt;
&lt;br /&gt;
You can also explode fire out, with grenades (draft a colonist who has them, target the fire) for example. &lt;br /&gt;
&lt;br /&gt;
Brave colonists, NOT incapacitated by their fear of fire (Scary) or pyromaniacs and assigned to firefighting will stomp on the fires '''ONLY''' if the fire is within a designated '''[[Zone#Home Zone|home zone]]''' . Outside the home zone, colonists will just ignore the fires and carry on with their duties.&lt;br /&gt;
&lt;br /&gt;
To fight fires outside of a home zone or to fight fires in a coordinated manner, draft the colonists and place them NEXT to the fire. They will fight any adjacent fires and you can better move your colonists to strategically attack it.&lt;br /&gt;
&lt;br /&gt;
If the fires manage to spread to an area that is completely blocked off from the colonist, (such as the center of a [[Geothermal generator]]) the fire will be unable to be put out by colonists until it rains or the structure is destroyed. [[Firefoam popper]]s can be used to extinguish these flames by placing a popper nearby and manually exploding it. After their initial construction, Firefoam Poppers can be uninstalled and stored. Reinstalling them later—near a small-to-moderately sized field of fire—and manually detonating them allows a single pawn to quickly and safely complete a dangerous task that could otherwise occupy several pawns for many danger-filled hours.   &lt;br /&gt;
&lt;br /&gt;
Note that the colonists can catch on fire while trying to put out the fires. If this occurs, the player must prioritize a different colonist to attempt to put out the flames of their burning comrade. If a colonist doesn't put out the flames, the colonist on fire will:&lt;br /&gt;
 &lt;br /&gt;
# Run around like a maniac trying to put the flames out (Remember to stop drop and roll, kids!)&lt;br /&gt;
# Put themselves out after some running around&lt;br /&gt;
#* They will attempt to put themselves out, but will be interrupted by taking burn damage&lt;br /&gt;
# Become [[Injury#Shock|incapacitated]] and burn until death&lt;br /&gt;
&lt;br /&gt;
Extremely large and long lasting fires will force a rain event. Rain will stop the spread of unroofed fires and eventually extinguish them.&lt;br /&gt;
&lt;br /&gt;
By default, all colonists not currently working on another job will go to extinguish a fire if capable, whether someone else has taken the job or not. This allows both the person standing right beside the one tile left on fire to try and extinguish it and the person on the other side of the map who booked it first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death&amp;diff=62350</id>
		<title>Thoughts/Memory Death</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Death&amp;diff=62350"/>
		<updated>2019-01-26T21:15:52Z</updated>

		<summary type="html">&lt;p&gt;Someone: in 1.0 bloodlust does not nullify debuff for organ-harvesting prisoners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Death.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Justified execution| Justified execution]]&lt;br /&gt;
| A guilty prisoner or guest was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone was euthanized| Someone was euthanized]]&lt;br /&gt;
| A prisoner or guest was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone was executed| Someone was executed]]&lt;br /&gt;
| A prisoner or guest was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Someone organ-harvested| Someone organ-harvested]]&lt;br /&gt;
| The colony took body parts from a prisoner or guest. It's horrible, breaking people down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Justified execution of colonist| Justified execution of colonist]]&lt;br /&gt;
| A guilty colonist was executed. It was justified, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || -2 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist euthanized| Colonist euthanized]]&lt;br /&gt;
| A colonist was euthanized. It was humane, but still sad.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist executed| Colonist executed]]&lt;br /&gt;
| A colonist was killed in cold blood. It seemed a bit evil.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist organ-harvested| Colonist organ-harvested]]&lt;br /&gt;
| Someone took body parts from a colonist. It's horrible, breaking people down for parts when they have no choice.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath || -6 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Innocent prisoner died| Innocent prisoner died]]&lt;br /&gt;
| One of our prisoners died despite being harmless. We should be able to take care of our prisoners. If we wanted them dead, we could have at least conducted an orderly execution rather than permit that barbarism.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -5 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Colonist died| Colonist died]]&lt;br /&gt;
| One of our people died. We should be able to take care of our people.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -3 || 6 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed ally's death| Witnessed ally's death]]&lt;br /&gt;
| I saw one of my people die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -5 || 1,5 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed outsider's death| Witnessed outsider's death]]&lt;br /&gt;
| I saw someone die. They were alive one moment, and dead the next.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Witnessed family member's death| Witnessed family member's death]]&lt;br /&gt;
| I saw a member of my family die. My own flesh and blood...&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Psychopath, Bloodlust || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated hostile leader &amp;lt;name&amp;gt;| Defeated hostile leader &amp;lt;name&amp;gt;]]&lt;br /&gt;
| They were leading efforts to destroy us, and I took them down! || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Defeated &amp;lt;name&amp;gt;| Defeated &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I took down a big threat! I'm a hero! || +12 || 3 || 5 || 0.4&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Bonded animal &amp;lt;name&amp;gt; died| Bonded animal &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a tender, unique animal. This universe is evil!&amp;lt;br&amp;gt; ''Nullifying [[traits]]: Psychopath || -8 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My friend &amp;lt;name&amp;gt; died| My friend &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Such a wonderful person. The universe gets darker every day.&amp;lt;br&amp;gt; ''Nullifying [[traits]]: Psychopath. &amp;lt;br&amp;gt; Note: Actual mood change depends on relations between the pawn and the dead pawn.'' || -10 || 20 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My rival &amp;lt;name&amp;gt; died| My rival &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| Serves them right. Things are looking up. &amp;lt;br&amp;gt; ''Note: Actual mood change depends on relations between the pawn and the dead pawn.''|| +10 || 10 || 5 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My son &amp;lt;name&amp;gt; died| My son &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My son is dead. My own flesh and blood... || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My daughter &amp;lt;name&amp;gt; died| My daughter &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My daughter is dead. My own flesh and blood... || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My husband &amp;lt;name&amp;gt; died| My husband &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My husband is dead. I am alone. || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My wife &amp;lt;name&amp;gt; died| My wife &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My wife is dead. I am alone. || -20 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My fiance &amp;lt;name&amp;gt; died| My fiance &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiance died. Such a man... my future is gone. || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My fiancée &amp;lt;name&amp;gt; died| My fiancée &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My fiancée died. Such a woman... my future is gone. || -18 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My lover &amp;lt;name&amp;gt; died| My lover &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My lover died. I am so alone. || -16 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My brother &amp;lt;name&amp;gt; died| My brother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My brother died. My own flesh and blood... || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My sister &amp;lt;name&amp;gt; died| My sister &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My sister died. My own flesh and blood... || -14 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My grandchild &amp;lt;name&amp;gt; died| My grandchild &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandchild died. My own flesh and blood... || -12 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My father &amp;lt;name&amp;gt; died| My father &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My father died. He's gone forever. || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My mother &amp;lt;name&amp;gt; died| My mother &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My mother died. She's gone forever. || -8 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My niece &amp;lt;name&amp;gt; died| My niece &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My niece died. Such a wonderful child. || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My nephew &amp;lt;name&amp;gt; died| My nephew &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My nephew died. Such a wonderful child. || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My half-sibling &amp;lt;name&amp;gt; died| My half-sibling &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My half-sibling died. My own flesh and blood... || -5 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My aunt &amp;lt;name&amp;gt; died| My aunt &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My aunt died. || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My uncle &amp;lt;name&amp;gt; died| My uncle &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My uncle died. || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My grandparent &amp;lt;name&amp;gt; died| My grandparent &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My grandparent died. || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My cousin &amp;lt;name&amp;gt; died| My cousin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My cousin died. My own flesh and blood... || -4 || 30 || 10 || 0.25&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#My kin &amp;lt;name&amp;gt; died| My kin &amp;lt;name&amp;gt; died]]&lt;br /&gt;
| My kin died. || -4 || 30 || 10 || 0.25&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=62039</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=62039"/>
		<updated>2019-01-06T11:23:58Z</updated>

		<summary type="html">&lt;p&gt;Someone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes. Goods can be carried by animals, colonists or prisoners, to facilitate trading on your own schedule; and a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, helps keep up fluid commerce. It provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with, and you get a 2% price bonus for direct trading. It's also cheaper than requesting traders at the comms console.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part of the convoy, the animals (e.g. [[alpaca]], [[dromedary]] or [[muffalo]]) that will carry the items for sale, and prisoners you want to transport. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan without pack animals forms the fastest, as colonists only need to pack items on their backs and will leave quickly.&lt;br /&gt;
* Caravans with pack animals endure a loading phase where colonists must load the pack animals. This can take a long time if there are lots of stuff to pack and you don't have enough haulers on hand.&lt;br /&gt;
* Caravans already traveling through the globe will reform instantly and not require a hauling phase.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is travelling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
Carrying capacity:&lt;br /&gt;
* Colonists/prisoners: 35 kilograms (kg). This capacity includes clothing, gear and inventory they already have.&lt;br /&gt;
* Muffalo: 73.5 kg&lt;br /&gt;
* Dromedary: 70 kg&lt;br /&gt;
* Alpaca: 35 kg&lt;br /&gt;
* Elephant: 140 kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn) then they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;14 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long distance travels (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as manhunter packs, raids, or other traders crossing paths, which can generate mini-maps. After threats had been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or will be lost forever. It's best if you manually reform the caravan rather than micro-managing colonists.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists will gather around a [[caravan packing spot]] or a random place within your home area and wait for all members to assemble. Animals will be rounded up by colonists which will then proceed towards the assembly spot. &lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan packing spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan packing spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind is the animal area drawn to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Travelling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan, though if you settle/ get ambushed that colonist will remain in a broken state.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns travelling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
&lt;br /&gt;
From Beta 19 onwards, every colonist in a caravan can forage for food.&lt;br /&gt;
&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of Growing at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Growing colonist can break even with food consumption when the caravan is resting, and a level 18 colonist can constantly forage more than he eats.&lt;br /&gt;
&lt;br /&gt;
Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravaners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.&lt;br /&gt;
&lt;br /&gt;
=== Movement Speed ===&lt;br /&gt;
&lt;br /&gt;
Many things can affect the travelling speed of caravans. Clothing, armor, traits, and health conditions all affect a pawn's movement speed. A caravan's movement speed is determined by the average speed of all of the members of the caravan across colonists and animals. Incapacitated pawns will greatly slow movement.&lt;br /&gt;
&lt;br /&gt;
If inventory mass exceeds carrying capacity the caravan will become immobilized until the mass is reduced, such as by eating food, discarding goods or having another caravan join up to bring capacity above inventory mass.&lt;br /&gt;
&lt;br /&gt;
Some example of things that may slow you down:&lt;br /&gt;
&lt;br /&gt;
* Clothing and armor (varies; [[flak vest]], [[flak jacket]], [[flak pants]], [[plate armor]] and [[marine armor]] have non-trivial movement penalties)&lt;br /&gt;
* Injured or downed colonists and prisoners&lt;br /&gt;
** Downed pawns can significantly slow down caravans, much more than injured ones that are capable of walking.&lt;br /&gt;
* Traits (e.g. Slowpoke)&lt;br /&gt;
* Slower animals, including muffalo, dromedaries or alpacas (the animals that can haul goods in caravans)&lt;br /&gt;
** Animals can be injured too. A muffalo missing a leg or two will slow down your caravan even more.&lt;br /&gt;
** Middle-stage pregnant animals move at 85% speed.&lt;br /&gt;
** Late-stage pregnant animals move at 70% speed.&lt;br /&gt;
** Juvenile animals move at 90% speed.&lt;br /&gt;
** Baby animals move at 50% speed.&lt;br /&gt;
&lt;br /&gt;
Some things that can speed you up:&lt;br /&gt;
*Colonists equipped with [[Bionic leg]]s or high on [[go-juice]] or [[yayo]].&lt;br /&gt;
*Roads halve the time it takes to travel through a tile.&lt;br /&gt;
*Caravans carrying lighter items will move faster.&lt;br /&gt;
&lt;br /&gt;
While the slower Muffalo and Dromedary speeds compared to the human base speed won't significantly affect shorter distances, baby animals and seriously injured colonists can have a significant impact, increasing travel time by 30% or more.&lt;br /&gt;
&lt;br /&gt;
==== Movement Speed Table ====&lt;br /&gt;
&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}&lt;br /&gt;
{{#vardefine: color2 | 55DD33}} &amp;lt;!--E3D933--&amp;gt;&lt;br /&gt;
{{#vardefine: color3 | BBCC22}}&lt;br /&gt;
{{#vardefine: color4 | EE9900}}&lt;br /&gt;
&lt;br /&gt;
'''Note: this chart is outdated as of 1.0.'''&lt;br /&gt;
&lt;br /&gt;
The following table lists the base caravan movement speed in hours per tile for an unencumbered human. Flat terrain is naturally easiest to travel. Hills and mountains will worsen travel speed, while roads speed it up. Biomes with cold winters have reduced movement speed during the winter. It appears to be interpolated based on the current season and temperature with the worst case values listed in the table below.&lt;br /&gt;
&lt;br /&gt;
Note that it is unlikely that your caravan will travel at the speed listed here.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| wikitable text-center}}&lt;br /&gt;
! Terrain !! Biome !! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot; | Flat !! Small Hills !! Large Hills || Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''Easy''' &lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra (summer)     || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra (winter)     || 17   || 18  || 19  || 28&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest (summer)       || 1.6 || 2.4 || 4  || 14&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest (winter)       || 17  || 18  || 19 || 28&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest (summer)    || 1.6 || 2.4 || 4  || 14&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest (winter)    || 11  || 12  || 13 || 23&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color3}}&amp;quot;&lt;br /&gt;
| '''Rough'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 3 || 3.8 || 5.4 || 15&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Rainforest || 5 || 5.8 || 7.4 || 17&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 5 || --  || --  || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back to your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While travelling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victories, you have 24 hours to cure, loot and reform to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.- The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
&lt;br /&gt;
2.- Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
&lt;br /&gt;
3.- Check where is happening, as it is in this case, right next to the colony, its possible to send reinforcements. However, you cannot send the back-up caravan right into the battle but first to an adjacent tile and then join immediately your comrades.&lt;br /&gt;
&lt;br /&gt;
4.- After defeating most of them, the survivors will flee. A 24 hour countdown begins so you can recover, pick up items, strip the dead/downed and any other need.&lt;br /&gt;
&lt;br /&gt;
5.- To take prisoners, you must build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
&lt;br /&gt;
6.- Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't, either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
&lt;br /&gt;
Another friendly caravan crosses path with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
&lt;br /&gt;
Attack their settlement, break into the storage room, steal the goods, take prisoners and leave. Such maps have considerable amounts of extractible resources and their base are notable for their bank of [[glitterworld medicine]], [[luciferium]] and food.&lt;br /&gt;
&lt;br /&gt;
'''The below shows bases from Alpha 16. Settlement defenders of later updates are significantly strengthened and are harder to defeat.'''&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed 24h countdown&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
&lt;br /&gt;
# Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
# Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# You can click on individual enemy members to see their character skills, gear and health. This is a good moment to start prioritizing your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24 hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Since they had two rooms, one can be used as an infirmary and the other as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the deadman's apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Once you arrive back home, characters will start unloading their inventory, sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Caravan&amp;diff=62038</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Caravan&amp;diff=62038"/>
		<updated>2019-01-06T11:17:36Z</updated>

