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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&amp;diff=55632</id>
		<title>Modding Tutorials/Setting up a solution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&amp;diff=55632"/>
		<updated>2018-01-14T04:35:54Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BackToTutorials}}&lt;br /&gt;
{{Credit|[[User:Alistaire|Alistaire]]}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this tutorial you will learn how to set up a solution, along with instructions on setting the output directory and files for more convenient building right into the Assemblies folder.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
* This tutorial requires you to have [[Modding_Tutorials/Mod_folder_structure#The Source and Assemblies folders|set up a Source and Assemblies folder]].&lt;br /&gt;
* You will want to have an IDE installed: [[Modding Tutorials/Recommended software#IDE's|Recommended IDE's]].&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Setting up a solution=&lt;br /&gt;
Setting up can be different for different IDE's. Feel free to add '''''complete''''' instructions for your IDE of choice.&lt;br /&gt;
&lt;br /&gt;
===Visual Studio Community 2017===&lt;br /&gt;
''NOTE: Visual Studio 2017 is a rather heavy application (2-3 GB for basic functionality) but has a bit more functionality. Only Install if your computer can handle it! The tutorial is similar for Visual Studio 2015.''&lt;br /&gt;
# Create a new class library project&lt;br /&gt;
## Once loaded, go to File -&amp;gt; New -&amp;gt; Project...&lt;br /&gt;
## Go to Templates -&amp;gt; Visual C# -&amp;gt; Class Library (Be sure to select the *.NET Framework* version, not *.NET Standard*)&lt;br /&gt;
## Enter your name and solution name in the lower pane.&lt;br /&gt;
## Choose a location, preferably:&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;(RimWorldInstallFolder)/Mods/(YourModName)/Source&amp;lt;/pre&amp;gt;&lt;br /&gt;
## ''Optional'': Untick &amp;quot;Create directory for solution&amp;quot;&lt;br /&gt;
# In your project, set target framework and various other porperties&lt;br /&gt;
## In your Solution Explorer, right click your project -&amp;gt; Properties&lt;br /&gt;
## Once in your properties, select Application -&amp;gt; Set Target Framework to .NET Framework 3.5 (No client profile)&lt;br /&gt;
## ''Optional'': Change your Assembly and Namespace names to anything of your choice&lt;br /&gt;
## Go to Build -&amp;gt; Advanced... and set &amp;quot;Debugging information&amp;quot; to none&lt;br /&gt;
## Leave Advanced..., and set the Output Path to &amp;quot;..\..\Assemblies\&amp;quot; (The Assemblies folder in your mod folder)&lt;br /&gt;
# Add references to RimWorld code&lt;br /&gt;
## Expand your project. Then right click &amp;quot;References&amp;quot; -&amp;gt; Add Reference...&lt;br /&gt;
## Click Browse...&lt;br /&gt;
## Navigate towards &amp;lt;pre&amp;gt;RimWorld******/RimWorld******_Data/Managed&amp;lt;/pre&amp;gt; and select files: &amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;Assembly-CSharp.dll&amp;amp;#10;UnityEngine.dll&amp;lt;/pre&amp;gt;&lt;br /&gt;
## Click &amp;quot;Add&amp;quot;&lt;br /&gt;
## Right click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).&lt;br /&gt;
&lt;br /&gt;
===Sharpdevelop===&lt;br /&gt;
# Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]];&lt;br /&gt;
## Go to File -&amp;gt; New -&amp;gt; Solution;&lt;br /&gt;
## Go to C# or .NET -&amp;gt; Library or Class Library (NOT portable);&lt;br /&gt;
## Enter a project name (solution name automatically updated);&lt;br /&gt;
## Choose a location, preferably:&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;(RimWorldInstallFolder)/Mods/(YourModName)/Source&amp;lt;/pre&amp;gt;&lt;br /&gt;
## ''Optional'': Untick &amp;quot;Create a directory for solution&amp;quot;/&amp;quot;Create a project within the solution directory&amp;quot;,&lt;br /&gt;
# In your project, add references to Assembly-CSharp.dll and UnityEngine.dll:&lt;br /&gt;
## In your IDE project file browser, right-click the &amp;quot;References&amp;quot; folder and &amp;quot;Add reference&amp;quot;;&lt;br /&gt;
## Choose the &amp;quot;.NET Assembly Browser&amp;quot; tab and &amp;quot;Browse...&amp;quot;;&lt;br /&gt;
## Navigate towards &amp;lt;pre&amp;gt;RimWorld******/RimWorld******_Data/Managed&amp;lt;/pre&amp;gt; and select files: &amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;Assembly-CSharp.dll&amp;amp;#10;UnityEngine.dll&amp;lt;/pre&amp;gt;&lt;br /&gt;
## Click &amp;quot;Open&amp;quot; then &amp;quot;OK&amp;quot;;&lt;br /&gt;
## In the References folder, right-click Assembly-CSharp -&amp;gt; Properties and change &amp;quot;Local copy&amp;quot; to False. Do the same for UnityEngine,&lt;br /&gt;
# In your project properties, change the target framework to .NET 3.5:&lt;br /&gt;
## In your IDE project file browser, right-click &amp;quot;(YourSolutionName)&amp;quot;;&lt;br /&gt;
## Choose Properties;&lt;br /&gt;
## Go to the &amp;quot;Compiling&amp;quot; tab, &amp;quot;Output&amp;quot;, &amp;quot;Target framework&amp;quot;, &amp;quot;Change&amp;quot; and choose &amp;quot;.NET Framework 3.5&amp;quot;,&lt;br /&gt;
# In your project properties, change the build events so only a single file is built:&lt;br /&gt;
## Go to the &amp;quot;Compiling&amp;quot; tab, &amp;quot;Output&amp;quot;, &amp;quot;Debug info&amp;quot; and choose &amp;quot;No debug information&amp;quot;;&lt;br /&gt;
## Right-click your .cs files -&amp;gt; Properties and change &amp;quot;Copy to output&amp;quot; (If you haven't resized the properties bar, this will be truncated to &amp;quot;Copy to out&amp;quot;) to Never,&lt;br /&gt;
# In your project properties, fix the output location to put the DLL in the Assemblies folder:&lt;br /&gt;
## Go to the &amp;quot;Compiling&amp;quot; tab, &amp;quot;Output&amp;quot;, &amp;quot;Output path&amp;quot; and change the output path to &amp;quot;..\..\Assemblies\&amp;quot;.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Xamarin===&lt;br /&gt;
The setup is similar as the one above. A few special points to address:&lt;br /&gt;
# Mono 4.X isn't backward compatible so you may need to install an older 3.X version of Mono in order to compile against .NET3.5 dlls.&lt;br /&gt;
# Make sure you uncheck &amp;quot;Use MSBuild build engine (recommended for this project type)&amp;quot; under project &amp;gt; options &amp;gt; build &amp;gt; general&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===macOS===&lt;br /&gt;
There is no best practice for modding on a Mac since Xamarin is not backwards compatible with .Net3.5. That said, there is a very practical way around this by virtualizing Visual Studio and ILSpy on macOS with VirtualBox. This approach allows the use of macOS or Windows development tools, but relies on Visual Studio for compilation.&lt;br /&gt;
# [https://github.com/roxxploxx/RimWorldModGuide/wiki/SHORTTUTORIAL%3A-Mac-Modding-HowTo Mac Modding HowTo]&lt;br /&gt;
# Follow the above steps for Visual Studio&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Modding Tutorials/Writing custom code|Writing custom code]] continues on setting up your solution.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Rest&amp;diff=55246</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Rest&amp;diff=55246"/>
		<updated>2018-01-02T04:34:24Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Updated stats for rest effectiveness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
Rest is the game mechanic that controls [[Characters]]' needs for sleep. A character with a higher rest value has slept recently, and is less tired than another character with a low rest level.&lt;br /&gt;
&lt;br /&gt;
==Levels of Rest==&lt;br /&gt;
Characters' rest level is grouped into four thresholds: Rested, Tired, Very Tired, and Exhausted. Each threshold exhibits different effects on a character, especially their [[Thoughts]]. When a character's rest level is zero they may collapse from exhaustion; they will immediately begin sleeping on the ground wherever they are.&lt;br /&gt;
&lt;br /&gt;
The rest levels are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Label&lt;br /&gt;
! Rest&lt;br /&gt;
|-&lt;br /&gt;
| Rested&lt;br /&gt;
| Greater than 30&lt;br /&gt;
|-&lt;br /&gt;
| Tired&lt;br /&gt;
| 20 to 30&lt;br /&gt;
|-&lt;br /&gt;
| Very Tired&lt;br /&gt;
| 0.01 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Exhausted&lt;br /&gt;
| Less than 0.01&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rest caps at 100.&lt;br /&gt;
&lt;br /&gt;
==Rest Changes==&lt;br /&gt;
====Negative====&lt;br /&gt;
When awake, rest goes down every tick (1/20000 of a game day) depending on the character's current rest.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rest&lt;br /&gt;
! Change per tick&lt;br /&gt;
! Change per day&lt;br /&gt;
|-&lt;br /&gt;
| Rested&lt;br /&gt;
| -0.0026&lt;br /&gt;
| -52&lt;br /&gt;
|-&lt;br /&gt;
| Tired&lt;br /&gt;
| -0.0013&lt;br /&gt;
| -26&lt;br /&gt;
|-&lt;br /&gt;
| Very Tired&lt;br /&gt;
| -0.00065&lt;br /&gt;
| -13&lt;br /&gt;
|-&lt;br /&gt;
| Exhausted&lt;br /&gt;
| -0.00039&lt;br /&gt;
| -7.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Positive====&lt;br /&gt;
When a character rests in a bed, their Rest value increases over time.&lt;br /&gt;
&lt;br /&gt;
  Each tick, rest increases by 0.0125 * Rest Effectiveness.&lt;br /&gt;
&lt;br /&gt;
Rest Effectiveness depends on the object the character is sleeping on:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object&lt;br /&gt;
! Rest Effectiveness&lt;br /&gt;
! Rest Increase per Tick&lt;br /&gt;
! Rest Increase per Game Day&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Spot&lt;br /&gt;
| 0.7&lt;br /&gt;
| 0.00875&lt;br /&gt;
| 175&lt;br /&gt;
|-&lt;br /&gt;
| Bedroll&lt;br /&gt;
| 0.93&lt;br /&gt;
| 0.011625&lt;br /&gt;
| 232.5&lt;br /&gt;
|-&lt;br /&gt;
| Bed&lt;br /&gt;
| 1.0&lt;br /&gt;
| 0.0125&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bed&lt;br /&gt;
| 1.05&lt;br /&gt;
| 0.013125&lt;br /&gt;
| 262.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Therefore, when a character reaches the Tired threshold (30 Rest), it takes them this long to return to full (100) rest:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Object&lt;br /&gt;
! Time from Tired to Full Rest&lt;br /&gt;
|-&lt;br /&gt;
| Sleeping Spot&lt;br /&gt;
| 0.571 game days&lt;br /&gt;
|-&lt;br /&gt;
| Bed&lt;br /&gt;
| 0.4 game days&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bed&lt;br /&gt;
| 0.388 game days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = How much sleep a creature has gotten recently.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=55012</id>
		<title>Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=55012"/>
		<updated>2017-12-15T04:54:41Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Mods_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.&lt;br /&gt;
&lt;br /&gt;
In light of little official documentation, this collection of tutorials has been written in hopes that more players will know how to modify RimWorld and make mods that further broaden horizons and make the game appealing to more audiences despite its early state.&lt;br /&gt;
&lt;br /&gt;
==Table of contents==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
# [[Modding Tutorials/First Steps|First Steps and Some Links]]&lt;br /&gt;
# [[Modding Tutorials/Essence| Essence of Modding]]&lt;br /&gt;
# [[Installing mods|Installing Mods]]&lt;br /&gt;
# [[Modding Tutorials/Folder structure|Exploring the Folder Structure]]&lt;br /&gt;
# [[Modding Tutorials/Mod folder structure|Mod Folder Structure]]&lt;br /&gt;
#* [[Modding Tutorials/About folder|About folder]]&lt;br /&gt;
#* [[Modding Tutorials/Defs folder|Defs folder]]&lt;br /&gt;
#* [[Modding Tutorials/Languages folder|Languages folder]]&lt;br /&gt;
#* [[Modding Tutorials/Textures folder|Textures folder]]&lt;br /&gt;
#* [[Modding Tutorials/Sounds folder|Sounds folder]]&lt;br /&gt;
# [[Modding Tutorials/Recommended software|Recommended Software]]&lt;br /&gt;
&lt;br /&gt;
===General modding===&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Testing mods|Testing Mods]]&lt;br /&gt;
** [[Modding Tutorials/Development mode|Development Mode]]&lt;br /&gt;
* [[Modding Tutorials/Sounds|Adding and Testing Sounds]]&lt;br /&gt;
* [[Modding Tutorials/Assets|Decompiling Texture/Sound Assets]]&lt;br /&gt;
&lt;br /&gt;
===XML tutorials===&lt;br /&gt;
&lt;br /&gt;
# [[Modding Tutorials/XML file structure|XML File Structure]]&lt;br /&gt;
# [[Modding Tutorials/XML Defs|Introduction to XML Defs]]&lt;br /&gt;
#* [[Modding Tutorials/Compatibility with defs|XML Def Compatibility]]&lt;br /&gt;
# In-depth XML Def tutorials&lt;br /&gt;
#* [[Modding Tutorials/Weapons Guns|Weapons_Guns.xml Explained]]&lt;br /&gt;
# (Added in Alpha 17) [[Modding Tutorials/PatchOperations|PatchOperations]], replace specific xml elements of core files while keeping the rest untampered&lt;br /&gt;
&lt;br /&gt;
===C# tutorials===&lt;br /&gt;
# [[Modding_Tutorials/Setting up a solution|Setting up]]&lt;br /&gt;
# [[Modding_Tutorials/Decompiling source code|Decompiling Source Code]]&lt;br /&gt;
# [[Modding_Tutorials/Writing custom code|Writing Custom Code]]&lt;br /&gt;
# [[Modding_Tutorials/Def classes|Introduction to Def Classes]]&lt;br /&gt;
#* [[Modding_Tutorials/Modifying defs|Def Class Compatibility]]&lt;br /&gt;
# [[Modding_Tutorials/Harmony | Alter Code at Runtime with Harmony]] - this is a best practice, replacing C# code injection to reduce Mod Conflicts&lt;br /&gt;
# [[Modding_Tutorials/Compatibility_with_DLLs|Mod DLL Compatibility]]&lt;br /&gt;
#* [[Modding_Tutorials/Injection|C# Injection]]&lt;br /&gt;
# [[Modding_Tutorials/Distribution|Distribution]]&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
''Examples:''&lt;br /&gt;
* [[Modding Tutorials/Assembly Modding Example|Assembly Modding]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Decompiling_source_code&amp;diff=54441</id>
		<title>Modding Tutorials/Decompiling source code</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Decompiling_source_code&amp;diff=54441"/>
		<updated>2017-11-23T11:35:50Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Add dnSpy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BackToTutorials}}&lt;br /&gt;
{{Credit|[[User:Alistaire|Alistaire]]}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base game provides a bunch of code snippets in ''../Source/'', relative to your Rimworld installation. Since this isn't a lot, one might want to take a look at the game's full source code:&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Decompiling source code=&lt;br /&gt;
&lt;br /&gt;
===dnSpy===&lt;br /&gt;
dnSpy is a great application for decompiling or debugging and is packed full of features. It even has a Visual Studio editor feel to it. It's currently only for Windows. It is also better than most other decompilers at iterator blocks and async/await methods.&amp;lt;br/&amp;gt;&lt;br /&gt;
# Download [https://github.com/0xd4d/dnSpy/releases dnSpy] and extract it somewhere.&lt;br /&gt;
# Open dnSpy.exe. Once it's open, click &amp;quot;open&amp;quot; on the top ribbon (or press Ctrl+O).&lt;br /&gt;
# Navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number.&lt;br /&gt;
# Ctrl+Shift+K to open the search bar.&lt;br /&gt;
# Explore the assembly and look through the source code to your heart's desire.&lt;br /&gt;
&lt;br /&gt;
===ILSpy===&lt;br /&gt;
&lt;br /&gt;
One method is to use ILSpy. This software is recommended because its settings are correct on a clean install. It is for Windows only, but you can compile it yourself as a CLI application for Mono framework on OS X and Linux, see [https://github.com/icsharpcode/ILSpy/issues/691 (This issue)] or [https://github.com/icsharpcode/ILSpy/issues/416 (This issue)] on GitHub for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Download [http://ilspy.net/ ILSpy] (Download Binaries) and extract it to a directory of your choosing. Optionally create a desktop shortcut;&lt;br /&gt;
# '''Either''': associate the .dll extension with ILSpy:&lt;br /&gt;
## Navigate to ''Assembly-CSharp.dll'' in ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;&lt;br /&gt;
## Right-click &amp;quot;Open with&amp;quot; and select a standard program. Navigate to your ILSpy installation and double-click ''ILSpy.exe'', tick the checkbox and accept;&lt;br /&gt;
## Double-click ''Assembly-CSharp.dll'',&lt;br /&gt;
# '''Or''': open ILSpy and open a .dll:&lt;br /&gt;
## Open ILSpy;&lt;br /&gt;
## Go to File -&amp;gt; Open or press Ctrl+O, navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;&lt;br /&gt;
## Select ''Assembly-CSharp.dll'' and confirm,&lt;br /&gt;
# Click the &amp;quot;+&amp;quot; next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';&lt;br /&gt;
# Take your time to look through the source code, to make yourself familiar. If you ever need the source code, open ILSpy again:&lt;br /&gt;
## Ctrl+Shift+F or Ctrl+E opens the search bar which can be used to search through all loaded assemblies;&lt;br /&gt;
## Ctrl+F opens a search bar for the currently opened decompiled class.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Zhentar released an optimized version of ILSpy that decompiles iterators. It can be found [https://github.com/Zhentar/ILSpy/releases/ here].&lt;br /&gt;
&lt;br /&gt;