		<summary type="html">&lt;p&gt;Someone: no more movement penalties on parkas in 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
'''Caravans''' are a group of one or more colonists who gather together for different purposes. Goods can be carried by animals, colonists or prisoners, to facilitate trading on your own schedule; and a caravan can also act as a raid squad to attack other establishments. Each caravan is represented on the [[Menus#World|world map]] by a yellow icon. Double-clicking a caravan will select all caravans on the screen, allowing them all to be ordered to a single destination.&lt;br /&gt;
&lt;br /&gt;
Sending caravans out from your home, instead of just waiting for other tribes to come to you, helps keep up fluid commerce. It provides a wider selection of goods since friendly outposts have much more inventory than the limited selection traders (who are restricted by carrying capacity) show up with, and you get a 2% price bonus for direct trading. It's also cheaper than requesting traders at the comms console.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
[[File:Form caravan icon.png|right]]&lt;br /&gt;
&lt;br /&gt;
In the World map, select the colony icon and click &amp;lt;tt&amp;gt;'Form caravan'&amp;lt;/tt&amp;gt;.  A dialog is shown to assign pawns, animals and items.  You can create multiple caravans.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;p&amp;gt;'''''Caution:''''' Clicking &amp;lt;tt&amp;gt;'Abandon'&amp;lt;/tt&amp;gt; on an unoccupied colony will not prompt for any confirmation before making it an [[:File:Abandoned faction base.png|inaccessible ruins and lost forever]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== People and Animals ===&lt;br /&gt;
Choose the colonists who will take part of the convoy, the animals (e.g. [[alpaca]], [[dromedary]] or [[muffalo]]) that will carry the items for sale, and prisoners you want to transport. At least one colonist must be chosen. Make sure to select those whose health are in optimal conditions.&lt;br /&gt;
&lt;br /&gt;
There are three different arrangements when forming caravans:&lt;br /&gt;
* A caravan without pack animals forms the fastest, as colonists only need to pack items on their backs and will leave quickly.&lt;br /&gt;
* Caravans with pack animals endure a loading phase where colonists must load the pack animals. This can take a long time if there are lots of stuff to pack and you don't have enough haulers on hand.&lt;br /&gt;
* Caravans already traveling through the globe will reform instantly and not require a hauling phase.&lt;br /&gt;
&lt;br /&gt;
Incapacitated pawns cannot be chosen to be part of the caravan initiation process, but once your caravan is travelling you can pick up incapacitated people to come with you. They will slow down your caravan by a lot, so be warned.&lt;br /&gt;
&lt;br /&gt;
The caravan will take the name of the best negotiator in the caravan.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan party.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Use the Items tab to select supplies.  Only items located in your Stockpiles or Home Area are shown while initially packing; when reforming the caravan you can select any item on the map.&lt;br /&gt;
&lt;br /&gt;
Carrying capacity:&lt;br /&gt;
* Colonists/prisoners: 35 kilograms (kg). This capacity includes clothing, gear and inventory they already have.&lt;br /&gt;
* Muffalo: 73.5 kg&lt;br /&gt;
* Dromedary: 70 kg&lt;br /&gt;
* Alpaca: 35 kg&lt;br /&gt;
* Elephant: 140 kg&lt;br /&gt;
&lt;br /&gt;
Baby or juvenile animals have a reduced carrying capacity.&lt;br /&gt;
&lt;br /&gt;
If the colonist or animal is already carrying something (such as clothes worn) then they will appear to have a reduced carry weight.&lt;br /&gt;
&lt;br /&gt;
The combined carrying capacity and mass of selected items is listed at the top. Buttons are used to select items/amounts. A double arrow [&amp;gt;&amp;gt;] will take the full quantity of an item. The arrow [&amp;gt;M] indicates you cannot carry the full quantity, but it will automatically take the maximum amount. When over capacity, the arrow [M&amp;lt;] will return some or all of those items so that the mass total does not exceed the caravan's carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Modifier keys can be used to change the [&amp;gt;] arrow from +1 to adding more as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Key|CTRL}}: +10 &amp;lt;br/&amp;gt;{{Key|SHIFT}}: +100 &amp;lt;br/&amp;gt;{{Key|CTRL}}+{{Key|SHIFT}}: +1000. &amp;lt;br/&amp;gt;These keys work similarly for the [&amp;lt;] arrow to subtract.&lt;br /&gt;
&lt;br /&gt;
If a caravan member dies in the close up view, they will drop their items which must be picked up. If they die on the global map (such as from blood loss), their gear will be lost. If all party members die, the entire caravan disappears and everything is lost.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan inventory.png|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Food ====&lt;br /&gt;
&lt;br /&gt;
Caravans will feed as needed during the journey, so long as there's enough within the supply. Colonists who are part of a caravan will automatically forage for food while on the way, the speed of which depends on the environment and the colonist's growing skill.&lt;br /&gt;
&lt;br /&gt;
It's vital to bring sufficient food for the journey. If you're bringing pack animals the caravan may be slower so bring more food to compensate.&lt;br /&gt;
&lt;br /&gt;
Food spoils without refrigeration so careful selection is needed:&lt;br /&gt;
&lt;br /&gt;
* [[Simple meal]]s will suffice for short journeys (&amp;lt;4 days).&lt;br /&gt;
* [[Berries]] are good for mid-length journeys, despite being less weight-efficient. (&amp;lt;14 days).&lt;br /&gt;
* [[Pemmican]] will be needed for long distance travels (up to 75 days).&lt;br /&gt;
* [[Packaged survival meal]]s will be necessary for extremely long journeys (&amp;gt;75 days).&lt;br /&gt;
&lt;br /&gt;
Supplies that expire soonest will be consumed first.&lt;br /&gt;
&lt;br /&gt;
While traveling, world map events may trigger such as manhunter packs, raids, or other traders crossing paths, which can generate mini-maps. After threats had been eliminated, it's possible to scavenge a bit of food and herbal medicine before the map closes down. It is likely that you will have some items scattered in the mini-map; these must be picked up or will be lost forever. It's best if you manually reform the caravan rather than micro-managing colonists.&lt;br /&gt;
&lt;br /&gt;
=== Formation process ===&lt;br /&gt;
&lt;br /&gt;
Once the order to form the caravan is given, colonists will gather around a [[caravan packing spot]] or a random place within your home area and wait for all members to assemble. Animals will be rounded up by colonists which will then proceed towards the assembly spot. &lt;br /&gt;
&lt;br /&gt;
It's recommended to put the caravan packing spot inside your warehouse to reduce loading time.&lt;br /&gt;
&lt;br /&gt;
After assembly, they will gather any needed supplies, putting them on pack animals if available. When they finish, they will head out to the map edges and wait for the other members to arrive, then exit the colony map and enter the world map.&lt;br /&gt;
&lt;br /&gt;
Haulers not part of the caravan will also help in gathering the supplies.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan loading.png|500px|thumb|none|Notice the loading process as colonist start to take items towards the animals of burden.]]&lt;br /&gt;
&lt;br /&gt;
Colonists will ignore any needs during the formation, except food (once they're starving they'll take a break to eat if food is available). Should they feel exhausted during the process, they won't rest in their bedrooms but collapse near the caravan packing spot.&lt;br /&gt;
&lt;br /&gt;
They will also override the 'Forbid' command, taking forbidden items. If there is less of an item than ordered (e.g. meals which other colonists ate during the process), members will take what they can and then carry on without stopping.&lt;br /&gt;
&lt;br /&gt;
A pawn can be temporarily interrupted by manually assigning them to do another task. They will resume caravan loading once the task is complete.&lt;br /&gt;
&lt;br /&gt;
Any mental break of its members will pause the process until that member recovers. Downing or killing that member will interrupt the process, causing it to be cancelled.&lt;br /&gt;
&lt;br /&gt;
[[File:The caravan formation process will continue when everyone recovers from a mental break.png|500px|thumb|none|Ufff...]]&lt;br /&gt;
&lt;br /&gt;
If the formation was successful, the character roster on top of the screen will split, showing those who stayed at home and those who left with the caravan by greying them on a different &amp;quot;box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Colonist roster of those at home and at caravan.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Caravan route &amp;amp; pathing ===&lt;br /&gt;
&lt;br /&gt;
The 'Choose Route' button allows you to decide destinations for your colonists' caravan. Once a path is chosen, colonists will choose an exit direction that can best reduce travel time.&lt;br /&gt;
&lt;br /&gt;
Once items have been loaded, party members will proceed separate ways according to their own classifications made by the player.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan pathing.png| '''Caravan clear division between colonist path and muffalos path.'''&lt;br /&gt;
File:Caravan pathing 2.png| '''The apparent reason behind is the animal area drawn to prevent them from eating your plantations.'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
* The act of gathering supplies allows a colonist to carry huge stacks of lightweight materials like cloth or food. This can be exploited to perform ''Super Hauling'' by having a colonist pick up all the goods on the map, drafting them into the storage room, and cancelling the caravan to unload. They will have hauled a massive number of supplies in one trip.&lt;br /&gt;
&lt;br /&gt;
== Travelling ==&lt;br /&gt;
Once your caravan enters the world map, you can give it orders.&lt;br /&gt;
&lt;br /&gt;
A caravan can:&lt;br /&gt;
* Move - Right-click to select destination. A line indicates the optimal route (accounting for terrain speed and elevation changes).&lt;br /&gt;
* Settle - Click Settle to create a new colony.&lt;br /&gt;
** You may not settle a new colony when already at maximum. The default maximum is one. This can increased to up to five in Menu - Options. &lt;br /&gt;
** Settling directly adjacent to your own colony or any other settlement is not allowed.&lt;br /&gt;
* Enter back into the colony - Right-click the colony.&lt;br /&gt;
* Split - Click the Split button. Each caravan must consist of at least one colonist.&lt;br /&gt;
* Merge - Select two or more caravans in the same tile (by dragging a square zone) and click Merge to form a single caravan.&lt;br /&gt;
* Trade - When a caravan has reached a friendly faction outpost, click the trade button to open the trade dialog window. &lt;br /&gt;
* Attack - A caravan can attack any faction outpost, regardless of relations status, though attacking will worsen relations.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan optimal route.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Status box ===&lt;br /&gt;
&lt;br /&gt;
Several items are displayed in the status box.&lt;br /&gt;
&lt;br /&gt;
#Movement status:&lt;br /&gt;
#* Traveling - moving to destination.&lt;br /&gt;
#* Resting - caravan automatically stops between hours 22 and 6 to sleep.&lt;br /&gt;
#* Waiting - no destination selected.&lt;br /&gt;
#* Stopped - stopped moving with reason given.&lt;br /&gt;
#Estimated time to destination - time to destination based on the current tile movement time.&lt;br /&gt;
#Days of food - compare this to 'estimated time to destination' to determine if your caravan has enough food for the journey.&lt;br /&gt;
#Base movement time: Movement speed based on the average speed of all the pawns in the caravan.&lt;br /&gt;
#Current tile movement time: Current movement speed based on the terrain, biome, weather (only affected during autumn-winter) or roads. (See table on this page for details.)&lt;br /&gt;
#Stealthiness: How stealthy your caravan is. Stealthier caravans are less prone to being ambushed.&lt;br /&gt;
&lt;br /&gt;
A caravan may stop for various reasons, such as when;&lt;br /&gt;
*Between hours 22 and 6 while the members sleep and rest.&lt;br /&gt;
**They still continue to rest even if all members are fully rested.&lt;br /&gt;
*All colonists are downed or having a minor/major mental break.&lt;br /&gt;
*Any member is having an extreme mental break.&lt;br /&gt;
**Nobody will be harmed even if the colonist is going berserk.&lt;br /&gt;
**Minor or major mental breaks won't stop the caravan, though if you settle/ get ambushed that colonist will remain in a broken state.&lt;br /&gt;
*The player manually pauses the caravan.&lt;br /&gt;
**While paused caravans forage faster, members can socialize and the caravan is less likely to be attacked.&lt;br /&gt;
&lt;br /&gt;
=== Sustenance ===&lt;br /&gt;
Pawns travelling in a caravan will eat automatically when necessary. Grazing animals, when hungry in a place with grazable plants, will instantly have their hunger bar refilled without any cost. If not, they will proceed to eat food carried in the caravan. Pawns will prioritize food that spoils earlier.&lt;br /&gt;
&lt;br /&gt;
If a colonist has an injury or disease that requires tending, doctors will tend to them as necessary, using medicine if available to them. If self-tend is on they will also tend to themselves.&lt;br /&gt;
&lt;br /&gt;
==== Foraging ====&lt;br /&gt;
&lt;br /&gt;
From Beta 19 onwards, every colonist in a caravan can forage for food.&lt;br /&gt;
&lt;br /&gt;
Each colonist can forage 0.09 nutrition per day per level of Growing at a baseline, i.e. in temperate forests or swamps. Given that each colonist consumes 1.6 nutrition per day, this means that a level 9 Growing colonist can break even with food consumption when the caravan is resting, and a level 18 colonist can constantly forage more than he eats.&lt;br /&gt;
&lt;br /&gt;
Foraging is affected by manipulation (50% importance, 100% max) or sight (90% importance), so giving caravaners [[bionic eye]]s or [[archotech eye]]s can help increase forage and hence let your food stocks last longer.&lt;br /&gt;
&lt;br /&gt;
=== Movement Speed ===&lt;br /&gt;
&lt;br /&gt;
Many things can affect the travelling speed of caravans. Clothing, armor, traits, and health conditions all affect a pawn's movement speed. A caravan's movement speed is determined by the average speed of all of the members of the caravan across colonists and animals. Incapacitated pawns will greatly slow movement.&lt;br /&gt;
&lt;br /&gt;
If inventory mass exceeds carrying capacity the caravan will become immobilized until the mass is reduced, such as by eating food, discarding goods or having another caravan join up to bring capacity above inventory mass.&lt;br /&gt;
&lt;br /&gt;
Some example of things that may slow you down:&lt;br /&gt;
&lt;br /&gt;
* Clothing and armor (varies; [[flak vest]], [[flak jacket]], [[flak pants]], [[plate armor]] and [[power armor]] have non-trivial movement penalties)&lt;br /&gt;
* Injured or downed colonists and prisoners&lt;br /&gt;
** Downed pawns can significantly slow down caravans, much more than injured ones that are capable of walking.&lt;br /&gt;
* Traits (e.g. Slowpoke)&lt;br /&gt;
* Slower animals, including muffalo, dromedaries or alpacas (the animals that can haul goods in caravans)&lt;br /&gt;
** Animals can be injured too. A muffalo missing a leg or two will slow down your caravan even more.&lt;br /&gt;
** Middle-stage pregnant animals move at 85% speed.&lt;br /&gt;
** Late-stage pregnant animals move at 70% speed.&lt;br /&gt;
** Juvenile animals move at 90% speed.&lt;br /&gt;
** Baby animals move at 50% speed.&lt;br /&gt;
&lt;br /&gt;
Some things that can speed you up:&lt;br /&gt;
*Colonists equipped with [[Bionic leg]]s or high on [[go-juice]] or [[yayo]].&lt;br /&gt;
*Roads halve the time it takes to travel through a tile.&lt;br /&gt;
*Caravans carrying lighter items will move faster.&lt;br /&gt;
&lt;br /&gt;
While the slower Muffalo and Dromedary speeds compared to the human base speed won't significantly affect shorter distances, baby animals and seriously injured colonists can have a significant impact, increasing travel time by 30% or more.&lt;br /&gt;
&lt;br /&gt;
==== Movement Speed Table ====&lt;br /&gt;
&lt;br /&gt;
{{#vardefine: color1 | 66FF33}}&lt;br /&gt;
{{#vardefine: color2 | 55DD33}} &amp;lt;!--E3D933--&amp;gt;&lt;br /&gt;
{{#vardefine: color3 | BBCC22}}&lt;br /&gt;
{{#vardefine: color4 | EE9900}}&lt;br /&gt;
&lt;br /&gt;
'''Note: this chart is outdated as of 1.0.'''&lt;br /&gt;
&lt;br /&gt;
The following table lists the base caravan movement speed in hours per tile for an unencumbered human. Flat terrain is naturally easiest to travel. Hills and mountains will worsen travel speed, while roads speed it up. Biomes with cold winters have reduced movement speed during the winter. It appears to be interpolated based on the current season and temperature with the worst case values listed in the table below.&lt;br /&gt;
&lt;br /&gt;
Note that it is unlikely that your caravan will travel at the speed listed here.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| wikitable text-center}}&lt;br /&gt;
! Terrain !! Biome !! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot; | Flat !! Small Hills !! Large Hills || Mountains&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | '''Easy''' &lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Arid Shrubland      || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Desert              || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Extreme Desert      || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra (summer)     || 0.99 || 1.8 || 3.4 || 13&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color1}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tundra (winter)     || 17   || 18  || 19  || 28&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | '''Moderate'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest (summer)       || 1.6 || 2.4 || 4  || 14&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Boreal Forest (winter)       || 17  || 18  || 19 || 28&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest (summer)    || 1.6 || 2.4 || 4  || 14&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color2}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Temperate Forest (winter)    || 11  || 12  || 13 || 23&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color3}}&amp;quot;&lt;br /&gt;
| '''Rough'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Ice Sheet           || 3 || 3.8 || 5.4 || 15&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | '''Difficult'''&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Tropical Rainforest || 5 || 5.8 || 7.4 || 17&lt;br /&gt;
|- style=&amp;quot;background-color:#{{#var: color4}}&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Sea Ice             || 5 || --  || --  || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tabs ===&lt;br /&gt;
The inspection pane has tabs to manage the caravan and view details.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab, by clicking the red X you can drop items and lose them forever. Dropping items may be necessary if the caravan becomes overburdened and unable to move. &lt;br /&gt;
&lt;br /&gt;
You can also abandon colonists and prisoners in the 'Social' tab. Items carried by a dismissed pawn will be lost. Abandoning a caravan member will cause their friends and family to have sad thoughts, and if the colonist is unlikely to survive (such as low temperatures) there will be a more severe penalty. Colonists who survive may eventually make their way back to your colony, or return as part of an enemy raid or friendly caravan.&lt;br /&gt;
&lt;br /&gt;
In the 'Gear' tab you can swap gear by dragging and dropping gear onto different colonists, or to and from the caravan inventory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Caravan gear and inventory from world view.png|Gear &amp;amp; Inventory&lt;br /&gt;
File:Caravan mass carried.png|Mass carried&lt;br /&gt;
File:Caravan needs.png|Status&lt;br /&gt;
File:Caravan health.png|Health&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you arrive to the destination, just click the Trade icon to start negotiations.&lt;br /&gt;
[[File:Trade icon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Route planner ===&lt;br /&gt;
[[File:Caravan_planner.png|600px|thumb|rifht|Caravan planner having planned a route based a caravan's speed.]]&lt;br /&gt;
&lt;br /&gt;
There is a route planner that allows you to roughly check the amount of time it takes to reach a destination, allowing you to plan ahead.&lt;br /&gt;
&lt;br /&gt;
When it is opened, you can drop various waypoints around the world map. The game will calculate the time it takes for a 1 tile/h caravan to travel through the planned route. You can also place the starting point on an existing caravan to determine the time taken for a journey based on that caravan's speed.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Returning home ===&lt;br /&gt;
&lt;br /&gt;
After you arrive back to your colony, you will notice two details must be addressed before continuing the game.&lt;br /&gt;
&lt;br /&gt;
* Pack animals may go straight to their animal bed or just wander around still with all your items inside their packing gear. If you happen to need something at the moment, you will have to make them drop it. You may want to restrict them to a roofed zone and wait for them to go there before doing this, so the dropped belongings won't deteriorate due to exposure, or you can wait until night when they are sleeping inside a room. Pack animals who have been trained for Obedience can be assigned to follow their master, who can be drafted to storage areas and wait until the animals follow him/her too to drop the items as well.&lt;br /&gt;
* Prisoners will still be carrying your caravan items too, even armor and weaponry (as odd as it may be). They will not unload their inventory after returning to base unless directed to through the gear tab, and will start to unload only after being recruited.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Prisoners keep your caravan items too.png|'''Prisoners keep your caravan items'''&lt;br /&gt;
File:Caravan prisoner unloading inventory.png|'''Prisoner unloading inventory after recruitment'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Long distance journeys ===&lt;br /&gt;
&lt;br /&gt;
Many basic technology options prove to be very helpful for long distance travel. Make frequent use of [[Campfire]]s, [[Pemmican]], [[Passive cooler]]s and [[Crafting spot]]s to resupply your caravans and keep healthy on the road, instead of one large ride. Take advantage by building settlements whenever you run low on food or resources. Generated maps can have forageable food and animals to hunt or even tame into the convoy. Colonists will also need time off to relax and restore their joy.&lt;br /&gt;
&lt;br /&gt;
=== Multiple colonies and pitstops ===&lt;br /&gt;
&lt;br /&gt;
The game options let you choose how many colonies (up to 5) you can have active on the globe at once. Temporary maps from events do not count towards this limit. In order to build beyond the game menu limits you must abandon an existing colony. &lt;br /&gt;
&lt;br /&gt;
Should you choose to make multiple settlements, it is not necessary to carry all your raw materials all the way from home base to a new spot. Lighten the load by carrying valuables such as silver, gold, [[drugs]] and then trading them with your new neighbors, or if you settled close enough, use [[transport pod]]s to launch everything over.&lt;br /&gt;
&lt;br /&gt;
While travelling long distances consider bringing valuable items, then bartering for necessary supplies instead of bringing them.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
Caravan events take place on the road, which means that neither side will be engaging with the benefit of a base. The action takes place in the open and the player must take advantage on terrain features to defend themselves. Those who survive will have a 24 hours window to perform vital needs such as doctoring, resting and feeding as well as re-packing. [[:File:Pirate fed to animal.png|Eliminated hostiles can be fed to your animals]].&lt;br /&gt;
&lt;br /&gt;
There are two different ways of re-packing: manually giving cargo animals the selected item to be carried or re-forming the caravan. The first alternative lets you make the most out of the area which may include mining, harvesting and cooking, while the last option will instantly leave the place. Either way, before the countdown timer ends, all items must be put to be carried or they will be '''lost''' once the time runs out.&lt;br /&gt;
&lt;br /&gt;
=== Ambush ===&lt;br /&gt;
Your caravan has been ambushed by an enemy faction. Colonists cannot exit the map until the attackers are defeated (killed, downed, or fled). If all are killed, the caravan is considered destroyed and will disappear along with any carried items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan ambushed right after leaving colony.png|1.- Red envelope alert zooms in to the battle tile.&lt;br /&gt;
File:Caravan ambushed by pirates.png|2.- You can see the incoming attackers from a distance.&lt;br /&gt;
File:Caravan ambushed in World view.png|3.- World view is a red dot.&lt;br /&gt;
File:Caravan ambushed victory.png|4.- Once victories, you have 24 hours to cure, loot and reform to leave.&lt;br /&gt;
File:Capturing prisoners after ambush.png|5.- Make a tiny room enough to capture downed enemies with a sleeping spot each.&lt;br /&gt;
File:Prisoners brought to colony.png|Prisoners arrive to your colony, wandering around.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.- The game notifies you that an ambush is taking place, prompting you to check on your caravan.&lt;br /&gt;
&lt;br /&gt;
2.- Pause the game to survey the enemy and position yourself by taking cover behind terrain features.&lt;br /&gt;
&lt;br /&gt;
3.- Check where is happening, as it is in this case, right next to the colony, its possible to send reinforcements. However, you cannot send the back-up caravan right into the battle but first to an adjacent tile and then join immediately your comrades.&lt;br /&gt;
&lt;br /&gt;
4.- After defeating most of them, the survivors will flee. A 24 hour countdown begins so you can recover, pick up items, strip the dead/downed and any other need.&lt;br /&gt;
&lt;br /&gt;
5.- To take prisoners, you must build the smallest room possible (remember you are on a countdown) which can just fit the same amount of sleeping spots for each downed enemy. Treat their wounds so they don't die while carrying them to your colony. Finally, reforming the caravan makes captives come with you (you will see them listed).&lt;br /&gt;
&lt;br /&gt;
6.- Your prisoners are finally brought to your colony, but you see them wandering around (!!!). Don't worry as they won't attempt to escape. Your characters will proceed to unload their items. Eventually, wardens will come to pick them up and escort them to designated prison cells. Any incapacitated prisoners will remain downed and need to be carried.&lt;br /&gt;
&lt;br /&gt;
==== Manhunter Ambush ====&lt;br /&gt;
&lt;br /&gt;
Same as Ambush except with a manhunter pack. Manhunters won't attempt to flee, and colonists can't, either.&lt;br /&gt;
&lt;br /&gt;
=== Demand ===&lt;br /&gt;
&lt;br /&gt;
Pirates approach your caravan and demand that you give them items and hand over members as slaves. If you don't they will proceed to assault the caravan.&lt;br /&gt;
&lt;br /&gt;
You can see the number of pirates when they are demanding you hand over items, as well as the items they are demanding.&lt;br /&gt;
&lt;br /&gt;
It's nearly always a better choice to fight back as pirates usually come in poor numbers.&lt;br /&gt;
&lt;br /&gt;
=== Encounter ===&lt;br /&gt;
&lt;br /&gt;
Another friendly caravan crosses path with you, opening an opportunity to trade. &lt;br /&gt;
&lt;br /&gt;
You can attack them if you wish, damaging relations. Your pawns may exit the map while engaging the caravan. Since you will be informed of their party composition but cannot clearly see who is in the caravan, you can decide if they're worth robbing.&lt;br /&gt;
&lt;br /&gt;
Sometimes when attacking them, they may decide to do a 'bloody exit', that is to exit as aggressively as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:Caravan met peacefully.png|400px]]&lt;br /&gt;
&lt;br /&gt;
== Attacking other settlements ==&lt;br /&gt;
&lt;br /&gt;
Attack their settlement, break into the storage room, steal the goods, take prisoners and leave. Such maps have considerable amounts of extractible resources and their base are notable for their bank of [[glitterworld medicine]], [[luciferium]] and food.&lt;br /&gt;
&lt;br /&gt;
'''The below shows bases from Alpha 16. Settlement defenders of later updates are significantly strengthened and are harder to defeat.'''&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Caravan raiding another settlement.png|1.- Moving towards target settlement for raid&lt;br /&gt;
File:Generating map for new encounter.png|2.- Generating map for new encounter&lt;br /&gt;
File:Attack begun.png|3.- Attack begun&lt;br /&gt;
File:Studying enemies.png|4.- Studying enemies&lt;br /&gt;
File:Enemy base layout.png|5.- Enemy base layout&lt;br /&gt;
File:Enemy base zoomed out.png|6.- Enemy base zoomed out&lt;br /&gt;
File:Enemy positioning and loot.png|7.- Enemy positioning and loot&lt;br /&gt;
File:Stampede 1.png|8.- First stampede&lt;br /&gt;
File:Stampede casualty.png|9.- Stampede casualty&lt;br /&gt;
File:Using their base as your own.png|10.- Using their base as your own&lt;br /&gt;
File:Outpost destroyed 24h countdown.png|11.- Outpost destroyed 24h countdown&lt;br /&gt;
File:Resting at enemy base.png|12.- Resting at enemy base&lt;br /&gt;
File:Looting.png|13.- Looting&lt;br /&gt;
File:Caravan back to home.png|14.- Caravan back to home&lt;br /&gt;
File:Unloading inventory.png|15.- Unloading inventory&lt;br /&gt;
File:Work tab order shift.png|16.- Work tab order shift&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walkthrough ===&lt;br /&gt;
&lt;br /&gt;
# Right click to select destination gives approximate travel time and distance.&amp;lt;p&amp;gt;&lt;br /&gt;
# Once your caravan arrives, the game generates a map with an enemy base.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# The &amp;quot;Attack begun&amp;quot; blue envelope opens a message which allows you to see the targeted area.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# You can click on individual enemy members to see their character skills, gear and health. This is a good moment to start prioritizing your targets.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Base layout, nothing tricky.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Enemy base is very simple, nothing too complicated.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Approaching from the front will make enemies line up facing you right away automatically.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# [[Offense_tactics#Stampede|Stampede]] offense tactic to weaken their defenses. Train your offensive animals to be capable of &amp;quot;Release&amp;quot;, leaving pack animals behind&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Stampede casualty with animal wounds.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Tactics split and kite allows you to enter their base and use choke points, with friendly fire safety ensured. Melee with ranged shooting on his/her shoulder.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# After 8 of 11 enemies were killed, the remaining 3 start to flee and the game considers the outpost destroyed, and a 24 hour countdown timer begins for treating your wounded, looting and resting. You don't need to destroy the base once captured, just claim their doors and they will open as if they were yours from the beginning.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Since they had two rooms, one can be used as an infirmary and the other as a prison to handle your prisoners.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# You can strip all your killed or downed enemies to take their weapons and armor. Be careful with the deadman's apparel mood penalty if you took them off the dead, though.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Once those 24 hours had passed, the game automatically kicks you back to the world map at which point you can return home and/or visit friendly outposts as well. If you want you can also choose 'Reform Caravan' which allows you to choose what you want to bring, and leave early.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# Once you arrive back home, characters will start unloading their inventory, sorting items properly.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
# The work tab order will shift to a different sequence than the original before leaving. May be a problem, or not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=61986</id>
		<title>Ship reactor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=61986"/>
		<updated>2018-12-30T06:53:33Z</updated>