===MonoDevelop===&lt;br /&gt;
&lt;br /&gt;
MonoDevelop is capable of decompiling DLLs, albeit using clumsy initial settings. It is Linux only, otherwise you have to download Xamarin Studio which doesn't have a decompiler.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Download [http://www.monodevelop.com/download/ MonoDevelop] and install it;&lt;br /&gt;
# '''Either''': associate the .dll extension with MonoDevelop:&lt;br /&gt;
## Navigate to ''Assembly-CSharp.dll'' in ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;&lt;br /&gt;
## Right-click &amp;quot;Open with&amp;quot; and select MonoDevelop as standard program;&lt;br /&gt;
## Double-click ''Assembly-CSharp.dll'',&lt;br /&gt;
# '''Or''': open MonoDevelop and open a .dll:&lt;br /&gt;
## Open MonoDevelop;&lt;br /&gt;
## Go to File -&amp;gt; Open, navigate to ''../Rimworld***_Data/Managed/'', relative to your Rimworld installation and with *** being a version number;&lt;br /&gt;
## Select ''Assembly-CSharp.dll'' and confirm,&lt;br /&gt;
# '''Very important''': search for a dropdown called &amp;quot;Visibility&amp;quot; and change it from &amp;quot;Only public members&amp;quot; to &amp;quot;All members&amp;quot;;&lt;br /&gt;
# '''Very important''': search for a dropdown called &amp;quot;Language&amp;quot; and change it from &amp;quot;Summary&amp;quot; to &amp;quot;C#&amp;quot;;&lt;br /&gt;
# Click the &amp;quot;+&amp;quot; next to ''Assembly-CSharp (***)'', you will now see a list including the items ''Rimworld'' and ''Verse'';&lt;br /&gt;
# Take your time to look through the source code, to make yourself familiar. If you ever need the source code, open ''Assembly-CSharp.dll'' again.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Writing custom code|Writing custom code]] shows a broad overview of C# coding.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=List_of_adulthood_backstories&amp;diff=52521</id>
		<title>List of adulthood backstories</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=List_of_adulthood_backstories&amp;diff=52521"/>
		<updated>2017-08-23T11:02:33Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &amp;quot;(cur | prev) 2017-04-24T01:04:06‎ Gengenbinks (Talk | contribs)‎ m . . Changed hes and hims to theirs and thems, effectively ending sexism for good&amp;quot; This isnt our choice, it's from the game's code, and disturbed quite a lot of modders. Please keep it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{STDT| sortable c_17}}&lt;br /&gt;
! Title&amp;lt;br /&amp;gt;(Short Title) !! Description !! Skill Modifications !! Incapable of !! Civil !! Raider !! Slave !! Trader !! Traveler !! Tribal&lt;br /&gt;
|-&lt;br /&gt;
! Acolyte of stars (Priest)&lt;br /&gt;
| Ever the dreamer, NAME traveled across the universe to find the thing HE felt was calling to HIM.{{br}}{{br}}HECAP became poorer and poorer, but used every means possible to carry on.&lt;br /&gt;
| Social {{--|3}}{{br}}Medicine {{+|4}}{{br}}Artistic {{+|7}}{{br}}Intellectual {{--|3}}&lt;br /&gt;
| Dumb labor{{br}}Violent&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Adventurer&lt;br /&gt;
| NAME's thirst for adventure took her to many planets. HECAP visited the brightest glitterworlds and the darkest war-torn toxic planets in HIS quest to find novelty.{{br}}{{br}}HECAP worked as little as possible, often skirting ethical boundaries to make a quick buck. Among all jobs, HE hated cooking the most. &lt;br /&gt;
| Shooting {{+|3}}{{br}}Melee {{+|3}}{{br}}Social {{+|3}}{{br}}Animals {{+|2}}{{br}}Medicine {{+|3}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| Cooking&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Fervent researcher (Researcher)&lt;br /&gt;
| As a young adult, NAME was sure that HIS planet and its people were nearing their time of transcendence.{{br}}{{br}}A firm belief that HIS research would be the catalyst drove HIM to increasingly alarming acts as bureaucrats and bioethics committees worked to stall HIS progress.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Medicine {{+|8}}{{br}}Research {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor{{br}}Artistic&lt;br /&gt;
| ? || {{check}} || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Slave chemist&lt;br /&gt;
| NAME became a gifted pharmaceutical scientist, but was captured by slavers. HECAP was sold to a warlord and forced to create drugs to test on other slaves. This left HIM with deep and troubling questions on the ethics of scientific research and medicine.&lt;br /&gt;
| Melee {{--|1}}{{br}}Medicine {{+|5}}{{br}}Construction {{--|1}}{{br}}Mining {{--|2}}{{br}}Research {{+|4}}&lt;br /&gt;
| Firefighting&lt;br /&gt;
| ? || ? || ? || ? || {{check}} || ?&lt;br /&gt;
|-&lt;br /&gt;
! Urbworld sex slave&lt;br /&gt;
| NAME was sold into sexual slavery. Having been designed to be inhumanly attractive and too weak to rebel against HIS masters, HE was passed between dozens of owners and knew nothing of freedom.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]&lt;br /&gt;
| Social {{+|6}}{{br}}Cooking {{+|2}}{{br}}Artistic {{--|2}}&lt;br /&gt;
| Hunting{{br}}Researching&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Ace Fighter Pilot{{br}}(Ace)&lt;br /&gt;
| NAME graduated from the Star Academy with honors and distinguished THEMself as an ace fighter pilot in three campaigns against more advanced aggressor cultures. However, after one vicious battle, HE found THEMself stranded and HIS carrier ship destroyed. With nowhere to go, HE entered HIS escape pod and prayed.&lt;br /&gt;
|Shooting {{+|3}}{{br}}Melee {{+|2}}{{br}}Social {{+|3}}{{br}}Medicine {{+|3}}{{br}}Mining {{--|3}}{{br}}Research {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Explorer&lt;br /&gt;
| NAME traveled from planet to planet, gathering samples, stories, and research. HECAP hoped one day to compile a record of every animal, plant, mineral, and machine and device in known space: The Complete Traveler's Guide to the RimWorlds.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Mining {{+|3}}{{br}}Crafting {{+|2}}{{br}}Research {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || {{check}} || ?&lt;br /&gt;
|-&lt;br /&gt;
! Gatherer&lt;br /&gt;
| NAME is a master gatherer. HECAP can find food in the most barren of places using HIS deep knowledge of plants, roots, and berries.&lt;br /&gt;
| Growing {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Loner&lt;br /&gt;
| NAME never much liked the tribal council or the yearly festivals. HECAP prefers the open plain and the lonely whistle of wind through the rocks.&amp;lt;br/ &amp;gt;&amp;lt;br /&amp;gt;HE visits HIS tribe from time to time, but for the most part HE takes care of THEMself using HIS own survival skills.&lt;br /&gt;
| Shooting {{+|3}}{{br}}Melee {{+|2}}{{br}}Growing {{+|5}}{{br}}Construction {{+|1}}&lt;br /&gt;
| Social&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Nurse&lt;br /&gt;
| NAME worked in an industrial-era hospital, doing routine work such as changing bandages and taking temperatures.{{br}}{{br}}It was a busy job, but HE could always find time for a chat with a patient.&lt;br /&gt;
| Social {{+|4}}{{br}}Medicine {{+|5}}&lt;br /&gt;
| Violent{{br}}Hunting&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
!Addiction Counsel&lt;br /&gt;
|After recovering from a joywire addiction, NAME adopted a non-violent way of life and vowed to help others. Traveling between communities, HE used medicine, arts, and crafts to aid others who struggled with their own addictions.&lt;br /&gt;
| Social {{+|8}}{{br}}Medicine {{+|3}}{{br}}Artistic {{+|3}}{{br}}Crafting {{+|3}}{{br}}&lt;br /&gt;
|N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! House servant{{br}}(Servant)&lt;br /&gt;
| Early in HIS adulthood, NAME was kidnapped and sold to wealthy aristocrats as a domestic servant.{{br}}{{br}}HECAP got to know the kitchens and basements of HIS master's mansion well, but never did any work outside.&lt;br /&gt;
| Cooking {{+|4}}{{br}}Growing {{--|3}}{{br}}Mining {{--|3}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Bodyguard&lt;br /&gt;
| NAME found work on a midworld, protecting whoever paid HIM from harm. HECAP gained proficiency in many different combat forms, and was known for HIS ruthlessness against those who crossed HIM.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}{{br}}Social {{--|3}}&lt;br /&gt;
| Social&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Novelist&lt;br /&gt;
| NAME lived on a glitterworld, penning wildly successful novels. HECAP lived a carefree lifestyle, spending HIS days writing and HIS nights partying...and never did a day's manual labour in HIS life.&lt;br /&gt;
| Construction {{--|5}}{{br}}Mining {{--|5}}{{br}}Artistic {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Social&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Mathematician{{br}}(Math prof)&lt;br /&gt;
| NAME did mathematical research at a university.{{br}}{{br}}HECAP spent much of HIS spare time immersed in shooting simulations, though HE was frequently ridiculed by other players for HIS terrible aim.&lt;br /&gt;
| Shooting {{--|3}}{{br}}Research {{+|8}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Paramedic&lt;br /&gt;
| NAME's job was to respond rapidly to medical emergencies. HECAP is used to dealing with severe injuries with only limited medical supplies.{{br}}{{br}}HECAP treated so many gunshot wounds over the years that even seeing a gun made HIM uncomfortable.&lt;br /&gt;
| Shooting {{--|5}}{{br}}Medicine {{+|6}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Castaway&lt;br /&gt;
| NAME was the only survivor of a ship crash on an unhabited animal world. For many years until HIS rescue HE scrounged an existence out of whatever HE could find.{{br}}{{br}}HISCAP survival skills became razor-sharp, but spending so long alone severely dampened HIS conversational abilities.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{--|3}}{{br}}Animals {{+|3}}{{br}}Construction {{+|4}}&lt;br /&gt;
| Intellectual{{br}}Social{{br}}Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Gardener&lt;br /&gt;
| On industrial worlds, wealth concentrates in the hands of those who own the factories and sell the goods. NAME worked at the mansion of one such rich family, tending the lavish gardens as part of a team of servants.&lt;br /&gt;
| Growing {{+|8}}&lt;br /&gt;
| Intellectual{{br}}Crafting&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Mafia Boss{{br}}(Boss)&lt;br /&gt;
| NAME was a high-ranking member of an urbworld crime syndicate.{{br}}{{br}}HECAP bribed officials, maintained the loyalty of HIS subordinates, and extracted overdue payments - by any means necessary.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|3}}{{br}}Social {{+|4}}&lt;br /&gt;
| Dumb labor{{br}}Caring{{br}}Cooking&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Torturer&lt;br /&gt;
| Working for a tyrannical monarch on a medieval world, NAME earned a reputation as an expert in 'persuasion.' Any prisoner who went down into the dungeons left with no secrets - and with NAME's smile scarred permanently into their nightmares.{{br}}''Note: Prevents Psychopath [[Traits|trait]].''&lt;br /&gt;
| Melee {{+|6}}&lt;br /&gt;
| Social{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Construction engineer{{br}}(Builder)&lt;br /&gt;
| NAME was a construction worker on a midworld. HECAP lead a team which built everything from office blocks to cathedrals.{{br}}{{br}}HISCAP busy job and numerous nearby fast-food outlets meant HE never cooked for THEMself.&lt;br /&gt;
| Construction {{+|8}}{{br}}Growing {{--|3}}&lt;br /&gt;
| Intellectual{{br}}Cooking&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Blacksmith&lt;br /&gt;
| As a smith on a medieval world, NAME gained a reputation for the high quality of HIS work. HECAP wasn't bad at using the swords HE forged either.&lt;br /&gt;
| Shooting {{--|5}}{{br}}Melee {{+|4}}{{br}}Crafting {{+|6}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Charity worker{{br}}(Altruist)&lt;br /&gt;
| Glitterworlds are havens of safety and comfort for those lucky enough to live there, but NAME could not ignore nearby planets where people suffered in poverty. HECAP spent HIS working life appealing for donations and supporting those in need.{{br}}''Note: Prevents Psychopath [[Traits|trait]].''&lt;br /&gt;
| Social {{+|6}}{{br}}Mining {{--|3}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Defector&lt;br /&gt;
| Early in HIS adulthood, NAME decided to leave the oppressive dictatorship where HE lived. HISCAP defection was not well-received, and agents were sent out after HIM.{{br}}{{br}}HECAP spent years on the run, treating HIS own wounds so no doctor could betray HIM. The ordeal made HIM bitter and untrusting.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Social {{--|4}}{{br}}Medicine {{+|3}}&lt;br /&gt;
| Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Factory worker{{br}}(Worker)&lt;br /&gt;
| NAME did menial, unskilled work in an industrial-era factory. HISCAP job also included caring for the mules and horses which transported goods around the city.&lt;br /&gt;
| Animals {{+|3}}{{br}}Construction {{+|3}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| Intellectual{{br}}Artistic{{br}}Cooking&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ranch owner{{br}}(Rancher)&lt;br /&gt;
| NAME owned and operated a successful ranch where HE raised animals for meat and wool.{{br}}{{br}}HECAP refused to do any dumb labour HE could pay someone else to do for HIM.&lt;br /&gt;
| Animals {{+|8}}{{br}}Cooking {{--|4}}{{br}}Mining {{--|4}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Low-wage worker{{br}}(Grunt)&lt;br /&gt;
| NAME worked a variety of casual jobs to support HIS family, gaining a set of basic hands-on skills.&lt;br /&gt;
| Cooking {{+|4}}{{br}}Growing {{+|3}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Model{{br}}(Model)&lt;br /&gt;
| NAME modelled clothes and jewellery for advertisers, and was also used as a physical blueprint for characters in virtual reality simulations.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]''&lt;br /&gt;
| Social {{+|5}}{{br}}Artistic {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Intellectual{{br}}Skilled labor{{br}}Caring{{br}}Crafting&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Taxonomist&lt;br /&gt;
| NAME travelled between star systems, studying and classifying the plant and animal life HE found in the hopes of creating a complete catalogue.&lt;br /&gt;
| Animals {{+|5}}{{br}}Growing {{+|5}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Geologist&lt;br /&gt;
| NAME worked with miners and cave-diggers, identifying rock types and natural formations.{{br}}{{br}}During HIS years underground HE also gained experience repairing drilling machines and other technical equipment.&lt;br /&gt;
| Mining {{+|8}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Space pirate{{br}}(Pirate)&lt;br /&gt;
| Piracy appears everywhere that governments are weak and society spread thin. NAME was part of this age-old part of human existence, extorting and smashing peaceful trade ships for profit.&lt;br /&gt;
| Melee {{+|4}}{{br}}Shooting {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Pit brawler&lt;br /&gt;
| NAME was nine years old when HE got in HIS first fight. HECAP won, but more important was the enjoyment of HIS audience. Pit fighting turned out to be a lucrative career for those who could survive it. And it was even mostly legal.{{br}}''Note: Prevents Brawler [[Traits|trait]].''&lt;br /&gt;
| Melee {{+|8}}&lt;br /&gt;
| Intellectual{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Illegal shipwright{{br}}(Shipwright)&lt;br /&gt;
| There is a law that say that you're not allowed to put terawatt-range grasers on a cargo scow. Especially if you hide them under what looks like a communications dish for better ambush potential. NAME discovered that there is great profit to be made, however, from those who are uninterested in these laws.&lt;br /&gt;
| Construction {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Courtesean&lt;br /&gt;
| NAME was used for HIS body by hundreds of customers in brothels on several planets. HECAP gained some mental marks and a special kind of street smarts.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]''&lt;br /&gt;
| Social {{+|8}}{{br}}Melee {{+|3}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Space marine{{br}}(Marine)&lt;br /&gt;
| NAME was a warrior in an Imperial navy. HISCAP job was to punch into enemy starships, gun down the crew, and capture the ship intact. And HE was good at it.&lt;br /&gt;
| Melee {{+|5}}{{br}}Shooting {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Assassin&lt;br /&gt;
| NAME was a professional assassin. HECAP was cold, calculating, and made a good profit. In this business, an utter lack of empathy was an asset.&lt;br /&gt;