		<summary type="html">&lt;p&gt;Someone: clarify the 15 day period a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship reactor&lt;br /&gt;
|image = ShipReactor.png|Ship reactor&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Powers a ship on its journey through space.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 6|7&lt;br /&gt;
|hp = 500&lt;br /&gt;
|work to make = 834&lt;br /&gt;
|power = +1000&lt;br /&gt;
|buy = {{icon|metal|350}} + {{icon|plasteel|280}} + {{icon|uranium|70}} + {{icon|advcomponent|8}}&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship reactor is a [[ship]] part needed to take off. It can't be built under a roof, but you can build a roof above it afterwards.&lt;br /&gt;
&lt;br /&gt;
It can be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.&lt;br /&gt;
&lt;br /&gt;
It has a 15 day activation time, during which the colony will be attacked by many raids. The raids stop once the reactor is fully activated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=61985</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=61985"/>
		<updated>2018-12-29T21:15:19Z</updated>

		<summary type="html">&lt;p&gt;Someone: replaced outdated values with formulas from 1.0; this can probably be done better with some sort of fancy template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
:''Main article: [[Armor]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.60 cells per second (c/s).&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing ratty apparel' [[thought]], and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.&lt;br /&gt;
&lt;br /&gt;
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 or earlier:&lt;br /&gt;
*Each point of armor from 1 - 50% reduces damage by 1%. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Flak vest}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
| image        = ArmorVest.png&lt;br /&gt;
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.&lt;br /&gt;
| note         = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
| image        = ArmorPants.png&lt;br /&gt;
| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.&lt;br /&gt;
| note         = A pair of pants with armor plates sewn in.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle and Shell Layers ==&lt;br /&gt;
&lt;br /&gt;
{{main|Plate armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Plate armor&lt;br /&gt;
| image        = Plate_armor.png&lt;br /&gt;
| description  = Overlapping solid plates of armor covering the entire body from neck to feet.&lt;br /&gt;
| note         = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 535}}&lt;br /&gt;
{{Tag/Protect+ | Torso, Arms and Legs | blunt = material * quality * 73 | sharp = material * quality * 73 | heat = material * quality * 73 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.80 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Marine armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Marine armor&lt;br /&gt;
| image        = PoweredArmor.png&lt;br /&gt;
| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. &amp;lt;br&amp;gt; Armor like this is often used by imperial janissaries and rapid-incursion space marines.&lt;br /&gt;
| note         = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 4,500 }}&amp;lt;!-- MaxHitPoints = 340 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 45 | sharp = 108 | heat = 54 }}&lt;br /&gt;
{{Tag/TempMin- | 34 }}&lt;br /&gt;
{{Tag/TempMax+ | 10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.40 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
== Over Head Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Simple helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Simple helmet&lt;br /&gt;
| image        = M1Helmet.png&lt;br /&gt;
| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.&lt;br /&gt;
| note         = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 40 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = material * quality * 50 | sharp = material * quality * 50 | heat = material * quality * 50 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Advanced helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Advanced helmet&lt;br /&gt;
| image        = KevlarHelmet.png&lt;br /&gt;
| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&lt;br /&gt;
| note         = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 300 }}&amp;lt;!-- MaxHitPoints = 120 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = material * quality * 70 | sharp = material * quality * 70 | heat = material * quality * 70 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Power armor helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power armor helmet&lt;br /&gt;
| image        = PoweredArmorHelmet.png&lt;br /&gt;
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.&lt;br /&gt;
| note         = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 2,000 }}&amp;lt;!-- MaxHitPoints = 180 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Full Head | blunt = 36 | sharp = 100 | heat = 90 }}&lt;br /&gt;
{{Tag/TempMin- | 4 }}&lt;br /&gt;
{{Tag/TempMax+ | 2 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Psychic foil helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Psychic foil helmet&lt;br /&gt;
| image        = psychicfoilhelmet.png&lt;br /&gt;
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&lt;br /&gt;
| note         = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 350 }}&amp;lt;!-- MaxHitPoints = 90 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = quality * 9 | sharp = quality * 9 | heat = quality * 27 }}&lt;br /&gt;
{{Tag/PsySens- | 90% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Shield belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Shield belt&lt;br /&gt;
| image        = ShieldBelt.png&lt;br /&gt;
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).&lt;br /&gt;
| note         = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 390 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Smokepop belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Smokepop belt&lt;br /&gt;
| image        = SmokepopBelt.png &lt;br /&gt;
| description  = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.&lt;br /&gt;
| note         = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 166 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this is completely out of date and needs redoing or removal&lt;br /&gt;
== Table ==&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! data-sort-type=&amp;quot;number&amp;quot; | Move Speed&amp;lt;ref&amp;gt;Bonus/penalty on movement speed.&amp;lt;/ref&amp;gt; !! Layer&amp;lt;ref&amp;gt;What part this armor covers (may be multiple).&amp;lt;/ref&amp;gt; !! Covers !! Market Value !! Commonality&amp;lt;ref&amp;gt;Statistic of how common this armor should be.&amp;lt;/ref&amp;gt; !! Blunt !! Sharp !! Heat !! Electric !! Toxic&lt;br /&gt;
|-&lt;br /&gt;
! [[#Armor vest|Armor vest]]&lt;br /&gt;
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Simple Helmet|Simple helmet]]&lt;br /&gt;
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Advanced Helmet|Advanced helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor Helmet|Power armor helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor|Power armor]]&lt;br /&gt;
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Shield belt|Shield belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Smokepop belt|Smokepop belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Tag/Protect%2B&amp;diff=61984</id>
		<title>Template:Tag/Protect+</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Tag/Protect%2B&amp;diff=61984"/>
		<updated>2018-12-29T21:04:44Z</updated>

		<summary type="html">&lt;p&gt;Someone: there is no electric protection in 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{STDT| c_13 right}} style='float: left; margin-left: 1em'&lt;br /&gt;
! colspan=3 | Protects {{{1|}}}&lt;br /&gt;
|-&lt;br /&gt;
! style = 'width: 5em' | Blunt&lt;br /&gt;
! style = 'width: 5em' | Sharp&lt;br /&gt;
! style = 'width: 5em' | Heat&lt;br /&gt;
|-&lt;br /&gt;
| {{{blunt|0}}}%&lt;br /&gt;
| {{{sharp|0}}}%&lt;br /&gt;
| {{{heat|0}}}%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_foil_helmet&amp;diff=61983</id>
		<title>Psychic foil helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_foil_helmet&amp;diff=61983"/>
		<updated>2018-12-29T21:01:24Z</updated>

		<summary type="html">&lt;p&gt;Someone: no psychic protection on simple helmet in 1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Psychic foil helmet&lt;br /&gt;
|image = PsychicFoilHelmet.png&lt;br /&gt;
|description = &amp;quot;A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|hp = 40&lt;br /&gt;
|mass base = 1&lt;br /&gt;
|marketvalue  = 350&lt;br /&gt;
|armorblunt  = 5&lt;br /&gt;
|armorsharp  = 5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
This item cannot be crafted but only purchased through trade. It reduces the mood impact of [[Events#Psychic Drone|psychic drone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
It's a niche item that is only useful during psychic drones, especially on your [[Traits#Psychic_Sensitivity|psychically sensitive]] colonists. It only blocks minimal damage, and with its low HP, couldn't last very long, either.&lt;br /&gt;
&lt;br /&gt;
It can be worn by psychically dull colonists to make them immune to the effects of [[psychic shock lance]]s and [[psychic insanity lance]]s. This is not much use however, as enemies never use artifacts.&lt;br /&gt;
&lt;br /&gt;
Quality does not affect its psychic protection, so an Awful foil helmet protects just as well as a Legendary foil helmet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=61935</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=61935"/>
		<updated>2018-12-27T14:58:10Z</updated>

		<summary type="html">&lt;p&gt;Someone: closer to reality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
:''Main article: [[Armor]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.60 cells per second (c/s).&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing ratty apparel' [[thought]], and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.&lt;br /&gt;
&lt;br /&gt;
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 or earlier:&lt;br /&gt;
*Each point of armor from 1 - 50% reduces damage by 1%. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Flak vest}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
| image        = ArmorVest.png&lt;br /&gt;
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.&lt;br /&gt;
| note         = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
| image        = ArmorPants.png&lt;br /&gt;
| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.&lt;br /&gt;
| note         = A pair of pants with armor plates sewn in.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle and Shell Layers ==&lt;br /&gt;
&lt;br /&gt;
{{main|Plate armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Plate armor&lt;br /&gt;
| image        = Plate_armor.png&lt;br /&gt;
| description  = Overlapping solid plates of armor covering the entire body from neck to feet.&lt;br /&gt;
| note         = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 535}}&lt;br /&gt;
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 32.9 | sharp = 65.7 | heat = 52.6 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.80 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Marine armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Marine armor&lt;br /&gt;
| image        = PoweredArmor.png&lt;br /&gt;
| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. &amp;lt;br&amp;gt; Armor like this is often used by imperial janissaries and rapid-incursion space marines.&lt;br /&gt;
| note         = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalty.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 4,500 }}&amp;lt;!-- MaxHitPoints = 340 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 45 | sharp = 108 | heat = 54 }}&lt;br /&gt;
{{Tag/TempMin- | 34 }}&lt;br /&gt;
{{Tag/TempMax+ | 10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.40 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
== Over Head Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Simple helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Simple helmet&lt;br /&gt;
| image        = M1Helmet.png&lt;br /&gt;
| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.&lt;br /&gt;
| note         = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 40 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 30 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Advanced helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Advanced helmet&lt;br /&gt;
| image        = KevlarHelmet.png&lt;br /&gt;
| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&lt;br /&gt;
| note         = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 300 }}&amp;lt;!-- MaxHitPoints = 120 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 13 | sharp = 40 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Power armor helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power armor helmet&lt;br /&gt;
| image        = PoweredArmorHelmet.png&lt;br /&gt;
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.&lt;br /&gt;
| note         = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 2,000 }}&amp;lt;!-- MaxHitPoints = 180 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Full Head | blunt = 36 | sharp = 100 | heat = 90 }}&lt;br /&gt;
{{Tag/TempMin- | 4 }}&lt;br /&gt;
{{Tag/TempMax+ | 2 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Psychic foil helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Psychic foil helmet&lt;br /&gt;
| image        = psychicfoilhelmet.png&lt;br /&gt;
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&lt;br /&gt;
| note         = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 350 }}&amp;lt;!-- MaxHitPoints = 90 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}&lt;br /&gt;
{{Tag/PsySens- | 90% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Shield belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Shield belt&lt;br /&gt;
| image        = ShieldBelt.png&lt;br /&gt;
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).&lt;br /&gt;
| note         = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 390 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Smokepop belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Smokepop belt&lt;br /&gt;
| image        = SmokepopBelt.png &lt;br /&gt;
| description  = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.&lt;br /&gt;
| note         = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 166 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this is completely out of date and needs redoing or removal&lt;br /&gt;
== Table ==&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! data-sort-type=&amp;quot;number&amp;quot; | Move Speed&amp;lt;ref&amp;gt;Bonus/penalty on movement speed.&amp;lt;/ref&amp;gt; !! Layer&amp;lt;ref&amp;gt;What part this armor covers (may be multiple).&amp;lt;/ref&amp;gt; !! Covers !! Market Value !! Commonality&amp;lt;ref&amp;gt;Statistic of how common this armor should be.&amp;lt;/ref&amp;gt; !! Blunt !! Sharp !! Heat !! Electric !! Toxic&lt;br /&gt;
|-&lt;br /&gt;
! [[#Armor vest|Armor vest]]&lt;br /&gt;
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Simple Helmet|Simple helmet]]&lt;br /&gt;
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Advanced Helmet|Advanced helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor Helmet|Power armor helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor|Power armor]]&lt;br /&gt;
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Shield belt|Shield belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Smokepop belt|Smokepop belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=61934</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=61934"/>
		<updated>2018-12-27T14:54:03Z</updated>