| Melee {{+|10}}{{br}}Shooting {{+|10}}{{br}}Mining {{--|2}}{{br}}Growing {{--|2}}{{br}}Construction {{--|2}}&lt;br /&gt;
| Intellectual{{br}}Dumb labor{{br}}Skilled labor{{br}}Social{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Sailor&lt;br /&gt;
| NAME traversed the oceans on journeys of exploration, seeking out plant and animal specimens from exotic places, and occasionally fending off pirates. HECAP loved the sea so much HE refused to do all but the barest minimum of work on land, except to sell the treasures HE collected.&lt;br /&gt;
| Melee {{+|4}}{{br}}Social {{+|4}}{{br}}Animals {{+|4}}&lt;br /&gt;
| Skilled labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Jailbird&lt;br /&gt;
| NAME spent most of HIS life in prisons, where HE was put to work in the kitchens. HECAP had a habit of getting into fights, and developed an aggressive way of speaking.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{--|3}}{{br}}Cooking {{+|3}}&lt;br /&gt;
| Social{{br}}Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Actor&lt;br /&gt;
| NAME travelled HIS homeworld with a company of actors, playing to packed theatres and loving audiences everywhere. HECAP was a perfectionist, and made HIS own props and costumes rather than use the ones HE was given.&lt;br /&gt;
| Social {{+|8}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Tactician&lt;br /&gt;
| NAME joined the space navy in an unstable system, fraught with large-scale interplanetary wars. they turned out to have a sharp mind for battle, and became adept at commanding large armies to great effect.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Research {{+|4}}&lt;br /&gt;
| Social{{br}}Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Glitterworld officer{{br}}(Officer)&lt;br /&gt;
| Though glitterworlds are peaceful places, they often remain prepared for war. NAME's unit rarely saw any real action.{{br}}{{br}}Though HE pursued HIS artistic hobbies, HIS subordinates preferred to entertain themselves by brawling, so NAME got good at breaking up fights.&lt;br /&gt;
| Melee {{+|6}}{{br}}Artistic{{+|4}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Taster&lt;br /&gt;
| As the taster for a medieval king, any dish served at the royal table had to be sampled first by NAME. HECAP lived a decadent lifestyle at court, getting fat and doing very little work.&lt;br /&gt;
| Cooking {{+|7}}{{br}}Construction {{--|4}}{{br}}Crafting {{--|4}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Biosphere manager{{br}}(Botanist)&lt;br /&gt;
| NAME lived on a peaceful glitterworld where all menial work was done by robots and people devoted themselves to leisure. HECAP managed the plant and animal life of a sprawling park, where citizens came to admire the natural beauty.&lt;br /&gt;
| Shooting {{--|4}}{{br}}Animals {{+|6}}{{br}}Growing {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Crafting{{br}}Cooking&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Veterinarian{{br}}(Vet)&lt;br /&gt;
| NAME treated sick and injured animals for a living. Seeing their suffering affected HIS stance on the practice of eating meat, and for many years HE lived as a vegetarian, rejecting the meat-loving culinary tradition of HIS homeworld.&lt;br /&gt;
| Animals {{+|4}}{{br}}Medicine {{+|4}}{{br}}Cooking {{--|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Explosives expert{{br}}(Blaster)&lt;br /&gt;
| NAME was an explosive engineer employed in mines. HECAP took HIS job very seriously and was well-versed in the technicalities - so much so that HE refused to demean HIMself by helping with the clean-up once HIS carefully-calculated explosion was complete.&lt;br /&gt;
| Mining {{+|5}}{{br}}Research {{+|5}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Counsellor{{br}}(Counsellor)&lt;br /&gt;
| A terrifying trauma when NAME was a young adult caused HIM to develop a serious eating disorder. With counselling HE learned to have a healthier relationship with food, and decided to put HIS new skills to use helping others overcome their emotional problems.&lt;br /&gt;
| Social {{+|9}}&lt;br /&gt;
| Scary{{br}}Cooking&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Recruiter&lt;br /&gt;
| NAME was part of an revered order of martial artists, infamous both for their skill in combat and for their practice of refusing to treat their wounded.{{br}}{{br}}HECAP travelled HIS homeworld, judging the young people HE met to determine if they might be suitable for training.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{+|5}}&lt;br /&gt;
| Caring&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Psychiatric patient{{br}}(Patient)&lt;br /&gt;
| NAME spent most of HIS adult life in an insane asylum. HISCAP industrial homeworld had a poor understanding of mental illness, and HE was treated more like an animal than a person.{{br}}{{br}}Though HE eventually recovered and was released, HIS experience dampened many of HIS basic life skills.&lt;br /&gt;
| Cooking {{--|2}}{{br}}Crafting {{--|2}}&lt;br /&gt;
| Social{{br}}Caring{{br}}Scary{{br}}Cooking&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Drifter{{br}}(Drifter)&lt;br /&gt;
| NAME never figured out what to do with HIS life. HECAP travelled often, taking up casual work wherever HE found it.{{br}}{{br}}HECAP also occasionally worked on a novel that HE knew would be a bestseller - just as soon as HE could find a publisher who was interested.&lt;br /&gt;
| Cooking {{+|3}}{{br}}Construction {{+|3}}{{br}}Artistic {{--|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! VR designer{{br}}(Game dev)&lt;br /&gt;
| NAME designed virtual reality simulations for glitterworld citizens. HECAP paid great attention to the details of HIS worlds, including learning all HE could about plant life to make HIS landscapes more realistic.&lt;br /&gt;
| Construction {{+|3}}{{br}}Growing {{+|4}}{{br}}Artistic {{+|5}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Human computer{{br}}(Computer)&lt;br /&gt;
| NAME turned out to have an excellent memory and a gift for performing complex calculations in HIS head. A midworld dictator decided to employ NAME to keep track of HIS state's finances and expenditure, since electrical computers were too susceptible to hacking.&lt;br /&gt;
| Shooting {{+|3}}{{br}}Research {{+|7}}&lt;br /&gt;
| Artistic&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Architect&lt;br /&gt;
| NAME designed and constructed buildings. On HIS glitterworld home, most of the technical aspects of architecture were handled by an AI. This enabled HIM to push the artistic limits of the craft, but also meant HE never had to get HIS hands dirty at building sites.&lt;br /&gt;
| Construction {{+|5}}{{br}}Artistic {{+|7}}{{br}}Crafting {{--|3}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Message carrier (Messenger)&lt;br /&gt;
| On a medieval world, the fastest way to send a message is to give it to somebody on a horse and hope they survive the journey. NAME was that somebody.&lt;br /&gt;
| Melee {{+|3}}{{br}}Animals {{+|4}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Sculptor&lt;br /&gt;
| NAME started off sculpting person-sized chunks of stone, but HE soon began to think bigger. With the help of mining robots, HE learned how to carve huge monuments out of cliffsides. Soon the nature parks of the glitterworld where HE lived were full of giant rock figures.&lt;br /&gt;
| Growing {{--|4}}{{br}}Mining {{+|4}}{{br}}Artistic {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Crafting{{br}}Cooking&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Machine collector{{br}}(Collector)&lt;br /&gt;
| NAME was obsessed with old machines and arcane pieces of technology. HECAP obtained them wherever HE could, and loved taking them apart to see how they worked.{{br}}{{br}}HECAP had a habit of talking about HIS collection long after people around HIM had stopped listening.&lt;br /&gt;
| Social {{--|3}}{{br}}Crafting {{+|6}}{{br}}Research {{+|6}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| NAME was the law enforcer in an isolated industrial town. HECAP was known for having an arrogant attitude and a mean streak. HECAP refused to lift so much as a finger unless it was for money, alcohol, or revenge.&lt;br /&gt;
| Shooting {{+|8}}{{br}}Melee {{+|5}}{{br}}Social {{--|3}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor{{br}}Social{{br}}Caring&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Colony settler{{br}}(Settler)&lt;br /&gt;
| NAME was a settler on a new colony world.{{br}}{{br}}Such a life requires a jack-of-all trades at basic hands-on tasks.&lt;br /&gt;