		<summary type="html">&lt;p&gt;Someone: more attempts to bring closer to reality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
:''Main article: [[Armor]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.60 cells per second (c/s).&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing ratty apparel' [[thought]], and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.&lt;br /&gt;
&lt;br /&gt;
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 or earlier:&lt;br /&gt;
*Each point of armor from 1 - 50% reduces damage by 1%. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Flak vest}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
| image        = ArmorVest.png&lt;br /&gt;
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.&lt;br /&gt;
| note         = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
| image        = ArmorPants.png&lt;br /&gt;
| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.&lt;br /&gt;
| note         = A pair of pants with armor plates sewn in.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle and Shell Layers ==&lt;br /&gt;
&lt;br /&gt;
{{main|Plate armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Plate armor&lt;br /&gt;
| image        = Plate_armor.png&lt;br /&gt;
| description  = Overlapping solid plates of armor covering the entire body from neck to feet.&lt;br /&gt;
| note         = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 535}}&lt;br /&gt;
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 32.9 | sharp = 65.7 | heat = 52.6 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.80 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Marine armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Marine armor&lt;br /&gt;
| image        = PoweredArmor.png&lt;br /&gt;
| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. &amp;lt;br&amp;gt; Armor like this is often used by imperial janissaries and rapid-incursion space marines.&lt;br /&gt;
| note         = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 4,500 }}&amp;lt;!-- MaxHitPoints = 340 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 45 | sharp = 108 | heat = 54 }}&lt;br /&gt;
{{Tag/TempMin- | 34 }}&lt;br /&gt;
{{Tag/TempMax+ | 10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.40 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
== Over Head Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Simple helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Simple helmet&lt;br /&gt;
| image        = M1Helmet.png&lt;br /&gt;
| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.&lt;br /&gt;
| note         = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 40 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 30 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Advanced helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Advanced helmet&lt;br /&gt;
| image        = KevlarHelmet.png&lt;br /&gt;
| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&lt;br /&gt;
| note         = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 300 }}&amp;lt;!-- MaxHitPoints = 120 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 13 | sharp = 40 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Power armor helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power armor helmet&lt;br /&gt;
| image        = PoweredArmorHelmet.png&lt;br /&gt;
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.&lt;br /&gt;
| note         = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 2,000 }}&amp;lt;!-- MaxHitPoints = 180 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Full Head | blunt = 36 | sharp = 100 | heat = 90 }}&lt;br /&gt;
{{Tag/TempMin- | 4 }}&lt;br /&gt;
{{Tag/TempMax+ | 2 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Psychic foil helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Psychic foil helmet&lt;br /&gt;
| image        = psychicfoilhelmet.png&lt;br /&gt;
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&lt;br /&gt;
| note         = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 350 }}&amp;lt;!-- MaxHitPoints = 90 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}&lt;br /&gt;
{{Tag/PsySens- | 90% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Shield belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Shield belt&lt;br /&gt;
| image        = ShieldBelt.png&lt;br /&gt;
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).&lt;br /&gt;
| note         = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 390 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Smokepop belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Smokepop belt&lt;br /&gt;
| image        = SmokepopBelt.png &lt;br /&gt;
| description  = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.&lt;br /&gt;
| note         = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 166 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this is completely out of date and needs redoing or removal&lt;br /&gt;
== Table ==&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! data-sort-type=&amp;quot;number&amp;quot; | Move Speed&amp;lt;ref&amp;gt;Bonus/penalty on movement speed.&amp;lt;/ref&amp;gt; !! Layer&amp;lt;ref&amp;gt;What part this armor covers (may be multiple).&amp;lt;/ref&amp;gt; !! Covers !! Market Value !! Commonality&amp;lt;ref&amp;gt;Statistic of how common this armor should be.&amp;lt;/ref&amp;gt; !! Blunt !! Sharp !! Heat !! Electric !! Toxic&lt;br /&gt;
|-&lt;br /&gt;
! [[#Armor vest|Armor vest]]&lt;br /&gt;
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Simple Helmet|Simple helmet]]&lt;br /&gt;
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Advanced Helmet|Advanced helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor Helmet|Power armor helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor|Power armor]]&lt;br /&gt;
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Shield belt|Shield belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Smokepop belt|Smokepop belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Armor&amp;diff=61933</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Armor&amp;diff=61933"/>
		<updated>2018-12-27T14:17:18Z</updated>

		<summary type="html">&lt;p&gt;Someone: removing some outdated info from page (some probably still remains)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gear_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
:''Main article: [[Armor]]''&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOCright}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
Armor is a type of [[gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.60 cells per second (c/s).&lt;br /&gt;
&lt;br /&gt;
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.&lt;br /&gt;
&lt;br /&gt;
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing worn-out apparel' thought, and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.&lt;br /&gt;
&lt;br /&gt;
Colonists wearing armor have a chance of outright avoiding all damage from an attack, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike. This will be represented by a &amp;quot;tink&amp;quot; sound and a spark. They may also receive a mitigated blow, for only half of the damage.&lt;br /&gt;
&lt;br /&gt;
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.&lt;br /&gt;
&lt;br /&gt;
== Armor rating ==&lt;br /&gt;
There are several types of armor ratings;&lt;br /&gt;
{| {{STDT| c_08 text-center}}&lt;br /&gt;
! Name !! Label !! Description&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Blunt|Blunt]]&lt;br /&gt;
| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Piercing|Piercing]]&lt;br /&gt;
| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! [[Injury#Heat|Heat]]&lt;br /&gt;
| Armor - Heat || Protection against temperature-related damage like burns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each point of armor gives a chance to harmlessly deflect damage, and another separate chance to mitigate it, instead receiving half the damage as blunt damage. This is calculated as follows:&lt;br /&gt;
#The armor rating is reduced by the armor penetration value, dependent on the weapon.&lt;br /&gt;
#The remaining armor rating is then compared against a random number from 0 to 100:&lt;br /&gt;
#*If the random number is under half the armor rating, the damage deflects harmlessly.&lt;br /&gt;
#*If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.&lt;br /&gt;
#*If the random number is greater than the armor rating, the armor has no effect.&lt;br /&gt;
*Maximum armor rating is at 200%.&lt;br /&gt;
&lt;br /&gt;
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage.&lt;br /&gt;
&lt;br /&gt;
Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, if modded armor is worn.&lt;br /&gt;
&lt;br /&gt;
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.&lt;br /&gt;
&lt;br /&gt;
In Beta 18 or earlier:&lt;br /&gt;
*Each point of armor from 1 - 50% reduces damage by 1%. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor between 51 - 100% provides a 1% chance to not take damage. &amp;lt;br&amp;gt;&lt;br /&gt;
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.&amp;lt;br&amp;gt;&lt;br /&gt;
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating).&lt;br /&gt;
&lt;br /&gt;
== Durability ==&lt;br /&gt;
Apparel, including armor, take damage when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality armor.&lt;br /&gt;
&lt;br /&gt;
== Clothing Layers ==&lt;br /&gt;
{{:Clothing Layers}}&lt;br /&gt;
&lt;br /&gt;
== Middle Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Flak vest}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak vest&lt;br /&gt;
| image        = ArmorVest.png&lt;br /&gt;
| description  = A vest with armor plates inserted on the chest and back. Protects against gunfire.&lt;br /&gt;
| note         = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso | blunt = 36 | sharp = 100 |heat=27 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Middle and On skin layer ==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Flak pants&lt;br /&gt;
| image        = ArmorPants.png&lt;br /&gt;
| description  = A pair of pants with armor plates sewn in. While it's not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.&lt;br /&gt;
| note         = A pair of pants with armor plates sewn in.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 600 }}&amp;lt;!-- MaxHitPoints = 200 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Legs | blunt = 8 | sharp = 40 |heat=10 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.12 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Middle and Shell Layers ==&lt;br /&gt;
&lt;br /&gt;
{{main|Plate armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Plate armor&lt;br /&gt;
| image        = Plate_armor.png&lt;br /&gt;
| description  = Overlapping solid plates of armor covering the entire body from neck to feet.&lt;br /&gt;
| note         = Heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 535}}&lt;br /&gt;
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 32.9 | sharp = 65.7 | heat = 52.6 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.80 c/s }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Marine armor}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Marine armor&lt;br /&gt;
| image        = PoweredArmor.png&lt;br /&gt;
| description  = A suit of light powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. &amp;lt;br&amp;gt; Armor like this is often used by imperial janissaries and rapid-incursion space marines.&lt;br /&gt;
| note         = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 4,500 }}&amp;lt;!-- MaxHitPoints = 340 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Torso, Neck, Arms and Legs | blunt = 35 | sharp = 65 | heat = 30 }}&lt;br /&gt;
{{Tag/TempMin- | 45 }}&lt;br /&gt;
{{Tag/MoveSpd- | 0.40 c/s }}&lt;br /&gt;
{{Tag/WorkSpd- | 10% }}&lt;br /&gt;
}}&lt;br /&gt;
== Over Head Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Simple helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Simple helmet&lt;br /&gt;
| image        = M1Helmet.png&lt;br /&gt;
| description  = A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.&lt;br /&gt;
| note         = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 40 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 30 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Advanced helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Advanced helmet&lt;br /&gt;
| image        = KevlarHelmet.png&lt;br /&gt;
| description  = A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&lt;br /&gt;
| note         = Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 300 }}&amp;lt;!-- MaxHitPoints = 120 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 13 | sharp = 40 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Power armor helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Power armor helmet&lt;br /&gt;
| image        = PoweredArmorHelmet.png&lt;br /&gt;
| description  = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.&lt;br /&gt;
| note         = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)    | 2,000 }}&amp;lt;!-- MaxHitPoints = 180 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Full Head | blunt = 35 | sharp = 60 | heat = 50 }}&lt;br /&gt;
{{Tag/TempMin- | 3 }}&lt;br /&gt;
{{Tag/TempMax+ | 3 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Psychic foil helmet}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Psychic foil helmet&lt;br /&gt;
| image        = psychicfoilhelmet.png&lt;br /&gt;
| description  = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.&lt;br /&gt;
| note         = Great protection against mind-reading lizard men. Not so great at stopping bullets.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old) | 350 }}&amp;lt;!-- MaxHitPoints = 90 --&amp;gt;&lt;br /&gt;
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}&lt;br /&gt;
{{Tag/PsySens- | 90% }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Waist Layer ==&lt;br /&gt;
&lt;br /&gt;
{{main|Shield belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Shield belt&lt;br /&gt;
| image        = ShieldBelt.png&lt;br /&gt;
| description  = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing shield belts).&lt;br /&gt;
| note         = A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks. &lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 390 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{main|Smokepop belt}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name         = Smokepop belt&lt;br /&gt;
| image        = SmokepopBelt.png &lt;br /&gt;
| description  = An automatic defensive smokescreen. It will release a thick cloud of smoke if the wearer is hit by a projectile, providing line-of-sight cover and preventing turrets from locking on. Single-use.&lt;br /&gt;
| note         = Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.&lt;br /&gt;
| tags         =&lt;br /&gt;
{{Tag/Worth (old)   | 166 }}&amp;lt;!-- MaxHitPoints = 100 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this is completely out of date and needs redoing or removal&lt;br /&gt;
== Table ==&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
!Name !! data-sort-type=&amp;quot;number&amp;quot; | Move Speed&amp;lt;ref&amp;gt;Bonus/penalty on movement speed.&amp;lt;/ref&amp;gt; !! Layer&amp;lt;ref&amp;gt;What part this armor covers (may be multiple).&amp;lt;/ref&amp;gt; !! Covers !! Market Value !! Commonality&amp;lt;ref&amp;gt;Statistic of how common this armor should be.&amp;lt;/ref&amp;gt; !! Blunt !! Sharp !! Heat !! Electric !! Toxic&lt;br /&gt;
|-&lt;br /&gt;
! [[#Armor vest|Armor vest]]&lt;br /&gt;
| -0.08 c/s || | Middle || | Torso || | 600 || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Simple Helmet|Simple helmet]]&lt;br /&gt;
| -0.02 c/s || | Overhead || | Upper Head || | 40 || | 40% || | 10% || | 30% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Advanced Helmet|Advanced helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Upper Head || | 300 || | 40% || | 13% || | 40% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor Helmet|Power armor helmet]]&lt;br /&gt;
| -0.04 c/s || | Overhead || | Full Head || | 2000 || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Power Armor|Power armor]]&lt;br /&gt;
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 4500 || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Shield belt|Shield belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 1200 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
! [[#Smokepop belt|Smokepop belt]]&lt;br /&gt;
| 0 c/s || | Accessory || Waist || | 450 || | ?% || | 0% || | 0% || | 0% || | 0% || | 0%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Gear]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=61910</id>
		<title>Devilstrand (plant)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Devilstrand_(plant)&amp;diff=61910"/>
		<updated>2018-12-27T07:50:33Z</updated>

		<summary type="html">&lt;p&gt;Someone: in 1.0 game version, unmodified yield is 6 not 8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Plant&lt;br /&gt;
| category = [[Wild_Plants|Wild Plants]]&lt;br /&gt;
| description = This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.&lt;br /&gt;
| def name = PlantDevilstrand&lt;br /&gt;
| Harvested Product = devilstrand&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Plant/Devilstrand&lt;br /&gt;
| label = devilstrand&lt;br /&gt;
| parent name = PlantBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 85&lt;br /&gt;
| beauty base = 0&lt;br /&gt;
| flammability base = 0.8&lt;br /&gt;
| harvest yield = 6&lt;br /&gt;
| grow days = 22.5&lt;br /&gt;
| minimum required growing skill = 10&lt;br /&gt;
| fertility min = 0.5&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| real grow days = 38.86&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
| market value = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All information here is up-to-date as of Alpha 17b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|Devilstrand is a player-growable production crop with a low yield, and very long growing cycle. Can't be sown in hydroponics, and is immune to blight. Mature devilstrand yields 6 [[devilstrand]].}}&lt;br /&gt;
===Growing===&lt;br /&gt;
Devilstrand has a base growing time of 22.5 days, needs a minimum soil fertility of 50%, and has a fertility sensitivity rating of 100%. Devilstrand can also only be sown by level 10 growers and above, and once the [[research#devilstrand|devilstrand]] research has been completed. The following table details how long it takes for devilstrand to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Fertility (%)&lt;br /&gt;
| 70&lt;br /&gt;
| 100&lt;br /&gt;
| 140&lt;br /&gt;
| 230&lt;br /&gt;
|- &lt;br /&gt;
! Grow Time (days)&lt;br /&gt;
| 55.52&lt;br /&gt;
| 38.86&lt;br /&gt;
| 27.76&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Base Yield/day&amp;lt;ref&amp;gt;Per plant&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0.14&lt;br /&gt;
| 0.21&lt;br /&gt;
| 0.29&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Food Production===&lt;br /&gt;
Devilstrand doesn't yield any human-edible products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Devilstrand's raw product is devilstrand, which has a market value of 10 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a -22.56%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.72&lt;br /&gt;
| 1.03&lt;br /&gt;
| 1.44&lt;br /&gt;
| -&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.56&lt;br /&gt;
| 0.8&lt;br /&gt;
| 1.12&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike [[cloth]] dusters, you'll actually be better off selling devilstrand than devilstrand dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally, you can't generate a profit from devilstrand dusters unless you have at least a level 15 crafter doing the tailoring - and even then, cloth dusters would still be leaps and bounds better for economic purposes.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;br /&gt;
[[Category:Resource plants]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cotton_plant&amp;diff=61909</id>
		<title>Cotton plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cotton_plant&amp;diff=61909"/>
		<updated>2018-12-27T07:47:10Z</updated>

		<summary type="html">&lt;p&gt;Someone: in 1.0 game version, unmodified yield is 10 not 13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Plant&lt;br /&gt;
| category = [[Wild_Plants|Wild Plants]]&lt;br /&gt;
| description = Yields cotton, a fine plant fiber used to make cloth.&lt;br /&gt;
| def name = PlantCotton&lt;br /&gt;
| Harvested Product = cloth&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = true&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Plant/CottonPlant&lt;br /&gt;
| label = cotton plant&lt;br /&gt;
| parent name = PlantBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 85&lt;br /&gt;
| beauty base = 0&lt;br /&gt;
| flammability base = 0.8&lt;br /&gt;
| harvest yield = 10&lt;br /&gt;
| grow days = 8&lt;br /&gt;
| fertility min = 0.5&lt;br /&gt;
| fertility sensitivity = 0.7&lt;br /&gt;
| real grow days = 13.82&lt;br /&gt;
| nutrition per day = 0&lt;br /&gt;
| nutrition per day (70) = 0&lt;br /&gt;
| nutrition per day (140) = 0&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
| market value = 1.9&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
All information here is up-to-date as of Alpha 17b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|The cotton plant is a player-growable production crop with a moderate yield, and slightly longer growing cycle. A mature cotton plant yields 10 [[cloth]].}}&lt;br /&gt;
===Growing===&lt;br /&gt;
Cotton plants have a base growing time of 8 days, need a minimum soil fertility of 50%, and have a fertility sensitivity rating of 70%. The following table details how long it takes for cotton plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Fertility (%)&lt;br /&gt;
| 70&lt;br /&gt;
| 100&lt;br /&gt;
| 140&lt;br /&gt;
| 230&lt;br /&gt;
|- &lt;br /&gt;
! Grow Time (days)&lt;br /&gt;
| 17.49&lt;br /&gt;
| 13.82&lt;br /&gt;
| 10.8&lt;br /&gt;
| 7.23&lt;br /&gt;
|-&lt;br /&gt;
! Base Yield/day&amp;lt;ref&amp;gt;Per plant&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 0.74&lt;br /&gt;
| 0.94&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Food Production===&lt;br /&gt;
Cotton plants don't yield any human-edible products.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
The cotton plant's raw product is cloth, which has a market value of 1.9 [[silver]]. The refined product with the largest profit margin is a [[duster]], having a 1.32%&amp;lt;ref&amp;gt;70% sell price multiplier and assuming normal quality. Your mileage may vary; see [[quality]] for more information on skill level's impact on the average market value of produced goods.&amp;lt;/ref&amp;gt; profit margin. The following table details silver per day, per plant. It only factors in the 50% selling markdown, the market value of the products, and the yield per day:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Raw&lt;br /&gt;
| 0.71&lt;br /&gt;
| 0.89&lt;br /&gt;
| 1.14&lt;br /&gt;
| 1.71&lt;br /&gt;
|- &lt;br /&gt;
! Refined&lt;br /&gt;
| 0.72&lt;br /&gt;
| 0.91&lt;br /&gt;
| 1.16&lt;br /&gt;
| 1.73&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Normal quality cloth dusters are actually profitable when compared to [[devilstrand]] dusters. This is because cloth dusters have a higher '''work:ingredient value''' ratio compared to devilstrand dusters; a larger market value gain relative to the total value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Strawberry_plant&amp;diff=61908</id>
		<title>Strawberry plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Strawberry_plant&amp;diff=61908"/>
		<updated>2018-12-27T07:44:37Z</updated>

		<summary type="html">&lt;p&gt;Someone: nn 1.0 game version, unmodified yield is 8 not 10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Plant&lt;br /&gt;
| category = Plants&lt;br /&gt;
| description = A fragile but tasty fruit. Delicious even when raw.&lt;br /&gt;
| def name = PlantStrawberry&lt;br /&gt;
| Harvested Product = berries&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = true&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Plant/StrawberryPlant&lt;br /&gt;
| label = strawberry plant&lt;br /&gt;
| parent name = PlantBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 85&lt;br /&gt;
| beauty base =&lt;br /&gt;
| flammability base = 0.8&lt;br /&gt;
| harvest yield = 8&lt;br /&gt;
| grow days = 4.62&lt;br /&gt;
| fertility min = 0.5&lt;br /&gt;
| fertility sensitivity = 0.6&lt;br /&gt;
| real grow days = 8.4&lt;br /&gt;
| nutrition per day = 0.04762&lt;br /&gt;
| nutrition per day (70) = 0.03333&lt;br /&gt;
| nutrition per day (140) = 0.06667&lt;br /&gt;
| nutrition per day (230) = 0.10952&lt;br /&gt;
| market value = 1.2&lt;br /&gt;
}}&lt;br /&gt;
A '''strawberry plant''' is a leafy bush that grows large, fleshy red [[berries]] that can be planted in growing zones by your colonists. Unlike wild raspberry bushes, strawberry plants are completely removed when harvested and must be replanted to be harvested again. Strawberries are greatly affected by fertility of the soil, and as such, they are best suited to be grown in [[hydroponics basin]]s, where their yield outperforms all other crops except rice. Unlike other foods that must be cooked to prevent the 'ate raw food' thought, berries can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sowing strawberry plants requires a minimum [[Skills#Growing|growing skill]] of 5, but any colonist capable of [[Menus#Plant_cut|plant cutting]] can harvest them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=61907</id>
		<title>Rice plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rice_plant&amp;diff=61907"/>
		<updated>2018-12-27T07:41:05Z</updated>

		<summary type="html">&lt;p&gt;Someone: in 1.0 game version, unmodified yield is 6 not 7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Plant&lt;br /&gt;
| category = Plants&lt;br /&gt;
| description = A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.&lt;br /&gt;
| def name = PlantRice&lt;br /&gt;
| Harvested Product = rice&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = true&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Plant/RicePlant&lt;br /&gt;
| label = rice&lt;br /&gt;
| parent name = PlantBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 85&lt;br /&gt;
| beauty base = 1&lt;br /&gt;
| flammability base = 0.8&lt;br /&gt;
| harvest yield = 6&lt;br /&gt;
| grow days = 3&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| real grow days = 5.45&lt;br /&gt;
| nutrition per day = 0.05505&lt;br /&gt;
| nutrition per day (70) = 0.03853&lt;br /&gt;
| nutrition per day (140) = 0.07706&lt;br /&gt;
| nutrition per day (230) = 0.12660&lt;br /&gt;
| market value = 1.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Rice plants''' yields up to 6 [[rice]] after 5-6 days until harvest, making it the fastest food supply to establish a colony and ideal for limited growing seasons. It also grows much faster than other plants when planted on rich soil or on [[hydroponics basin]] reaching a growth rate of  230%, compared to ~150% of other plants. However, if planted in soil with less than 100% fertility, such as gravel, a rice plant may randomly die during growth and only a small percentage survive long enough to harvest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Potato_plant&amp;diff=61906</id>
		<title>Potato plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Potato_plant&amp;diff=61906"/>
		<updated>2018-12-27T07:37:45Z</updated>

		<summary type="html">&lt;p&gt;Someone: n 1.0 game version, unmodified yield is 11 not 14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Plant&lt;br /&gt;
| category = Plants&lt;br /&gt;
| description = A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.&lt;br /&gt;
| def name = PlantPotato&lt;br /&gt;
| Harvested Product = potato&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = true&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Plant/PotatoPlant&lt;br /&gt;
| label = potato plant&lt;br /&gt;
| parent name = PlantBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 85&lt;br /&gt;
| beauty base = 1&lt;br /&gt;
| flammability base = 0.8&lt;br /&gt;
| harvest yield = 11&lt;br /&gt;
| grow days = 5.8&lt;br /&gt;
| fertility min = 0.5&lt;br /&gt;
| fertility sensitivity = 0.4&lt;br /&gt;
| real grow days = 10.55&lt;br /&gt;
| nutrition per day = 0.05213&lt;br /&gt;
| nutrition per day (70) = 0.03649&lt;br /&gt;
| nutrition per day (140) = 0.07299&lt;br /&gt;
| nutrition per day (230) = 0.11991&lt;br /&gt;
| market value = 1.5&lt;br /&gt;
}}&lt;br /&gt;
The '''Potato Plant''' is a [[Plants#Domesticated_Plants|domesticated plant]] which yields 11 [[Potatoes|potatoes]] at 100% growth. Requires 5.8 days (or 10.55 days when accounting for nightly resting period) with full light in optimal temperature range to reach maturity. It's high tolerance to ground fertility makes it efficient for growing in soil with poor fertility like gravel.&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corn_plant&amp;diff=61905</id>
		<title>Corn plant</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corn_plant&amp;diff=61905"/>
		<updated>2018-12-27T07:33:06Z</updated>

		<summary type="html">&lt;p&gt;Someone: in 1.0 game version, unmodified yield is 22 not 27&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Plant&lt;br /&gt;
| category = [[Wild_Plants|Wild Plants]]&lt;br /&gt;
| description = A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, and takes a long time to spoil. Needs fertile soil to grow well.&lt;br /&gt;
| def name = PlantCorn&lt;br /&gt;
| Harvested Product = corn&lt;br /&gt;
| In Ground = true&lt;br /&gt;
| Hydroponic = false&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Plant/CornPlant&lt;br /&gt;
| label = corn plant&lt;br /&gt;
| parent name = PlantBase&lt;br /&gt;
| path cost = 10&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| max hit points base = 150&lt;br /&gt;
| beauty base = 0&lt;br /&gt;
| flammability base = 0.8&lt;br /&gt;
| harvest yield = 22&lt;br /&gt;
| grow days = 11.3&lt;br /&gt;
| fertility min = 0.5&lt;br /&gt;
| fertility sensitivity = 1&lt;br /&gt;
| real grow days = 19.52&lt;br /&gt;
| nutrition per day = 0.05635&lt;br /&gt;
| nutrition per day (70) = 0.03945&lt;br /&gt;
| nutrition per day (140) = 0.07889&lt;br /&gt;
| nutrition per day (230) = 0&lt;br /&gt;
| market value = 1.5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The corn plant has a long growing cycle and a very high yield of 22 pieces of [[corn]]. It cannot be sown in hydroponics. Corn plants have a base growing time of 11.3 days, need a minimum soil fertility of 50%, and have a fertility sensitivity rating of 100%.&lt;br /&gt;
&lt;br /&gt;
=== Growing ===&lt;br /&gt;
&lt;br /&gt;
The following table details how long it takes for corn plants to grow in each growable ground type, factoring in the plant resting time and being in ideal growing conditions:&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_24 text-center}}&lt;br /&gt;
! Ground Type&lt;br /&gt;
| Gravel&lt;br /&gt;
| Soil&lt;br /&gt;
| Rich Soil&lt;br /&gt;
| Hydroponics&lt;br /&gt;
|- &lt;br /&gt;
! Fertility (%)&lt;br /&gt;
| 70&lt;br /&gt;
| 100&lt;br /&gt;
| 140&lt;br /&gt;
| 230&lt;br /&gt;
|- &lt;br /&gt;
! Grow Time (days)&lt;br /&gt;
| 27.88&lt;br /&gt;
| 19.52&lt;br /&gt;
| 13.94&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
! Base Yield/day&lt;br /&gt;
| 0.79&lt;br /&gt;
| 1.13&lt;br /&gt;
| 1.56&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corn plants do not suffer the downtime between multiple harvests that rice fields deal with due to corn's long growing time. But this also makes it the most vulnerable to negative incidents (burns, bad weather, animals destruction). Corn should not be entrusted as the colony's only  food supply without other alternatives. Corn's exceptional shelf life means that the colony does not need to invest in freezer space for corn, as even the slightest winter will keep corn fresh until next year's harvest. Thus a corn harvest only needs to be placed in a simple shed or under an outdoor roof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|plant|wide}}&lt;br /&gt;
[[Category:Domesticated plants]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flak_helmet&amp;diff=61902</id>
		<title>Flak helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flak_helmet&amp;diff=61902"/>
		<updated>2018-12-26T16:11:14Z</updated>

		<summary type="html">&lt;p&gt;Someone: some more links and analysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Advanced helmet&lt;br /&gt;
|image = KevlarHelmet.png&lt;br /&gt;
|description = &amp;quot;A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|buildingmat|40}} + {{icon|component|2}} + {{icon|plasteel|10}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|mass base = 1.2&lt;br /&gt;
|work to make = 166&lt;br /&gt;
|marketvalue  = 300&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An advanced helmet for protection. A step up from the [[simple helmet]], this is a mid-tier helmet for most colonist uses. It is the lightest of all the helmets, only weighing 1.2 kg.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Can be crafted at the [[machining table]] using 40 metallic materials, 2 components and 10 plasteel.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
It strikes a middle ground between the [[simple helmet]] and the [[marine helmet]], being moderately easy to make and provides average protection. Advanced helmets are reached much easier in  research tree than marine helmets, and when made of plasteel they offer sharp protection comparable to marine helmets, while having significantly higher item hp (over 2x), thus serving longer. As a downside, advanced helmets do not provide eye, nose or jaw protection.  &lt;br /&gt;
&lt;br /&gt;
== Protection Information ==&lt;br /&gt;
&lt;br /&gt;
Protection offered by an advanced helmet depends on its [[quality]] and [[material]]. It has a material effect multiplier of 70% for all types of damage. See [[Apparel#Materials|apparel]] for material protection values.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
*It is added in Alpha 17, replacing the Kevlar helmet from previous versions. The difference is that it can be made out of any material, requires 5 plasteel to craft and has increased protection across the board.&lt;br /&gt;
*In Beta 19 its material cost has been decreased from 70 to 40, but requires more plasteel, from 5 to 10, and materials now affect armor rating. It also protects against heat.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flak_helmet&amp;diff=61899</id>
		<title>Flak helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flak_helmet&amp;diff=61899"/>
		<updated>2018-12-25T21:27:36Z</updated>

		<summary type="html">&lt;p&gt;Someone: try removing all outdated info from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Advanced helmet&lt;br /&gt;
|image = KevlarHelmet.png&lt;br /&gt;
|description = &amp;quot;A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|buildingmat|40}} + {{icon|component|2}} + {{icon|plasteel|10}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|mass base = 1.2&lt;br /&gt;
|work to make = 166&lt;br /&gt;
|marketvalue  = 300&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An advanced helmet for protection. A step up from the [[simple helmet]], this is a mid-tier helmet for most colonist uses. It is the lightest of all the helmets, only weighing 1.2 kg.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Can be crafted at the [[machining table]] using 40 materials, 2 components and 10 plasteel.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
It strikes a middle ground between the [[simple helmet]] and the [[power armor helmet]], being moderately easy to make and provides average protection.&lt;br /&gt;
&lt;br /&gt;
== Protection Information ==&lt;br /&gt;
&lt;br /&gt;
Protection offered by an advanced helmet depends on its [[quality]] and [[material]]. It has a material effect multiplier of 70% for all types of damage.  &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
*It is added in Alpha 17, replacing the Kevlar helmet from previous versions. The difference is that it can be made out of any material, requires 5 plasteel to craft and has increased protection across the board.&lt;br /&gt;
*In Beta 19 its material cost has been decreased from 70 to 40, but requires more plasteel, from 5 to 10, and materials now affect armor rating. It also protects against heat.&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Simple_helmet&amp;diff=61898</id>
		<title>Simple helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Simple_helmet&amp;diff=61898"/>
		<updated>2018-12-25T21:25:21Z</updated>

		<summary type="html">&lt;p&gt;Someone: try removing all outdated info from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Simple helmet&lt;br /&gt;
|image = M1Helmet.png|Simple Helmet&lt;br /&gt;
|description = &amp;quot;A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|buildingmat|40}}&lt;br /&gt;
|hp = 80&lt;br /&gt;
|mass base = 2&lt;br /&gt;
|work to make = 100&lt;br /&gt;
|marketvalue  = 146&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simple helmet is the first available headgear that can be crafted from metal.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Simple helmets can be manufactured at a [[fueled smithy]] with a [[Skills#Crafting|crafting]] skill of at least 5. Requires 40 metallic materials and 100 seconds of work (6,000 ticks), assuming baseline global work speed and no enhancements or hindrances to [[consciousness]], [[sight]], or [manipulation]]. Usage of different materials enhances protection offered and durability.&lt;br /&gt;
Can be purchased via trading or looted from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Simple Helmets are one of the four main headgear protections (the others being the [[war mask]], [[advanced helmet]] and [[power armor helmet]]). They have a remarkable lifespan due to the inferior damage absorption, especially if made out of Plasteel. Simple helmets are intermediate in terms of mass with a mass of 2kg, whereas advanced helmets have a mass of 1.2kg and power armor helmets have a mass of 2.7kg.&lt;br /&gt;
&lt;br /&gt;
== Protection ==&lt;br /&gt;
&lt;br /&gt;
Protection offered by a simple helmet depends on its [[quality]] and [[material]]. It has a material effect multiplier of 50% for all types of damage.  &lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
&lt;br /&gt;
* Prior to Alpha 17, it was known as the Military helmet. In Alpha 17, it has been renamed, received a slight buff to protection and no longer required components.&lt;br /&gt;
*In Beta 19 it became cheaper, and materials now affect armor rating. It also protects against heat.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Armor]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_crematorium&amp;diff=61883</id>
		<title>Electric crematorium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_crematorium&amp;diff=61883"/>
		<updated>2018-12-25T02:11:48Z</updated>

		<summary type="html">&lt;p&gt;Someone: clothing is not stripped by cremation; corpse beauty is -50 not -150&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crematorium&lt;br /&gt;
|image = Crematorium.png|Crematorium&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description =  Cremates corpses.&lt;br /&gt;
|type = Production&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3|2&lt;br /&gt;
|hp = 300&lt;br /&gt;
|power = - 250 &lt;br /&gt;
|buy = {{icon|steel|20}} + {{icon|stone|150}} + {{icon|component|2}}&lt;br /&gt;
|sell = {{icon|steel|15}} + {{icon|stone|112.5}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crematorium is an [[Power#Appliances|appliance]] used to destroy corpses and unwanted [[clothing|clothing]] or [[armor|armor]]. It needs to be [[research]]ed before being unlocked. Bills are worked by [[Menus#Haul|haulers]]. Corpses are cremated together with all of their equipped gear.&lt;br /&gt;
&lt;br /&gt;
Crematoriums have -10 [[beauty]], which is significantly less ugly than corpses that have -50 beauty and negatively impact nearby colonists' beauty opinion and mood. &lt;br /&gt;
&lt;br /&gt;
Crematoriums produce heat in process of burning things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Block Cost !! Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Limestone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Limestone_Blocks}} || 465&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Granite || 20 {{Icon Small|steel}} || 150 {{Icon Small|Granite_Blocks}} || 510&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Marble || 20 {{Icon Small|steel}} || 150 {{Icon Small|Marble_Blocks}} || 360&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Slate || 20 {{Icon Small|steel}} || 150 {{Icon Small|Slate_Blocks}} || 390&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Sandstone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Sandstone_Blocks}} || 420&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crematorium can be deconstructed to return 15 [[steel|steel]] and 112 of the stone blocks which it was made of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tainted&amp;quot; apparel cannot be sold to traders (anymore after B19) and you can only get rid of such clothing by burning them on a campfire. An alternative, lower labor method to using a crematorium is build a stone room (or seal off an existing ruin) and use [[Molotov cocktails]] to burn all corpses at once with their apparel after forbidding the entrance or clearing the Home Zone area marker to ensure no firefighters attempt to put out the cremating fire within. This does carry the drawback of adding hefty mood penalties to any colonist who adds to the furnace due to seeing many corpses, as well as having slightly less customization for deciding what is to be burnt.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqxghhe6mqh2m6x9&amp;topic_postId=uqyzc89yjy19nqfh&amp;topic_revId=uqyzc89yjy19nqfh&amp;action=single-view</id>
		<title>Topic:Uqxghhe6mqh2m6x9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqxghhe6mqh2m6x9&amp;topic_postId=uqyzc89yjy19nqfh&amp;topic_revId=uqyzc89yjy19nqfh&amp;action=single-view"/>
		<updated>2018-12-24T11:46:25Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Someone&quot; class=&quot;mw-userlink&quot; title=&quot;User:Someone&quot;&gt;&lt;bdi&gt;Someone&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Someone&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Someone (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Someone&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Someone&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:Uqxghhe6mqh2m6x9&amp;amp;topic_showPostId=uqyzc89yjy19nqfh#flow-post-uqyzc89yjy19nqfh&quot;&gt;commented&lt;/a&gt; on &quot;Why is the discussion page not a standard Talk: page but some confusing &amp;quot;Browse topics&amp;quot; thing?&quot; (&lt;em&gt;I think the standard Talk: pages are much better than this Browse Topics mode --Someone (talk) 11:46, 24 December 2018 (UTC)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=61865</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=61865"/>
		<updated>2018-12-23T23:53:50Z</updated>

		<summary type="html">&lt;p&gt;Someone: add heat note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Resources&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|power = -700&lt;br /&gt;
|buy = {{icon|metal|170}}&lt;br /&gt;
|sell = {{icon|metal|85}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Electric smelter is used to extracts [[steel]] from [[Steel slag chunk]]s and metal [[weapons]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons can be smelted to return 25% of their crafting cost. While any weapon can also be destroyed by smelting, it is not recommended as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
Electric smelters produce heat in process of smelting things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material return&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|{{icon|buildingmat |12}} ''(125*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|{{icon|buildingmat |30}} ''(300*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|{{icon|buildingmat |10}} ''(100*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Shiv]] &lt;br /&gt;
|{{icon|buildingmat |3}} ''(25*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|{{icon|buildingmat |23}} ''(225*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|{{icon|buildingmat |18}} ''(188*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|{{icon|buildingmat |10}} ''(100*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Pistol]]&lt;br /&gt;
|{{icon|metal|7}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|{{icon|metal|22}}&lt;br /&gt;
|-&lt;br /&gt;
![[PDW]]&lt;br /&gt;
|{{icon|metal|22}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|{{icon|metal|22}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|{{icon|metal|25}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|{{icon|metal|25}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|{{icon|metal|37}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|{{icon|metal|33}}&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|{{icon|metal|10}}&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|{{icon|metal|10}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|{{icon|metal|10}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|{{icon|metal|40}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|{{icon|metal|35}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|{{icon|metal|30}}{{icon|plasteel|7}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;#42; return for small materials (gold, silver, uranium)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=61864</id>
		<title>Electric smelter</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_smelter&amp;diff=61864"/>
		<updated>2018-12-23T23:50:39Z</updated>