| Construction {{+|4}}{{br}}Growing {{+|4}}{{br}}Mining {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval farm oaf{{br}}(Oaf)&lt;br /&gt;
| Tilling, hoeing, guiding ox carts, pushing wheelbarrows. Digging ditches, planting seeds, predicting the harvest.{{br}}{{br}}Medieval-level farmers aren't educated in the usual sense, but they know a lot about growing plants without technology. That said, such a life leaves one essentially incapable of participating in intellectual, technology-driven activities.&lt;br /&gt;
| Growing {{+|8}}{{br}}Mining {{+|3}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval lord{{br}}(Noble)&lt;br /&gt;
| NAME was a lord on a preindustrial planet. HECAP went to parties, managed the underlings, and even learned some swordplay.{{br}}{{br}}HISCAP soft hands did not hold a work tool during that entire time. HECAP considers manual labor to be beneath HIM.&lt;br /&gt;
| Social {{+|7}}{{br}}Melee {{+|5}}{{br}}Shooting {{+|5}}{{br}}Construction {{--|5}}{{br}}Growing {{--|5}}{{br}}Mining {{--|5}}&lt;br /&gt;
| Dumb labor{{br}}Skilled labor&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Urbworld entrepreneur{{br}}(Entrepreneur)&lt;br /&gt;
| In the urbworlds, most suffer. But someone has to run the corporations.{{br}}{{br}}NAME learned the skills of the trade - greasing palms and technical analysis. HECAP is a sociointellectual machine.&lt;br /&gt;
| Social {{+|6}}{{br}}Research {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Deep space miner{{br}}(Miner)&lt;br /&gt;
| NAME did the sweaty, grimy work of pulling metal out of asteroids on a deep space rig. HECAP used HIS hands-on industrial skills daily - and wasn't bad in a bar fight either.&lt;br /&gt;
| Mining {{+|7}}{{br}}Construction {{+|3}}{{br}}Melee {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Navy scientist{{br}}(Scientist)&lt;br /&gt;
| Interstellar warfare is won by technology, so imperial navies are always on the peak of modern research. Even better, they have first access to Transcendent artifacts because they find them in space.{{br}}{{br}}NAME worked in a navy lab.&lt;br /&gt;
| Research {{+|8}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Military commissar{{br}}(Commissar)&lt;br /&gt;
| NAME was an internal spymaster in an Imperial army battalion. HECAP made sure that the men were loyal, and did not fall back unless ordered. This made HIM unpopular, but HE gained great skill at detecting the slightest dishonesty.&lt;br /&gt;
| Shooting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Healer&lt;br /&gt;
| After HIS tribe's elder healer was killed in a raid, NAME took on the role. HECAP spent HIS days scrounging up herbs and mineral compounds from the nearby area to use in surprisingly effective remedies.&lt;br /&gt;
| Medicine {{+|4}}{{br}}Growing {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Scout&lt;br /&gt;
| Since HIS tribe has made contact with local outlanders, NAME has contracted HIS services out as a guide to the local area. Frequent contact with ancient relics has made HIM fairly comfortable with the old technology.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Research {{+|2}}{{br}}Social {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Digger&lt;br /&gt;
| NAME and HIS tribe carved their home deep into the side of a mountain. NAME feels most at home picking through rock and shoring up cave walls.&lt;br /&gt;
| Mining {{+|5}}{{br}}Construction {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Muffalo shaman{{br}}(Shaman)&lt;br /&gt;
| Because of HIS quiet wisdom and great strength, NAME became the spiritual leader for a nomadic tribe that followed the herds of roaming muffalo.&lt;br /&gt;
| Melee {{+|5}}{{br}}Social {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Lore keeper{{br}}(Keeper)&lt;br /&gt;
| NAME was one of a long line of lore keepers in HIS tribe. Every night around the fire, HE would pass on ancient knowledge and helpful wisdom through stories.&lt;br /&gt;
| Research {{+|2}}{{br}}Social {{+|3}}{{br}}Artistic {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Weaver&lt;br /&gt;
| NAME was an expert at working muffalo wool, plant fibres and natural dyes into beautiful clothing for HIS kin. HISCAP beautiful handicrafts were traded frequently between local tribes.&lt;br /&gt;
| Crafting {{+|5}}{{br}}Growing {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Cave tender{{br}}(Tender)&lt;br /&gt;
| While the others were out hunting and foraging, NAME would stay at home to cook and take care of the young and sick.&lt;br /&gt;
| Cooking {{+|4}}{{br}}Medicine {{+|3}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Warrior&lt;br /&gt;
| NAME was a fearsome warrior, proficient with many weapons. HECAP participated in many battles.&lt;br /&gt;
| Melee {{+|6}}{{br}}Shooting {{+|2}}{{br}}Social {{--|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|- &lt;br /&gt;
! Hiveworld drone{{br}}(drone)&lt;br /&gt;
| NAME worked as a mindless construction drone in a massive hiveworld civilization. Though HE is now freed from the brutal social experiments to which HE was subjected, HE remains incapable of creative thought and leadership.&lt;br /&gt;
| Construction {{+|5}}{{br}}Mining {{+|4}}{{br}}Social {{--|2}}&lt;br /&gt;
| Artistic{{br}}Intellectual&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Evangelist&lt;br /&gt;
| On HIS 21st birthday, NAME experienced a religious awakening. HECAP decided to spend the rest of HIS life spreading the word of HIS deity, the beauty of its culture, and its unusual medical tradition.&lt;br /&gt;
| Social {{+|4}}{{br}}Artistic {{+|4}}{{br}}Medicine {{--|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Tunnelworld illuminator{{br}}(Illuminator)&lt;br /&gt;
| Among tunnel-dwellers, those with vision as strong as NAME's are revered as sages. HECAP would lead the way, marking spots to dig with bioluminescent fungus and warning others of impending danger.&lt;br /&gt;
| Mining {{+|3}}{{br}}Social {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Herbalist&lt;br /&gt;
| NAME lived in the forest near a village. Though many of the villagers feared HIM, sick villagers would come to HIM to purchase salves and poultices made from the herbs HE grew in HIS garden. HECAP was happy to help them -- for a price.&lt;br /&gt;
| Social {{--|2}}{{br}}Medicine {{+|4}}{{br}}Growing {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Civil servant{{br}}(Clerk)&lt;br /&gt;
| NAME worked as a low-ranking administrator for a moribund government bureaucracy. HECAP is most at home filling out complicated paperwork and playing office politics.&lt;br /&gt;
| Social {{+|3}}{{br}}Construction {{--|2}}{{br}}Research {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Ascetic priest{{br}}(Priest)&lt;br /&gt;
| After taking a vow of silence, NAME joined a monastery on a peaceful backwater planet to spend HIS days in quiet contemplation.{{br}}{{br}}HECAP found happiness growing vegetables in the garden and making cheese in the monastery cellars.&lt;br /&gt;
| Growing {{+|3}}{{br}}Medicine {{+|2}}{{br}}Cooking {{+|2}}&lt;br /&gt;
| Violent{{br}}Social&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Escaped convict{{br}}(Escapee)&lt;br /&gt;
| NAME denies involvement in the crimes that brought about HIS incarceration in a brutal penal colony. HECAP escaped by tunnelling beneath the perimeter using modified cutlery.&lt;br /&gt;
| Mining {{+|4}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| Caring&lt;br /&gt;
| {{cross}} || {{check}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Starship janitor{{br}}(Janitor)&lt;br /&gt;
| While other passengers pass the years between star systems in cryptosleep sarcophagi, NAME had to wake up at periodic intervals to perform inspections, check the navigation systems, and to oil the mechanoids.&lt;br /&gt;
| Construction {{+|2}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{cross}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Con artist&lt;br /&gt;
| NAME never created anything in HIS life. HECAP did, however, prove to be a natural at getting others to give HIM what they had created.&lt;br /&gt;
| Social {{+|10}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Hermit&lt;br /&gt;
| Worn out by the pressures of social interaction, NAME left HIS crowded midworld city to live a simple life in the wilderness. There, HE spent HIS days alone, tending HIS garden and crafting the simple tools HE needed to survive.&lt;br /&gt;