		<summary type="html">&lt;p&gt;Someone: remove research note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Electric smelter&lt;br /&gt;
|image = Slag_refinery.png|Electric_smelter&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Extracts usable metal from slag chunks and other mixed metal items. Consumes a lot of power.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = Resources&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|3&lt;br /&gt;
|hp = 180&lt;br /&gt;
|power = -700&lt;br /&gt;
|buy = {{icon|metal|170}}&lt;br /&gt;
|sell = {{icon|metal|85}}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Electric smelter is used to extracts [[steel]] from [[Steel slag chunk]]s and metal [[weapons]]. Colonists assigned to [[Skills#Crafting|crafting]] will make use of it. '''Metallic''' weapons can be smelted to return 25% of their crafting cost. While any weapon can also be destroyed by smelting, it is not recommended as sale for silver brings a little profit as opposed to none at all by destruction.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT|sortable c_06 text-center}}&lt;br /&gt;
! Name !! Material return&lt;br /&gt;
|-&lt;br /&gt;
![[Gladius]]&lt;br /&gt;
|{{icon|buildingmat |12}} ''(125*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Longsword]]&lt;br /&gt;
|{{icon|buildingmat |30}} ''(300*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Knife]]&lt;br /&gt;
|{{icon|buildingmat |10}} ''(100*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Shiv]] &lt;br /&gt;
|{{icon|buildingmat |3}} ''(25*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Spear]]&lt;br /&gt;
|{{icon|buildingmat |23}} ''(225*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Mace]]&lt;br /&gt;
|{{icon|buildingmat |18}} ''(188*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Club]]&lt;br /&gt;
|{{icon|buildingmat |10}} ''(100*)''&lt;br /&gt;
|-&lt;br /&gt;
![[Pistol]]&lt;br /&gt;
|{{icon|metal|7}}&lt;br /&gt;
|-&lt;br /&gt;
![[Pump shotgun]]&lt;br /&gt;
|{{icon|metal|22}}&lt;br /&gt;
|-&lt;br /&gt;
![[PDW]]&lt;br /&gt;
|{{icon|metal|22}}&lt;br /&gt;
|-&lt;br /&gt;
![[Bolt-action rifle]]&lt;br /&gt;
|{{icon|metal|22}}&lt;br /&gt;
|-&lt;br /&gt;
![[Assault rifle]]&lt;br /&gt;
|{{icon|metal|25}}&lt;br /&gt;
|-&lt;br /&gt;
![[Sniper rifle]]&lt;br /&gt;
|{{icon|metal|25}}&lt;br /&gt;
|-&lt;br /&gt;
![[LMG]]&lt;br /&gt;
|{{icon|metal|37}}&lt;br /&gt;
|-&lt;br /&gt;
![[Heavy SMG]]&lt;br /&gt;
|{{icon|metal|33}}&lt;br /&gt;
|-&lt;br /&gt;
![[Frag grenades]]&lt;br /&gt;
|{{icon|metal|10}}&lt;br /&gt;
|-&lt;br /&gt;
![[Molotov cocktails]]&lt;br /&gt;
|{{icon|metal|10}}&lt;br /&gt;
|-&lt;br /&gt;
![[EMP grenades]]&lt;br /&gt;
|{{icon|metal|10}}&lt;br /&gt;
|-&lt;br /&gt;
![[Minigun]]&lt;br /&gt;
|{{icon|metal|40}}&lt;br /&gt;
|-&lt;br /&gt;
![[Incendiary launcher]]&lt;br /&gt;
|{{icon|metal|35}}&lt;br /&gt;
|-&lt;br /&gt;
![[Charge rifle]]&lt;br /&gt;
|{{icon|metal|30}}{{icon|plasteel|7}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;#42; return for small materials (gold, silver, uranium)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_crematorium&amp;diff=61863</id>
		<title>Electric crematorium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_crematorium&amp;diff=61863"/>
		<updated>2018-12-23T23:46:34Z</updated>

		<summary type="html">&lt;p&gt;Someone: update beauty notes, add heat production note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crematorium&lt;br /&gt;
|image = Crematorium.png|Crematorium&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description =  Cremates corpses.&lt;br /&gt;
|type = Production&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3|2&lt;br /&gt;
|hp = 300&lt;br /&gt;
|power = - 250 &lt;br /&gt;
|buy = {{icon|steel|20}} + {{icon|stone|150}} + {{icon|component|2}}&lt;br /&gt;
|sell = {{icon|steel|15}} + {{icon|stone|112.5}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crematorium is an [[Power#Appliances|appliance]] used to destroy corpses and unwanted [[clothing|clothing]] or [[armor|armor]]. It needs to be [[research]]ed before being unlocked. Bills are worked by [[Menus#Haul|haulers]]. When corpses are cremated, clothing is automatically stripped.&lt;br /&gt;
&lt;br /&gt;
Crematoriums have -10 [[beauty]], which is significantly less ugly than corpses that have -150 beauty and negatively impact nearby colonists' beauty opinion and mood. &lt;br /&gt;
&lt;br /&gt;
Crematoriums produce heat in process of burning things (amount comparable to output of one [[heater]]). No heat is produced when idle, even if powered on.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Block Cost !! Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Limestone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Limestone_Blocks}} || 465&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Granite || 20 {{Icon Small|steel}} || 150 {{Icon Small|Granite_Blocks}} || 510&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Marble || 20 {{Icon Small|steel}} || 150 {{Icon Small|Marble_Blocks}} || 360&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Slate || 20 {{Icon Small|steel}} || 150 {{Icon Small|Slate_Blocks}} || 390&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Sandstone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Sandstone_Blocks}} || 420&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crematorium can be deconstructed to return 15 [[steel|steel]] and 112 of the stone blocks which it was made of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tainted&amp;quot; apparel cannot be sold to traders (anymore after B19) and you can only get rid of such clothing by burning them on a campfire. An alternative, lower labor method to using a crematorium is build a stone room (or seal off an existing ruin) and use [[Molotov cocktails]] to burn all corpses at once with their apparel after forbidding the entrance or clearing the Home Zone area marker to ensure no firefighters attempt to put out the cremating fire within. This does carry the drawback of adding hefty mood penalties to any colonist who adds to the furnace due to seeing many corpses, as well as having slightly less customization for deciding what is to be burnt.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=61861</id>
		<title>Cowboy hat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=61861"/>
		<updated>2018-12-23T22:01:48Z</updated>

		<summary type="html">&lt;p&gt;Someone: mention that bowler hat provides a higher social impact bonus; remove insulation until fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Cowboy hat&lt;br /&gt;
|image = CowboyHat.png|Cowboy hat&lt;br /&gt;
|description = &amp;quot;Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. It is the most important part of traditional western attire.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|25}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 84&lt;br /&gt;
|marketvalue  = 70&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass base = 0.14&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Cowboy hats are the complimentary garment to [[duster]]s, both tied to a Western theme in RimWorld. As with Dusters, Cowboy hats provide thermal insulation for a pawn. Cowboy hats can be purchased, crafted, or stripped from Outlanders. Cowboy hats also provide a 10% bonus to social chat impact, due to their style.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, cowboy hats require [[Research#ComplexClothing|complex clothing]] to be researched and can only be made at a [[hand-tailoring bench]] or an [[electric tailoring bench]]. A cowboy hat requires 25 of any textile, and 84 seconds of work (5,000 ticks) to be created, assuming baseline global work speed, [[Consciousness|consciousness]], [[Sight|sight]], and [[Manipulation|manipulation]].&lt;br /&gt;
&lt;br /&gt;
====Conclusion &amp;amp; Comparison====&lt;br /&gt;
Overall, cowboy hats can be quite important when it comes to survival in hotter climates as they provide an additional half the thermal insulation that a duster does, and therefore compliments it well. The social chat impact can also prove to be useful for wardens as relationships with prisoners will be built quicker, reducing the time it takes to recruit them (but a [[bowler hat]] would provide a higher bonus to this). [[Tuque]]s are only more viable in extreme cold climates, where temperatures can plummet below -30 Celsius.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- commented out until someone fixes this&lt;br /&gt;
==Insulation Information==&lt;br /&gt;
The following table(s) will display how good a normal quality Cowboy Hat is at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Cool|8}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bowler_hat&amp;diff=61860</id>
		<title>Bowler hat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bowler_hat&amp;diff=61860"/>
		<updated>2018-12-23T21:54:52Z</updated>

		<summary type="html">&lt;p&gt;Someone: update with 1.0 data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Bowler hat&lt;br /&gt;
|image = BowlerHat.png|Bowler hat&lt;br /&gt;
|description = &amp;quot;A good-looking hat which projects a slightly urban, money-loving style. Improves social impact.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|20}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 75&lt;br /&gt;
|marketvalue  = 70&lt;br /&gt;
|insulationheat = 4&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass base = 0.14&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
The bowler hat is a headgear that boosts social impact of the wearer by 15%, offers minimal protection for head and ears, as well as minimal heat/cold insulation. It can be tailored from any [[textile]] material. Compared to the [[cowboy hat]], it requires less material to make, its boost to social impact is better, but its heat insulation is worse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqxghhe6mqh2m6x9&amp;topic_postId=uqxghhe9qzcdakct&amp;topic_revId=uqxghhe9qzcdakct&amp;action=single-view</id>
		<title>Topic:Uqxghhe6mqh2m6x9</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqxghhe6mqh2m6x9&amp;topic_postId=uqxghhe9qzcdakct&amp;topic_revId=uqxghhe9qzcdakct&amp;action=single-view"/>
		<updated>2018-12-23T19:21:26Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Someone&quot; class=&quot;mw-userlink&quot; title=&quot;User:Someone&quot;&gt;&lt;bdi&gt;Someone&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Someone&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Someone (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Someone&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Someone&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:Uqxghhe6mqh2m6x9&amp;amp;topic_showPostId=uqxghhe9qzcdakct#flow-post-uqxghhe9qzcdakct&quot;&gt;commented&lt;/a&gt; on &quot;Why is the discussion page not a standard Talk: page but some confusing &amp;quot;Browse topics&amp;quot; thing?&quot; (&lt;em&gt;I do not understand --Someone (talk) 19:21, 23 December 2018 (UTC)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Uqxgagc1fz2kfu6l&amp;topic_postId=uqxgagc4k7xv47m5&amp;topic_revId=uqxgagc4k7xv47m5&amp;action=single-view</id>
		<title>Topic:Uqxgagc1fz2kfu6l</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Uqxgagc1fz2kfu6l&amp;topic_postId=uqxgagc4k7xv47m5&amp;topic_revId=uqxgagc4k7xv47m5&amp;action=single-view"/>
		<updated>2018-12-23T19:17:56Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Someone&quot; class=&quot;mw-userlink&quot; title=&quot;User:Someone&quot;&gt;&lt;bdi&gt;Someone&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Someone&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Someone (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Someone&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Someone&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:Uqxgagc1fz2kfu6l&amp;amp;topic_showPostId=uqxgagc4k7xv47m5#flow-post-uqxgagc4k7xv47m5&quot;&gt;commented&lt;/a&gt; on &quot;Size not showing in infobox?&quot; (&lt;em&gt;I have added size field to the infobox but it is not showing on page. Why? --Someone (talk) 19:17, 23 December 2018 (UTC)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=61853</id>
		<title>Megascreen television</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=61853"/>
		<updated>2018-12-23T19:16:14Z</updated>

		<summary type="html">&lt;p&gt;Someone: add size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;{{infobox main|building|&lt;br /&gt;
|description = A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining. Picks up transmissions from ancient satellites and ubiquitous data cards.&lt;br /&gt;
|type = Buildings{{!}}Buildings&lt;br /&gt;
|type2 = Joy{{!}}Joy&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3|1&lt;br /&gt;
|hp = 85&lt;br /&gt;
|power = -450&lt;br /&gt;
|marketvalue = 2000&lt;br /&gt;
|beauty = 0&lt;br /&gt;
|mass base = 10&lt;br /&gt;
|cover = 0.35&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|The '''Megascreen Television''' is huge television which can be placed down and watched by [[colonist]]s. Effective in a 6x7 area in front of the object.}}&lt;br /&gt;
&lt;br /&gt;
This is the best possible television you can find, with an entertainment strength factor of 160%, but it cannot be constructed and has to be bought from traders.&lt;br /&gt;
&lt;br /&gt;
It has a 6x7 area of effect on the other side of a 1 space gap in front of the TV.&lt;br /&gt;
&lt;br /&gt;
These TVs can be placed in front of many [[hospital bed]]s to entertain the patients. The patients will be entertained whether they face the TV or not as long as the head part of the bed is within the TV's area of effect.&lt;br /&gt;
&lt;br /&gt;
Because of its huge size, it may be hard to find a good position for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Joy]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61837</id>
		<title>Crafting spot</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Crafting_spot&amp;diff=61837"/>
		<updated>2018-12-22T04:16:45Z</updated>

		<summary type="html">&lt;p&gt;Someone: update list of items craftable in 1.0 and reorder them to be in same order as ingame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crafting spot&lt;br /&gt;
|image = Crafting spot.png|Crafting spot&lt;br /&gt;
|description = A place for crafting simple things like shivs or bows.&lt;br /&gt;
|type = Production&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp =&lt;br /&gt;
|power = 0&lt;br /&gt;
|facility = tool cabinet&lt;br /&gt;
|buy =&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}&lt;br /&gt;
While the crafting spot is selected, click &amp;quot;Bills&amp;quot; then &amp;quot;Add bill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Craftable items are:&lt;br /&gt;
* [[smokeleaf joint]]&lt;br /&gt;
* [[tribalwear]]&lt;br /&gt;
* [[club]]&lt;br /&gt;
* [[knife]]&lt;br /&gt;
* [[short bow]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=61836</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts&amp;diff=61836"/>
		<updated>2018-12-22T04:02:25Z</updated>

		<summary type="html">&lt;p&gt;Someone: Correct headings so that links in table work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Each human pawn, whether they're a colonist or a member from another faction, has thoughts that appear on their Needs tab. These thoughts are triggered by certain events, or the pawn's environment, or their current physical condition.&lt;br /&gt;
&lt;br /&gt;
= Mood =&lt;br /&gt;
{{Main|Mood}}&lt;br /&gt;
The Needs tab also displays a blue meter for the colonist's [[mood]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
Arrows, colored red for decreasing or green for increasing, show which direction the colonist's mood is going. &amp;lt;br /&amp;gt;&lt;br /&gt;
The white triangle shows where the mood will come to rest if nothing changes. &amp;lt;br /&amp;gt;&lt;br /&gt;
The threshold lines indicate the points at which this colonist may suffer a [[Mood#Mental_Breakdowns|breakdown]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
When a thought occurs a thought bubble may briefly occur above the pawn's head. Red bubbles indicate negative thoughts, while green indicated positive ones.&lt;br /&gt;
&lt;br /&gt;
= Thoughts =&lt;br /&gt;
Below is a list of the thoughts that human characters can experience, including how it affects their mood: &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&lt;br /&gt;
==Exotic==&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&lt;br /&gt;
==Eating==&lt;br /&gt;
{{:Thoughts/Memory_Eating}}&lt;br /&gt;
&lt;br /&gt;
==Gatherings==&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
{{:Thoughts/Memory_Misc}}&lt;br /&gt;
&lt;br /&gt;
==Random==&lt;br /&gt;
{{:Thoughts/Random}}&lt;br /&gt;
&lt;br /&gt;
==Room Stats==&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&lt;br /&gt;
==Situation Social==&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
{{:Thoughts/Situation_Special}}&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: ore than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the temperature drops below a humanoid's comfortable temperature. There are 3 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Cold: 1 - 10 °C below comfort.&lt;br /&gt;
*Very cold: 11 - 20 °C below comfort.&lt;br /&gt;
*Shivering: 21 °C or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====Colonist abandoned====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive.&lt;br /&gt;
&lt;br /&gt;
This usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 15%.&lt;br /&gt;
*Comfortable: When comfort rises above 60%.&lt;br /&gt;
*Very comfortable: When comfort rises above 70%.&lt;br /&gt;
*Extremely comfortable: When comfort rises above 80%.&lt;br /&gt;
*Luxuriantly comfortable: When comfort rises above 90%.&lt;br /&gt;
&lt;br /&gt;
====Dead man's apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within five squares of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 30.&lt;br /&gt;
*Tired: When rest level dips below 20.&lt;br /&gt;
*Exhausted: When rest level dips below 0.01. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the colonist's comfortable temperature. There are 4 variations depending on how low the temperature is below the humanoid:&lt;br /&gt;
*Hot: 1 - 10 °C above comfortable temperature.&lt;br /&gt;
*Very hot: 11 - 20 °C above comfortable temperature.&lt;br /&gt;
*Extremely hot: 21 - 30 °C above comfortable temperature.&lt;br /&gt;
*Burning up: 31 °C or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Low expectations====&lt;br /&gt;
This thought occurs when total colony wealth is below a certain value. It has 4 stages at different wealth values:&lt;br /&gt;
*Extremely low expectations: When wealth is below 10000.&lt;br /&gt;
*Very low expectations: When wealth is below 50000.&lt;br /&gt;
*Low expectations: When wealth is below 150000.&lt;br /&gt;
*Moderate expectations: When wealth is below 300000.&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Ancient_Ship_Crash|psychic ship]] or [[Events#Psychic_Drone|psychic drone]] events.&lt;br /&gt;
*Low: 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: During Psychic Drone, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic_Soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.  See [[Joy]].&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
==== Room stats ====&lt;br /&gt;
These thoughts occur if a colonist has used a room.&lt;br /&gt;
&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's Impressiveness stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Impressive&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by these rooms:&lt;br /&gt;
*Bedrooms: When a colonist sleeps in a bedroom.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Barracks: When a colonist sleeps in a barracks, along with others.&lt;br /&gt;
**Full range.&lt;br /&gt;
*Dining room: When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Rec room: When a colonist uses joy facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
*Prison cell: When a colonist is imprisoned in a prison cell.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
*Prison barracks: When a colonist is imprisoned in a prison barracks along with others.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
*Hospital: When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below 12°C. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above 32°C. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone was executed====&lt;br /&gt;
This thought occurs in every colonist when a prisoner, guest, or colonist is euthanized.&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]], when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accecssible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Witnessed ally's death====&lt;br /&gt;
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a colonist or ally that dies.&lt;br /&gt;
&lt;br /&gt;
====Witnessed stranger's death====&lt;br /&gt;
This thought occurs when a humanoid has a line of sight to and is within 12 squares of a humanoid that dies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=61835</id>
		<title>Thoughts/Situation General</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Situation_General&amp;diff=61835"/>
		<updated>2018-12-22T04:01:26Z</updated>