| Growing {{+|4}}{{br}}Crafting {{+|3}}{{br}}Construction {{+|1}}&lt;br /&gt;
| Social&lt;br /&gt;
| {{cross}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Midworld chef{{br}}(Chef)&lt;br /&gt;
| NAME ran a high-class midworld restaurant. HECAP was famous among patrons for HIS creative culinary specialties, and infamous among kitchen workers for HIS casual disdain for grunt work.&lt;br /&gt;
| Social {{+|2}}{{br}}Cooking {{+|6}}&lt;br /&gt;
| Dumb labor{{br}}Cleaning&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval minstrel{{br}}(Minstrel)&lt;br /&gt;
| NAME was a traveling entertainer on a medieval world.{{br}}{{br}}HECAP could always be found telling stories or singing songs, and is capable of protecting THEMself from the dangers of the road. However, HE was always conspicuously absent whenever there was hard labour to be done.&lt;br /&gt;
| Melee {{+|2}}{{br}}Social {{+|4}}{{br}}Artistic {{+|3}}&lt;br /&gt;
| Skilled labor{{br}}Hauling&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Housemate{{br}}(Housemate)&lt;br /&gt;
| As an adult, NAME kept house and cared for children while HIS spouse worked.&lt;br /&gt;
| Medicine {{+|3}}{{br}}Cooking {{+|3}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Glitterworld empath{{br}}(Empath)&lt;br /&gt;
| NAME had an amazing ability to relate to others and mediate conflict. HECAP was selected to train as an empath. The training intensified HIS natural abilities, but HE became unable to harm others.&lt;br /&gt;
| Social {{+|8}}{{br}}Medicine {{+|2}}&lt;br /&gt;
| Violent&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Medieval doctor{{br}}(Quack)&lt;br /&gt;
| NAME worked as a doctor on a medieval planet. HECAP firmly believes that most ailments can be cured with a little bloodletting.{{br}}{{br}}HECAP was also a master anaesthetist, developing a specialty technique that involved a heavy blow to the head.&lt;br /&gt;
| Melee {{+|6}}{{br}}Medicine {{+|1}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{cross}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Inventor{{br}}(Inventor)&lt;br /&gt;
| On HIS homeworld, NAME worked as a moderately successful inventor. HECAP developed several minor technologies.&lt;br /&gt;
| Crafting {{+|5}}{{br}}Research {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Teacher&lt;br /&gt;
| NAME was educated in the liberal arts and taught at a public school. HECAP was widely knowledgeable and well-liked by HIS students.&lt;br /&gt;
| Research {{+|3}}{{br}}Social {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Joywire artist{{br}}(Joywirer)&lt;br /&gt;
| NAME worked in an urbworld lab developing cutting-edge joywire software to maximize user pleasure.{{br}}{{br}}When the local government imposed harsh restrictions on joywire manufacturing, HE began selling HIS products on the black market.&lt;br /&gt;
| Artistic {{+|3}}{{br}}Research {{+|2}}{{br}}Medicine {{+|2}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Conceptual artist{{br}}(Artist)&lt;br /&gt;
| NAME was well-known in art circles on HIS home world for HIS unique and creative conceptual artworks.{{br}}{{br}}Nobody was sure exactly what HE was trying to communicate, but HIS pieces were highly valued by collectors.&lt;br /&gt;
| Artistic {{+|8}}{{br}}Crafting {{+|1}}&lt;br /&gt;
| Social{{br}}Caring{{br}}Hauling&lt;br /&gt;
| {{check}} || {{cross}} || {{check}} || {{check}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Glitterworld surgeon{{br}}(Surgeon)&lt;br /&gt;
| NAME worked as a surgeon on a world mostly free of disease and human suffering.{{br}}{{br}}HISCAP job mostly involved elaborate and creative cosmetic surgeries. HECAP has a good understanding of human biology, but never had to remove a cancer -- or a bullet.&lt;br /&gt;
| Social {{+|1}}{{br}}Medicine {{+|3}}{{br}}Artistic {{+|5}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Luddite rebel{{br}}(Luddite)&lt;br /&gt;
| When the majority of people on HIS world chose to give up their individuality and biological humanity to join together in an online hivemind, NAME joined a rebel faction that chose to forsake most technology.&lt;br /&gt;
| Melee {{+|3}}{{br}}Construction {{+|3}}{{br}}Mining {{+|2}}&lt;br /&gt;
| Intellectual{{br}}Crafting&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{cross}} || {{cross}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Bartender{{br}}(Barkeep)&lt;br /&gt;
| NAME worked as a bartender on a seedy space station. The job entailed one part drink mixing, one part diplomacy, and one part head-bashing.&lt;br /&gt;
| Melee {{+|2}}{{br}}Social {{+|4}}{{br}}Cooking {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}} || {{check}} || {{cross}}&lt;br /&gt;
|-&lt;br /&gt;
! Genetic engineer&lt;br /&gt;
| NAME carried out his first genetic experiments on farm animals. He soon grew to become quite skilled in all forms of genetic engineering. A horrifying lab accident left HIM with a mortal fear of rodents.&lt;br /&gt;
| Medicine {{+|2}}{{br}}Growing {{+|1}}{{br}}Research {{+|6}}&lt;br /&gt;
| Hunting&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Shaman of Shadows{{br}}(Shaman)&lt;br /&gt;
| When the monsters of fire came from the sky, NAME was called upon by HIS tribe to guide them into battle.{{br}}{{br}}NAME made use of medicine and rituals to inspire and lead the warriors of many tribes against the invaders. The pirates were forced to retreat without capturing a single slave.{{br}}''Note: comes with &amp;quot;accursed child&amp;quot; as [[List of childhood backstories|childhood backstory]].''&lt;br /&gt;
| Social {{+|6}}{{br}}Medicine {{+|4}}{{br}}Construction {{--|2}}{{br}}Growing {{+|2}}{{br}}Research {{+|2}}&lt;br /&gt;
| Hunting&lt;br /&gt;
| {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{cross}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
! Serial murdererT&lt;br /&gt;
| NAME started to enjoy killing people, so HE did more often and perfected HIS methods. HECAP lurked in the darkest streets, stalking prey for hours.{{br}}{{br}}HECAP enjoyed making artworks of HIS victims, and was known for leaving HIS signature on the bodies of those HE killed.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}{{br}}Artistic {{+|4}}&lt;br /&gt;
| Animals&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Galactic sightseer{{br}}(Sightseer)&lt;br /&gt;
| NAME traveled the stars. HECAP could barely scrape together travel costs doing odd-jobs on stations, but it was all worth it. Seeing the wonders of the galaxy was where HE found HIS calling.{{br}}{{br}}HECAP loved camping on exotic worlds and learning the patterns of strange wildlife. The wonders of the universe inspired HIM like nothing else could.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Medicine {{+|2}}{{br}}Growing {{+|2}}{{br}}Artistic {{+|2}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Chief engineer{{br}}(Engineer)&lt;br /&gt;
| As chief engineer on board a large spaceship, NAME was an expert in all things fiddly and complex.{{br}}{{br}}HECAP relied on other members of the crew for some of the basic necessities of life. HECAP and HIS ship eventually disappeared into a longsleep voyage of exploration.&lt;br /&gt;
| Social {{--|2}}{{br}}Construction {{+|3}}{{br}}Mining {{+|2}}{{br}}Crafting {{+|3}}{{br}}Research {{+|3}}&lt;br /&gt;
| Animals&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Alcoholic trucker{{br}}(Alcoholic)&lt;br /&gt;
| NAME was a space trucker working for Arcknight Industries when HE killed HIS wife and daughter in a crash.{{br}}{{br}}HISCAP body was repaired with an experimental nano-genetic therapy. Now HIS muscles continually regenerate and harden, and every movement tears the tissue anew. HECAP bears the pain in silence.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Mining {{+|4}}&lt;br /&gt;
| Intellectual{{br}}Caring{{br}}Artistic{{br}}Cleaning&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Core world jeweler{{br}}(Jeweler)&lt;br /&gt;
| After NAME had completed all of HIS surgeries, HE found that HE had a lot of time and energy to dedicate to HIS passion: trinket crafting. HECAP spent years perfecting HIS art as a jeweler, then left HIS home world to sell HIS wares across the galaxy.&lt;br /&gt;
| Shooting {{--|1}}{{br}}Cooking {{--|3}}{{br}}Construction {{+|3}}{{br}}Artistic {{+|5}}{{br}}Crafting {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Information broker{{br}}(Broker)&lt;br /&gt;
| NAME caught a ship to the next star system and began a life of travel and learning, quickly collecting a massive bank of knowledge from people of all shapes and sizes.{{br}}{{br}}HECAP learned to sell this knowledge for great profit, and became a powerful broker of information.&lt;br /&gt;