		<summary type="html">&lt;p&gt;Someone: Correct names and descriptions of thoughts related to worn-out apparel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Source (A16): Mods\Core\Defs\ThoughtDefs\Thoughts_Situation_General.xml --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Low expectations| Moderate expectations]]&lt;br /&gt;
| This place isn't quite rich. I can't expect to be totally pampered. || +6 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Low expectations| Low expectations]]&lt;br /&gt;
| This place doesn't have the wealth for many luxuries. I need to keep myself strong. || +12 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Low expectations| Very low expectations]]&lt;br /&gt;
| This place is poverty-stricken. I can't expect any comfort here; I need to keep myself strong. || +18 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Low expectations| Extremely low expectations]]&lt;br /&gt;
| I'm out here with little to no shelter. I'd better steel myself to survive. || +25 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#In darkness| In darkness]]&lt;br /&gt;
| I've been in the dark for a while. I don't like it. || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cabin fever| Cabin fever (mild)]]&lt;br /&gt;
| I've been cooped up inside for days. I need to get outside. || -7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cabin fever| Cabin fever (serious)]]&lt;br /&gt;
| I've been trapped like a rat in here for so long. I desperately need to get outside! || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Ratty apparel| Ratty apparel]]&lt;br /&gt;
| The holes in my outfit are annoyingly large. Can't I get something decent to wear? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Tattered apparel| Tattered apparel]]&lt;br /&gt;
| This thing looks like it's about to fall apart. Can't I wear something that doesn't belong in a trash heap? || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dead man's &amp;lt;name&amp;gt;| Dead man's &amp;lt;name&amp;gt;]]&lt;br /&gt;
| I am wearing apparel that someone died in. It creeps me out and feels dirty. || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dead man's &amp;lt;name&amp;gt; (+1)| Dead man's &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I am wearing two pieces of apparel that someone died in. It creeps me out and feels dirty. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dead man's &amp;lt;name&amp;gt; (+2)| Dead man's &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I am wearing three pieces of apparel that someone died in. It creeps me out and feels dirty. || -7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Dead man's &amp;lt;name&amp;gt; etc| Dead man's &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I am wearing more than three pieces of apparel that someone died in. It creeps me out and feels dirty. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt;| Human leather &amp;lt;name&amp;gt;]]&lt;br /&gt;
| Wearing human leather is disturbing. Who could do this? || -3 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt; (+1)| Human leather &amp;lt;name&amp;gt; (+1)]]&lt;br /&gt;
| I'm dressed like an insane person. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt; (+2)| Human leather &amp;lt;name&amp;gt; (+2)]]&lt;br /&gt;
| I think there may be a face on my clothes. Oh, no, my clothes *are* a face. || -7 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Human leather &amp;lt;name&amp;gt; etc| Human leather &amp;lt;name&amp;gt; etc]]&lt;br /&gt;
| I look like a freak from a horror show, and I feel like I'm in a horror show. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Sick| Sick]]&lt;br /&gt;
| I don't feel very well, I'm sick. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Cold]]&lt;br /&gt;
| I'm uncomfortably cold. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Very cold]]&lt;br /&gt;
| I'm so cold. Shivering. Can't get warm. || -8 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Cold| Freezing]]&lt;br /&gt;
| My teeth are chatting so hard I can barely speak. My toes are numb. I need to get warm. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Hot]]&lt;br /&gt;
| This heat is unpleasant. I'm sweating. || -5 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Very hot]]&lt;br /&gt;
| I'm really overheated. || -10 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Extremely hot]]&lt;br /&gt;
| I feel like I'm in an oven! I'm not sure how long I can handle this. || -15 || N/A || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Thoughts#Hot| Burning up]]&lt;br /&gt;
| I'm burning up. I think I could die from this heat! || -20 || N/A || 1 || N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Vitals_monitor&amp;diff=61829</id>
		<title>Vitals monitor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Vitals_monitor&amp;diff=61829"/>
		<updated>2018-12-22T01:38:11Z</updated>

		<summary type="html">&lt;p&gt;Someone: in 1.0 vitals monitor gives +5% surgery chance, not +10%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|misc|&lt;br /&gt;
|name = Vitals monitor&lt;br /&gt;
|image = Vitals_monitor.png|Vitals_monitor&lt;br /&gt;
|description =  Increases medical tend quality, surgery success chance, and immunity gain speed when placed directly adjacent to a hospital bed. Only works for hospital beds - normal beds will not benefit. Attaching more than one vitals monitor to the same bed will have no effect.&lt;br /&gt;
|type = Misc{{!}}Miscellaneous&lt;br /&gt;
|type2 =&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 1|1&lt;br /&gt;
|hp = 100&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|power = -80&lt;br /&gt;
|buy = {{icon|steel|70}} + {{icon|component|3}}&lt;br /&gt;
|sell = &lt;br /&gt;
|mass base = 20&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A vitals monitor can be attached to a [[hospital bed]]. It increases the medical treatment quality by 7%, the patient's immunity gain speed by 2% and the surgery success rate by 5%. These effects stack with the doctor's base healing quality and medicine usage, the patient's own immunity gain speed and the effects of a [[hospital bed]].&lt;br /&gt;
&lt;br /&gt;
It is possible for up to eight adjacent hospital beds to benefit from a single vitals monitor, though each bed will only benefit from one vitals monitor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|misc|wide}}&lt;br /&gt;
[[Category:Miscellaneous]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Cover&amp;diff=61800</id>
		<title>Talk:Cover</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Cover&amp;diff=61800"/>
		<updated>2018-12-19T19:23:53Z</updated>

		<summary type="html">&lt;p&gt;Someone: signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building Cover ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that a structure's height will influence the amount of cover it provides and how it can be used? Like you can fire over a table, but around the corner of a Comm Console. Might be worth mentioning.&lt;br /&gt;
&lt;br /&gt;
== ??? -&amp;gt; Three wall blocks placed diagonally make a great sniper nest. ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this phrase mean on the page? Does it mean something like this? In which case there is no shot trajectory ... --[[User:Someone|Someone]] ([[User talk:Someone|talk]]) 19:23, 19 December 2018 (UTC)&lt;br /&gt;
[[File:Noshot.png|thumb|left|No shot?]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Talk:Cover&amp;diff=61799</id>
		<title>Talk:Cover</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Talk:Cover&amp;diff=61799"/>
		<updated>2018-12-19T19:23:14Z</updated>

		<summary type="html">&lt;p&gt;Someone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building Cover ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that a structure's height will influence the amount of cover it provides and how it can be used? Like you can fire over a table, but around the corner of a Comm Console. Might be worth mentioning.&lt;br /&gt;
&lt;br /&gt;
== ??? -&amp;gt; Three wall blocks placed diagonally make a great sniper nest. ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this phrase mean on the page? Does it mean something like this? In which case there is no shot trajectory ... &lt;br /&gt;
[[File:Noshot.png|thumb|left|No shot?]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Noshot.png&amp;diff=61798</id>
		<title>File:Noshot.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Noshot.png&amp;diff=61798"/>
		<updated>2018-12-19T19:22:27Z</updated>

		<summary type="html">&lt;p&gt;Someone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No shot possible from &amp;quot;sniper nest&amp;quot;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Insect_jelly&amp;diff=61771</id>
		<title>Insect jelly</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Insect_jelly&amp;diff=61771"/>
		<updated>2018-12-17T18:10:14Z</updated>

		<summary type="html">&lt;p&gt;Someone: reword jelly effects more clearly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = InsectJelly&lt;br /&gt;
| description = Jelly stored and used as food by oversized insects. It is smooth, rich, and brings joy to those who consume it. Because of its unique biological properties, it can nourish almost any creature and never rots.&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/InsectJelly&lt;br /&gt;
| label = insect jelly&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| taste = Fine&lt;br /&gt;
| preferability = Fine&lt;br /&gt;
| joy offset = 0.08&lt;br /&gt;
| joykind = gluttonous&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 1&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| market value base = 8.0&lt;br /&gt;
|mass = 0.025&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Insect jelly''' periodically appears near [[hive|insect hives]]. It fills the [[recreation]] meter of colonists when eaten raw. It can also be used as a cooking ingredient.}}&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electric_crematorium&amp;diff=61646</id>
		<title>Electric crematorium</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electric_crematorium&amp;diff=61646"/>
		<updated>2018-12-16T16:11:11Z</updated>

		<summary type="html">&lt;p&gt;Someone: Crematorium costs 2 components&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main|production|&lt;br /&gt;
|name = Crematorium&lt;br /&gt;
|image = Crematorium.png|Crematorium&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description =  Cremates corpses.&lt;br /&gt;
|type = Production&lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|size = 3|2&lt;br /&gt;
|hp = 300&lt;br /&gt;
|power = - 250 &lt;br /&gt;
|buy = {{icon|steel|20}} + {{icon|stone|150}} + {{icon|component|2}}&lt;br /&gt;
|sell = {{icon|steel|15}} + {{icon|stone|112.5}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Info|A crematorium is an [[Power#Appliances|appliance]] used to destroy corpses and unwanted [[clothing|clothing]] or [[armor|armor]]. It needs to be [[research]]ed before being unlocked. Bills are worked by [[Menus#Haul|haulers]]. When corpses are cremated, clothing is automatically stripped.&lt;br /&gt;
&lt;br /&gt;
Crematoriums have neutral [[beauty]], as opposed to corpses in the open, which have -150 beauty and negatively impact nearby colonists' beauty opinion and mood.}}&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Material !! Steel Cost !! Block Cost !! Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Limestone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Limestone_Blocks}} || 465&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Granite || 20 {{Icon Small|steel}} || 150 {{Icon Small|Granite_Blocks}} || 510&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Marble || 20 {{Icon Small|steel}} || 150 {{Icon Small|Marble_Blocks}} || 360&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Slate || 20 {{Icon Small|steel}} || 150 {{Icon Small|Slate_Blocks}} || 390&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Sandstone || 20 {{Icon Small|steel}} || 150 {{Icon Small|Sandstone_Blocks}} || 420&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crematorium can be deconstructed to return 15 [[steel|steel]] and 112 of the stone blocks which it was made of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tainted&amp;quot; apparel cannot be sold to traders (anymore after B19) and you can only get rid of such clothing by burning them on a campfire. An alternative, lower labor method to using a crematorium is build a stone room (or seal off an existing ruin) and use [[Molotov cocktails]] to burn all corpses at once with their apparel after forbidding the entrance or clearing the Home Zone area marker to ensure no firefighters attempt to put out the cremating fire within. This does carry the drawback of adding hefty mood penalties to any colonist who adds to the furnace due to seeing many corpses, as well as having slightly less customization for deciding what is to be burnt.&lt;br /&gt;
&lt;br /&gt;
{{nav|production|wide}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Production]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship&amp;diff=61645</id>
		<title>Ship</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship&amp;diff=61645"/>
		<updated>2018-12-16T14:22:12Z</updated>

		<summary type="html">&lt;p&gt;Someone: Updated cost of minimal possible ship to reflect 1.0 game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
The ship, once fully assembled, will allow the colonists to escape the planet and win the game.&lt;br /&gt;
&lt;br /&gt;
A working ship must include 1 of each ship part and at least 3 engines. The absolute minimum amount of supplies needed to create a fully functional ship is as follows:&lt;br /&gt;
&lt;br /&gt;
* 1,740 {{icon|steel}}&lt;br /&gt;
* 740 {{icon|plasteel}}&lt;br /&gt;
* 294 {{icon|uranium}}&lt;br /&gt;
* 42 {{icon|advcomponent}}&lt;br /&gt;
* 12 {{icon|component}}&lt;br /&gt;
* 74 {{icon|gold}}&lt;br /&gt;
* 1 [[AI persona core]]&lt;br /&gt;
&lt;br /&gt;
More may be used to allow for more than one colonist to escape or for aesthetic reasons. Overall, the advanced components are the hardest material to gather enough to make a ship. In order to accelerate the production of those, you should be sure to have plenty of skilled crafters and many [[fabrication bench]]es.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[file:ShipBeam.png|50px | link=Ship structural beam]]&lt;br /&gt;
| [[file:ShipCryptosleepCasket.png|75px | link=Ship cryptosleep casket]]&lt;br /&gt;
| [[file:Ship computer core.png| 100px | link=Ship computer core]]&lt;br /&gt;
| [[file:ShipReactor.png| 100px | link=Ship reactor]]&lt;br /&gt;
| [[file:ShipEngine.png| 100px | link=Ship engine]]&lt;br /&gt;
| [[file:Sensor cluster.png| 100px | link=Sensor cluster]]&lt;br /&gt;
|-&lt;br /&gt;
| width=100px height=50px | [[Ship structural beam]]&lt;br /&gt;
| width=100px height=50px | [[Ship cryptosleep casket]]&lt;br /&gt;
| width=100px height=50px | [[Ship computer core]]&lt;br /&gt;
| width=100px height=50px | [[Ship reactor]]&lt;br /&gt;
| width=100px height=50px | [[Ship engine]]&lt;br /&gt;
| width=100px height=50px | [[Sensor cluster]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All ship parts must not be built under a roof and must be connected.  Only one occupied cryptosleep ship casket is necessary for launch, but each colonist or animal you wish to evacuate must have their own casket. Currently, animals have to be carried to caskets while downed. The easiest way to do it is to apply anesthesia on them.&lt;br /&gt;
&lt;br /&gt;
The ships launch readiness can be displayed by selecting any ship part and clicking 'Show launch report'. It will either list deficiencies or display 'Ready for launch'. &lt;br /&gt;
&lt;br /&gt;
The ship needs 3 things to launch:&lt;br /&gt;
&lt;br /&gt;
* Have all parts build and connected.&lt;br /&gt;
* Have the ship reactor started.&lt;br /&gt;
* Have at least one ship cryptosleep casket full.&lt;br /&gt;
&lt;br /&gt;
To get the ship reactor started click on the ship reactor and click on 'Start ship', it takes 15 days to charge up and will attract raiders so you should be prepared for a season of intense combat. After the time period has been completed and your colonists are inside the cryptosleep caskets, you may launch the ship by select the ship computer core and click 'Launch ship'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ship.png|thumb|left|400px|Colony-made ship, with space for 25 colonists.]]&lt;br /&gt;
&lt;br /&gt;
[[File:eventship.png|thumb|right|400px|Journey offer event ship, with space for 18 colonists.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Architect]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_structural_beam&amp;diff=61644</id>
		<title>Ship structural beam</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_structural_beam&amp;diff=61644"/>
		<updated>2018-12-16T14:12:45Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated build cost to 1.0 game values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship structural beam&lt;br /&gt;
|image = ShipBeam.png|Ship Structural Beam&lt;br /&gt;
|imagesize = 50px&lt;br /&gt;
|description = A structural beam around which a ship can be constructed.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 2|6&lt;br /&gt;
|hp = 400&lt;br /&gt;
|work to make = 140&lt;br /&gt;
|power =&lt;br /&gt;
|buy = {{icon|metal|200}}{{icon|plasteel|40}}{{icon|component|3}}{{icon|advcomponent|1}}&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The ship structural beam is a part that connect all other parts, and host the [[ship cryptosleep casket]]s. Requires construction skill level 5+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=61643</id>
		<title>Ship cryptosleep casket</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_cryptosleep_casket&amp;diff=61643"/>
		<updated>2018-12-16T14:11:56Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated build cost to 1.0 game values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship cryptosleep casket&lt;br /&gt;
|image = ShipCryptosleepCasket.png|&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = A cryptosleep casket hardened against the dangers of space.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 2|1&lt;br /&gt;
|hp = 200&lt;br /&gt;
|work to make = 134&lt;br /&gt;
|power =&lt;br /&gt;
|buy = {{icon|metal|120}} + {{icon|uranium|14}} + {{icon|component|3}} + {{icon|advcomponent|3}}&lt;br /&gt;
|sell =&lt;br /&gt;
|cover = 0.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The '''ship cryptosleep casket''' is used to contain a colonist in a state of suspended animation for space travel. To construct one, it must be placed adjacent to a [[ship structural beam]] (head first). It cannot be placed independently. If the player wishes to build a ship to evacuate the planet and end the game, several caskets are needed, one for each colonist and/or animal to be transported. They can be placed adjacent to each other provided they don't block the interaction spot of other caskets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While in a cryptosleep casket, a humanoid's biological functions are suspended. The player may select a cryptosleep casket and look at the inspect pane to see if it is empty or occupied. When occupied, an &amp;lt;tt&amp;gt;'Eject sleeper'&amp;lt;/tt&amp;gt; button becomes available to allow the player to remove the colonist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking from cryptosleep a humanoid will have [[Ailments#Cryptosleep_Sickness|cryptosleep sickness]] for a short time, which reduces consciousness and manipulation and causes vomiting. The colonists at the start of the game have cryptosleep sickness since they were in cryptosleep before the ship crashed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ship cryptosleep casket is visually and functionally identical to the [[cryptosleep casket]] found in the [[Misc]] menu. A cryptosleep casket differs largely from its ship-bound counterpart in that it is not a ship component and therefore can be placed anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a ship cryptosleep casket is severely damaged it will spark briefly then explode. Nearby flammables may catch fire.&lt;br /&gt;
&lt;br /&gt;
==Entering a Cryptosleep Casket==&lt;br /&gt;
&lt;br /&gt;
To have a colonist enter a cryptosleep casket, simply select the colonist, then right-click a cryptosleep casket, and choose &amp;quot;Enter cryptosleep casket&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Animals can be put into cryptosleep caskets, but they need to be downed first. This can be done by applying anesthesia followed by manually directing a colonist to carry them inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_computer_core&amp;diff=61642</id>
		<title>Ship computer core</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_computer_core&amp;diff=61642"/>
		<updated>2018-12-16T14:10:16Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated build cost to 1.0 game values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship computer core&lt;br /&gt;
|image = Ship computer core.png|Ship computer core&lt;br /&gt;
|imagesize = 142px&lt;br /&gt;
|description = A computer core capable of housing a superhumanoid AI who can guide a ship through any challenge.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 3|3&lt;br /&gt;
|hp = 150&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|work to make = 834&lt;br /&gt;
|power = &lt;br /&gt;
|buy = {{icon|steel|150}} + {{icon|advcomponent|4}} + {{icon|gold|70}} + {{Icon Small|AI persona core}}1&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{info|The '''ship computer core''' is the ship's navigation and control center. Building it requires an [[AI persona core]], which can only be acquired through [[trade]] or as a reward for completing [[Events#World_quest_incidents|world quest events]].&lt;br /&gt;
&lt;br /&gt;
The ship computer core has two command functions:&lt;br /&gt;
* '''Show launch report''': Displays launch status of the ship and a list of colonists on board.&lt;br /&gt;
* '''Launch ship''': Launches a fully complete ship. Any colonists not on the ship will be left behind.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Sensor_cluster&amp;diff=61641</id>
		<title>Sensor cluster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Sensor_cluster&amp;diff=61641"/>
		<updated>2018-12-16T14:09:33Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated build cost to 1.0 game values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Sensor cluster&lt;br /&gt;
|image = Sensor cluster.png|Sensor cluster&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = The engine of a ship.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 2|2&lt;br /&gt;
|hp = 400&lt;br /&gt;
|work to make = 667&lt;br /&gt;
|power = 0&lt;br /&gt;
|buy = {{icon|metal|140}} + {{icon|gold|4}} + {{icon|component|6}} + {{icon|advcomponent|6}}&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sensor cluster is a ship part that is necessary for the ship to launch. It serves no other purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_engine&amp;diff=61640</id>
		<title>Ship engine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_engine&amp;diff=61640"/>
		<updated>2018-12-16T14:07:38Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated build cost to 1.0 game values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship engine&lt;br /&gt;
|image = ShipEngine.png|Ship engine&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = The engine of a ship.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 3|4&lt;br /&gt;
|hp = 400&lt;br /&gt;
|work to make = 667&lt;br /&gt;
|power = 0&lt;br /&gt;
|buy = {{icon|metal|260}} + {{icon|plasteel|140}} + {{icon|uranium|70}} + {{icon|advcomponent|6}}&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
An antimatter-powered engine capable of launching a [[ship]] into orbit and on interstellar trajectories. A ship needs at least three engines to be able to launch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=61639</id>
		<title>Ship reactor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ship_reactor&amp;diff=61639"/>
		<updated>2018-12-16T14:06:40Z</updated>

		<summary type="html">&lt;p&gt;Someone: updated build cost to 1.0 game values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Infobox main|Ship|&lt;br /&gt;
|name = Ship reactor&lt;br /&gt;
|image = ShipReactor.png|Ship reactor&lt;br /&gt;
|imagesize = 192px&lt;br /&gt;
|description = Powers a ship on its journey through space.&lt;br /&gt;
|type = Ship&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = Yes&lt;br /&gt;
|rotatable = Yes&lt;br /&gt;
|size = 6|7&lt;br /&gt;
|hp = 500&lt;br /&gt;
|work to make = 834&lt;br /&gt;
|power = +1000&lt;br /&gt;
|buy = {{icon|metal|350}} + {{icon|plasteel|280}} + {{icon|uranium|70}} + {{icon|advcomponent|8}}&lt;br /&gt;
|sell =&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A ship reactor is a [[ship]] part needed to take off. It can't be built under a roof, but you can build a roof above it afterwards.&lt;br /&gt;
&lt;br /&gt;
It can be used to power a base like a normal generator, constantly providing 1000W regardless of conditions, though its cost and size makes it extremely inefficient for such even in the endgame.&lt;br /&gt;
&lt;br /&gt;
It has a 15 day activation time, during which it will attract many enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|ship|wide}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=61638</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=61638"/>
		<updated>2018-12-16T11:23:08Z</updated>

		<summary type="html">&lt;p&gt;Someone: update mechanoid faction section: remove minigun mention, remove ranged combat notes for scyther, add lancers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
The following menus are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
The Architect menu is mainly used to designate construction.&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example [[Backstories#Medieval_lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony_settler|settler]] can access all [[skills]].&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from gray (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''Extremely'' ineffective and inefficient.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
&lt;br /&gt;
====Work types====&lt;br /&gt;
----&lt;br /&gt;
=====Firefight=====&lt;br /&gt;
This task allows a colonist to extinguish fires. Colonists will not extinguish fires that are not both in their allowed area and the home zone.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Patient=====&lt;br /&gt;
Patients go to a [[bed|medical bed]] to receive treatment for an immediately life-threatening health condition (i.e. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. See the 'bed rest' task to set the priority for non-disease injuries.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Doctor=====&lt;br /&gt;
Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists. Doctors tend to colonists, anyone rescued, prisoners and colony animals that are resting in a bed.&lt;br /&gt;
* Relevant skill: Medicine&lt;br /&gt;
* Category: Caring&lt;br /&gt;
&lt;br /&gt;
=====Bed rest=====&lt;br /&gt;
This task prescribes a colonist to rest in bed to heal [[Injury|injuries]]. It does not designate a priority for sleep when a colonist needs to replenish rest or to recover from a disease.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Flick=====&lt;br /&gt;
Flickers toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]].&lt;br /&gt;
&amp;lt;br/&amp;gt;Flickers open or close [[vent]]s.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: none&lt;br /&gt;
&lt;br /&gt;
=====Warden=====&lt;br /&gt;
Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoners releases and executions. These options can be selected for each prisoner on the Prisoner tab found on the inspect pane.&lt;br /&gt;
* Relevant skill: Social&lt;br /&gt;
* Category: Social&lt;br /&gt;
&lt;br /&gt;
=====Handle=====&lt;br /&gt;
Handlers tame [[animals]]. Handlers rescue wounded animals, [[Animals#Training|train]], feed, milk, shear, and slaughter. &lt;br /&gt;
*Relevant skill: Animals&lt;br /&gt;
*Category: Animals&lt;br /&gt;
&lt;br /&gt;
=====Cook=====&lt;br /&gt;
Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]].&lt;br /&gt;
* Relevant skill: Cooking&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Hunt=====&lt;br /&gt;
Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a weapon to do so (you will be notified via message of colonists with the Hunting job that are unarmed).&lt;br /&gt;
* Skills: Shooting, Melee&lt;br /&gt;
* Category: Violent&lt;br /&gt;
&lt;br /&gt;
=====Construct=====&lt;br /&gt;
Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment (requires components).&lt;br /&gt;
* Relevant skill: Construction&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--As of A16, Repair was removed; tasks merged into Construct. Not deleting at this time, in case it's brought back.&lt;br /&gt;
=====Repair=====&lt;br /&gt;
Repairers fix buildings and structures that have lost hit points.&lt;br /&gt;
* Relevant skill: Construction&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=====Grow=====&lt;br /&gt;
Growers plant and [[Orders#Harvest Food|harvest]] domestic crops.&lt;br /&gt;
* Relevant skill: Growing&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Mine=====&lt;br /&gt;
Miners dig out marked sections of stone and minerals; and operate [[deep drill]]s.&lt;br /&gt;
* Relevant skill: Mining&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Plant cut=====&lt;br /&gt;
Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]].&lt;br /&gt;
* Relevant skill: Growing (listed as 'None' though)&lt;br /&gt;
* Category: Dumb labor&lt;br /&gt;
&lt;br /&gt;
=====Smith=====&lt;br /&gt;
Smiths create weapons at the [[smithing bench]] and the [[machining table]].&lt;br /&gt;
* Relevant skill: Smithing&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Tailor=====&lt;br /&gt;
Tailors craft clothing at the [[tailor's workbench]].&lt;br /&gt;
* Relevant skill: Tailoring&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Art=====&lt;br /&gt;
Artists make [[sculptures]] at the [[sculptor's table]].&lt;br /&gt;
* Relevant skill: Artistic&lt;br /&gt;
* Category: Artistic&lt;br /&gt;
&lt;br /&gt;
=====Craft=====&lt;br /&gt;
Crafters do general low-skilled labor at work stations such as [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]].&lt;br /&gt;
* Relevant skill: Crafting&lt;br /&gt;
* Category: Skilled labor&lt;br /&gt;
&lt;br /&gt;
=====Haul=====&lt;br /&gt;
Haulers: &lt;br /&gt;
* Do the following: &lt;br /&gt;
** Carry materials, items, and corpses to [[stockpile zone|stockpiles]]&lt;br /&gt;
** Cremate corpses at the [[crematorium]]&lt;br /&gt;
** Burn apparel and drugs at a [[campfire]] or crematorium&lt;br /&gt;
** Open [[cryptosleep casket]]s and [[sarcophagus|sarcophagi]]&lt;br /&gt;
** Transfer [[wort]] to [[fermenting barrel]]s&lt;br /&gt;
** [[Orders#Strip|Strip]] pawns marked for stripping&lt;br /&gt;
** Refuel [[torch lamp]]s and [[campfire]]s&lt;br /&gt;
** Refuel [[fueled generator]]s and other [[production]] stations that run on wood&lt;br /&gt;
** Rearm [[deadfall trap|traps]]&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: Dumb labor&lt;br /&gt;
&lt;br /&gt;
=====Clean=====&lt;br /&gt;
Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Relevant skill: none&lt;br /&gt;
* Category: Dumb labor&lt;br /&gt;
&lt;br /&gt;
=====Research=====&lt;br /&gt;
Researchers do research work at a [[simple research bench]] to unlock new items and building options.&amp;lt;p&amp;gt;&lt;br /&gt;
Researchers must use the [[hi-tech research bench]] for projects that require it.&lt;br /&gt;
&lt;br /&gt;
* Relevant skill: Research&lt;br /&gt;
* Category: Intellectual&lt;br /&gt;
&lt;br /&gt;
==Restrict==&lt;br /&gt;
The Restrictions screen allows the player to schedule an activity for each colonist, for each hour of a 24 hour day.  Activities include: Anything, Work, Joy, and Sleep.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, or renamed. Up to eight allowed areas may be created.&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying all its features. Note that 'Brawler' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist.&amp;lt;p&amp;gt;If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
The Research window is used to select the next technology to research. The Research button is also a progress bar of the current research project.&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are five different factions in the game besides your own: Tribes, Outlanders, Pirates, Spacers and Mechanoids.  Each faction has its own unique characteristics and view of your colony.  By default, only the Outlanders are non-hostile.  However, attacking Outlander forces will cause them to retaliate and become hostile.&lt;br /&gt;
&lt;br /&gt;
===Tribes===&lt;br /&gt;
The tribes are groups of neolithic people with basic weaponry such as bows and spears. They have probably inhabited the planet for a long time. They always wear tribal clothing, which is equivalent in stats to a standard shirt.  They also wear parkas in colder climates.  People from this faction are usually very hard to recruit (difficulty 80+), though it is possible to do so. Tribe names often have words derived from Spanish, such as 'miñoca', 'legua', etc. They may not seem very strong due to their low level of technology, but they make up for it with sheer numbers. It is not uncommon to see raids of over twenty tribesmen later in the game, even on lower difficulties. This faction is a formidable ally and foe alike. They may not be as dangerous as pirates, but they are not insignificant.&lt;br /&gt;
&lt;br /&gt;
===Outlanders===&lt;br /&gt;
Outlanders use the same equipment and technology as pirates, but do not behave the same. Outlanders by default are non-hostile but can be provoked into hostility. Due to their similarity to your colony they can be considered the standard faction. They often use similar equipment and tactics as pirates, but rarely use high level gear such as [[charge rifle]]s or [[sniper rifle]]s. Be nice to them and you will have an ally and trade partner, but anger them and you basically have another enemy.&lt;br /&gt;
&lt;br /&gt;
===Pirates===&lt;br /&gt;
Pirates sport modern weapons and gear, though occasionally use advanced gear. It is pretty much impossible to negotiate with them (any attempts to do so result in vitriolic insults being thrown at you over the [[Comms console|comm system]]). Pirates are the primary source of raids, usually attacking from the map edge and occasionally dropping directly on your base. They kidnap incapacitated colonists if they have the chance. The Pirates can be considered the bad guys of RimWorld.&lt;br /&gt;
&lt;br /&gt;
===Spacers===&lt;br /&gt;
Spacers are an off-map faction, similar to mechanoids. They affect your colony in the form of survivors from spaceship disasters, and often require medical attention in the aftermath of whatever they were escaping. Spacers can also often be found within the cryptosleep caskets of ancient ruins. No one knows what scenario forced them into their prolonged sleep, but those daring enough to awaken them should be prepared to defend themselves from an attack as the spacers sometimes lash out in dazed confusion. Sleeping Spacers often wield high-tech weaponry and powerful armor, but managing to subdue them gains skilled allies who will willingly join your colony (recruit difficulty &amp;lt;40).&lt;br /&gt;
  &lt;br /&gt;
===Mechanoids===&lt;br /&gt;
&lt;br /&gt;
The Mechanoids are a faction of super-advanced robots, all of which are extremely formidable in combat. They come in three forms:  [[Mechanoid#Centipede|Centipedes]], &lt;br /&gt;
[[Mechanoid#Scyther|Scythers]], and  [[Lancer|Lancers]]  &lt;br /&gt;
&lt;br /&gt;
Centipedes are the Mechanoids' heavy tank unit, coming equipped with an [[inferno cannon]] or [[heavy charge blaster]], as well as remarkably tough armor.  Centipedes are capable of dealing a great amount of damage to your colony.  Their primary purpose is to soak up damage from static defenses while suppressing enemy infantry's movements.  They cannot move quickly, so it is often possible to run around it in circles and not get injured.  Use this to your advantage when combating Centipedes.&lt;br /&gt;
&lt;br /&gt;
Scythers are the Mechanoids' fast melee unit, coming equipped with twin blades and light, though still durable, armor. Scythers can deal a great amount of damage in melee, so they should be engaged with ranged weapons if at all possible.  &lt;br /&gt;
&lt;br /&gt;
Lancers are the Mechanoids' long range sniper unit. Their weapons ([[charge lance]]) are slow-firing, but are very accurate and are powerful enough to kill a humanoid or cause permanent injuries in one shot. They are relatively safe to engage in melee, as long as you can safely close the distance.  &lt;br /&gt;
&lt;br /&gt;
Once killed, all Mechanoids leave a mechanoid corpse which can be broken down at a [[machining table]] for even more metal. A Mechanoid attack can easily destroy your colony if you are not prepared for it.  They have a decent combat AI that utilizes each unit's strengths, making them a dangerous enemy to face.  Mechanoids can invade from the edge of the map, or they can be dropped directly into an unsuspecting base. Mechanoids are the enemies of the [[Events#Crashed_ship_part|Psychic Ship and Poison Ship events]], in which they will emerge from the wreckage of their ship and attack if a colonist attacks it.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}}&lt;br /&gt;
As of Alpha 16, caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom. The player will then be able to select who and what to bring, as well as which side of the tile that the caravan will exit. Caravans can also be formed by sending drop pods that contain at least one colonist (without a colonist, any items sent to an empty world map tile will be permanently lost, even if an existing caravan is on that tile). After a caravan is formed, the player can select the caravan and right click on the destination and the caravan will begin to move (similar to a drafted colonist). The caravan's speed is based on the terrain, and can change based on the time of the year as well as the health of the colonists in the caravan. Caravans are also capable of splitting and reforming while traveling, and cannot move if they become overburdened. In addition, caravans have a chance of being ambushed by raiders and wild animals, opening a small &amp;quot;sub world&amp;quot; and forcing the members of your caravan to fight. All of the statistics and information about a caravan can be checked and managed through the caravan menu. This is accessed by clicking on the caravan on the world map, or on one of the colonists in the caravan via the character bar at the top. &lt;br /&gt;
&lt;br /&gt;
The caravan menu consists of five tabs. The gear tab displays both the weight of the caravan, as well as which items are being hauled. The social, needs, and health tabs allow you to check the individual statistics of the colonists in the caravans (to see their character stats, click the &amp;quot;info&amp;quot; button next to their name). Finally, the gear tab allows you to equip clothing and weapons to your colonists (very useful for traveling from warm to cold biomes).&lt;br /&gt;
&lt;br /&gt;
Caravans can be used to settle in different areas, attack pirate bands, and trade with other NPC (non-player character) colonies (giving you an increased profit since you're making the trip). By default, the maximum amount of colonies that a player can create and maintain at one time is set to 1. This limit can be increased to as high as 5 in the game's options. These colonies will exist simultaneously. The severity and type of events that occur will be based on the individual colony's wealth. So 200-man tribal raids shouldn't occur on your new settlement even though your old settlement might be very developed. If a settlement is abandoned, all items, structures, and resources are lost forever, and the player can never re-enter the area.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the esc key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current play through&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[AI Storytellers#Permadeath Mode|Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current play through&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
[[Category:Main]]&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Centipede&amp;diff=61637</id>
		<title>Centipede</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Centipede&amp;diff=61637"/>
		<updated>2018-12-16T11:01:36Z</updated>

		<summary type="html">&lt;p&gt;Someone: /* Combat &amp;amp; Strategy */ - remove mention of minigun (they don't spawn with miniguns in 1.0), add a note about kiting strategy, remove note about bruises and ribs - they can cause various heavy injuries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|A14D}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{infobox main|none|&lt;br /&gt;
|name = Centipede&lt;br /&gt;
|image = MechanoidCentipede.png|Centipede&lt;br /&gt;
|description = &amp;quot;Heavy combat mechanoids that glide on dozens of tiny legs. Their heavy armor and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.&amp;quot;&lt;br /&gt;
|type = Mechanoid{{!}}Mechanoid&lt;br /&gt;
|type2 = Characters{{!}}Characters&lt;br /&gt;
|movespeed = 1.9&lt;br /&gt;
|attack1dmg = 19&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack1cool = 156&lt;br /&gt;
|armorblunt = 40&lt;br /&gt;
|armorsharp = 70&lt;br /&gt;
|meatyield = 0&lt;br /&gt;
&amp;lt;!--|bodysize = 2.0--&amp;gt;&lt;br /&gt;
|healthscale = 1.2&lt;br /&gt;
}}&lt;br /&gt;
'''Centipedes''' are [[mechanoid]]s which do not eat, cannot be tamed or trained, and are always hostile to the colony. They can be found sealed in ancient ruins in all biomes, spawn inside mountains or outside on the landscape. They may also raid the player's base through [[events]] and can also be found in most [[Crashed Ship Part#Poison Ship|poison ships]] and [[Crashed Ship Part#Psychic Ship|psychic ships]]. They will target doors, walls, base production tables and furniture.&lt;br /&gt;
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Centipedes are often supported by [[scyther]]s or [[lancer]]s, though they usually outpace the centipedes by a great margin and won't stop to wait for them.&lt;br /&gt;
&lt;br /&gt;
Dead centipedes may be disassembled at the [[machining table]] for {{icon|steel|50}}, {{icon|plasteel|10}}, and {{icon|component|2}}, though these values are affected by mechanoid disassembly efficiency as well as missing parts on the centipede.&lt;br /&gt;
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=== Combat &amp;amp; Strategy ===&lt;br /&gt;
&lt;br /&gt;
Centipedes are slow-moving and highly resistant to sharp damage, which includes bullets, so they require many shots to take down with guns. Centipedes may spawn equipped with [[heavy charge blaster]] or [[inferno cannon]].&lt;br /&gt;
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Slow movement speed is a significant weakness of this enemy, providing an effective way to take them down. A pawn with a default movement speed using a long-ranged weapon ([[sniper rifle]] or  [[charge lance]]) should be able to safely take a shot and move away before a Centipede is able to respond. &lt;br /&gt;
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Melee swarms are possible with little risk of long-term injuries, provided pawns can safely close the distance. Shield belts, drawing their fire from a different direction, or simply using walls and terrain to block projectiles are all good ways to move in. Centipedes with the heavy charge blaster must be simultaneously engaged in melee to make sure none of them can use their weapons, otherwise they can eviscerate your colonist at point-blank before you can get the victim to escape. &amp;lt;br&amp;gt;&lt;br /&gt;
Micromanagement should make sure that weaker fighters are targeted first, so that better ones can fight for longer before passing out from bruise pain.&lt;br /&gt;
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Centipedes are good at crowd control, but struggle against single or widely scattered targets. One effective way of distracting fire from them (if they are not equipped with the inferno cannon or supported by lancers) is to simply let a colonist with a [[shield belt]] stand in front of other colonists; the centipedes will focus fire on the shielded colonist, allowing your other colonists to fire at the centipedes without getting hurt.&lt;br /&gt;
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If you can spare the resources, [[uranium slug turret]]s can be an extremely effective hard counter to Centipedes, as they outrange them greatly and their shots are powerful enough to pierce their thick armor. Their tendency to stay at range keeps them within the slug turret's effective range.&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Joywire&amp;diff=61634</id>
		<title>Joywire</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Joywire&amp;diff=61634"/>
		<updated>2018-12-15T20:38:25Z</updated>

		<summary type="html">&lt;p&gt;Someone: make consciousness a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{Define|Implant&lt;br /&gt;
| image = Implant&lt;br /&gt;
| description = A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 1500&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| consciousness offset = -0.20&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{info|The [[joywire]] implant grants a permanent +30 [[mood]] boost. However, the bearer suffers a permanent -20% to brain function.}}&amp;lt;!-- this comment here to suppress extra line break&lt;br /&gt;
--&amp;gt;The [[consciousness]] penalty can be partially offset by putting the bearer on [[Luciferium]], but this isn't recommended until you've got a reliable trade partner faction (ideally Outlanders) and a sustainable economy (e.g. manufacturing and selling [[Flake]]).&lt;br /&gt;
&lt;br /&gt;
Due to the heavy debuff, it is only recommended for colonists who will often go on mental breaks due to poor mood, and are generally not vital to the colony's survival.&lt;/div&gt;</summary>
		<author><name>Someone</name></author>
	</entry>
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