| Shooting {{--|1}}{{br}}Melee {{--|2}}{{br}}Social {{+|5}}{{br}}Research {{+|4}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Mercenary chef{{br}}(Mercenary)&lt;br /&gt;
| Following in HIS family's footsteps, NAME was a soldier for hire.{{br}}{{br}}HECAP is a naturally gifted sharpshooter. However, HIS real passion is in perfecting a new recipe or dissecting a new gadget.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Cooking {{+|5}}{{br}}Construction {{--|3}}{{br}}Mining {{--|3}}{{br}}Crafting {{+|5}}&lt;br /&gt;
| Plant work&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! AI researcher{{br}}(Researcher)&lt;br /&gt;
| NAME was a renowned researcher in artificial intelligence, robotics, and interactive holography. HISCAP friendships with the artificial minds he created gave HIM the confidence to interact with real people, and HE soon excelled at personal communication.&lt;br /&gt;
| Melee {{--|2}}{{br}}Social {{+|4}}{{br}}Mining {{--|2}}{{br}}Crafting {{+|1}}{{br}}Research {{+|6}}&lt;br /&gt;
| Dumb labor&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Spy{{br}}(Spy)&lt;br /&gt;
| NAME was trained by HIS government in infiltration and espionage. HECAP learned to keep a cool head and to talk his way out of tight situations. When talking didn't work, HE was capable of more violent direct action.&lt;br /&gt;
| Shooting {{+|2}}{{br}}Melee {{+|2}}{{br}}Social {{+|7}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Bounty hunter{{br}}(Hunter)&lt;br /&gt;
| NAME was a bounty hunter on a massive glitterworld. HECAP worked sensitive assignments for extremely wealthy clients, and was known for quiet execution and total discretion.&lt;br /&gt;
| Shooting {{+|8}}{{br}}Melee {{+|5}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Beast slayer{{br}}(Slayer)&lt;br /&gt;
| NAME traveled between planets, following news of animal attacks. HECAP would camp on the planet for weeks, learning about HIS prey before striking. HECAP most enjoyed hunting thrumbos.{{br}}{{br}}Preferring to work alone, NAME enjoyed the thrill of the hunt, and the meat from the kill.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|4}}{{br}}Cooking {{+|3}}{{br}}Growing {{+|2}}&lt;br /&gt;
| Animals&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Pop idol{{br}}(Pop idol)&lt;br /&gt;
| NAME performed and did interviews constantly. HECAP refined HIS skills in dancing and singing, and became a master of social presentation.{{br}}''Note: Automatically grants the beautiful [[Traits | trait]]&lt;br /&gt;
| Shooting {{--|4}}{{br}}Melee {{--|4}}{{br}}Social {{+|8}}{{br}}Mining {{--|4}}{{br}}Artistic {{+|8}}&lt;br /&gt;
| Dumb labor{{br}}Cleaning{{br}}Hauling{{br}}Plant work{{br}}Mining&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Criminal surgeon{{br}}(Surgeon)&lt;br /&gt;
| Being near many injured fellow criminals, NAME took it upon THEMself to work on them.{{br}}{{br}}Although many people died, HE did get better at using knives.&lt;br /&gt;
| Melee {{+|6}}{{br}}Social {{--|2}}{{br}}Medicine {{+|5}}{{br}}Artistic {{+|1}}{{br}}Research {{--|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Ninja assassin{{br}}(Ninja)&lt;br /&gt;
| NAME performed stiletto-precise assassinations for an interplanetary conglomerate. HECAP was assigned the most complex missions involving disguise, deception, subterfuge, and efficient violence.{{br}}{{br}}A nasty incident with a potted plant and an assassination gone wrong left HIM with an aversion to plant life.&lt;br /&gt;
| Shooting {{+|4}}{{br}}Melee {{+|3}}{{br}}Social {{+|2}}{{br}}Crafting {{+|2}}&lt;br /&gt;
| Plant work&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Wandering healer{{br}}(Healer)&lt;br /&gt;
| NAME studied to be a doctor, but was dissatisfied with HIS practice on an otherwise peaceful midworld.{{br}}{{br}}Instead, HE chose to pull up roots and travel to the rimworlds in order to care for people who needed HIM most.&lt;br /&gt;
| Social {{+|3}}{{br}}Medicine {{+|7}}{{br}}Cooking {{+|2}}{{br}}Construction {{--|1}}{{br}}Mining {{--|1}}&lt;br /&gt;
| Violent&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Combat engineer{{br}}(Engineer)&lt;br /&gt;
| NAME became a combat engineer. HECAP built bases, fixed guns, and repaired vehicles for the army - when HE wasn't shooting at people, that is.&lt;br /&gt;
| Shooting {{+|5}}{{br}}Constructing {{+|2}}{{br}}Crafting {{+|3}}&lt;br /&gt;
| N/A&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Test subject{{br}}(Subject)&lt;br /&gt;
| NAME's tests went from geometry to quantum physics, and HE could run the grand gauntlet without a scratch.{{br}}{{br}}One day, Mother said that HIS final test lay beyond the red door, and that even if HE couldn't hear her voice, Mother would always be there.&lt;br /&gt;
| Melee {{+|4}}{{br}}Medicine {{+|3}}{{br}}Cooking {{+|1}}{{br}}Research {{+|4}}&lt;br /&gt;
| Caring{{br}}Social{{br}}Plant work{{br}}Mining&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Urbworld pimp&lt;br /&gt;
| At first, NAME made a small profit from selling drugs. Then, HE switched to selling women and made a fortune.{{br}}{{br}}HECAP developed great skills with HIS fists. HECAP also learned to fix up the injuries HE inflicted on the girls.&lt;br /&gt;
| Melee {{+|6}}{{br}}Social {{+|4}}{{br}}Medicine {{+|5}}&lt;br /&gt;
| Cleaning&lt;br /&gt;
| ? || ? || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
! Combat negotiator{{br}}(Negotiator)&lt;br /&gt;
| After escaping his homeworld, NAME took HIS skills to the stars.{{br}}{{br}}HECAP chose to operate as a hired gun, working for various rebel organizations, enslaved groups, and merchant enclaves. HISCAP specialty was negotiation in combat situations.&lt;br /&gt;
| Shooting{{+|4}}{{br}}Melee {{+|3}}{{br}}Social {{+|3}}&lt;br /&gt;
| &lt;br /&gt;
| {{check}} || ? || ? || ? || ? || ?&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/PatchOperations&amp;diff=48838</id>
		<title>Modding Tutorials/PatchOperations</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/PatchOperations&amp;diff=48838"/>
		<updated>2017-05-23T05:53:06Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Here's a start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UC}}&lt;br /&gt;
In Alpha 17, a new feature to RimWorld Modding was added, and that was XML PatchOperations. It allows different mods to edit specific elements of an xml def without one overriding the other. Here's a simple example of replacing the texture path for deep water:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  &amp;lt;Operation Class=&amp;quot;PatchOperationReplace&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;xpath&amp;gt;//TerrainDef[defName = &amp;quot;WaterDeep&amp;quot;]/texturePath&amp;lt;/xpath&amp;gt;&lt;br /&gt;
	&amp;lt;value&amp;gt;&amp;lt;texturePath&amp;gt;Your/Texture/Path/Here&amp;lt;/texturePath&amp;gt;&amp;lt;/value&amp;gt;&lt;br /&gt;
  &amp;lt;/Operation&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is currently a short tutorial on PatchOperations created by Zhentar: [https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782 Introduction to PatchOperation]&lt;br /&gt;
&lt;br /&gt;
You can also learn about XPaths here: [https://www.w3schools.com/xml/xpath_intro.asp XPath tutorial]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=48837</id>
		<title>Modding Tutorials</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials&amp;diff=48837"/>
		<updated>2017-05-23T05:35:22Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Planning to add PatchOperations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Mods_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the table of contents for the modding tutorial. Here, you'll learn step by step how to create mods of gradually increasing complexity.&lt;br /&gt;
&lt;br /&gt;
In light of little official documentation, this collection of tutorials has been written in hopes that more players will know how to modify RimWorld and make mods that further broaden horizons and make the game appealing to more audiences despite its early state.&lt;br /&gt;
&lt;br /&gt;
==Table of contents==&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
# [[Installing mods|Installing Mods]]&lt;br /&gt;
# [[Modding Tutorials/Folder structure|Exploring the Folder Structure]]&lt;br /&gt;
# [[Modding Tutorials/Mod folder structure|Mod Folder Structure]]&lt;br /&gt;
#* [[Modding Tutorials/About folder|About folder]]&lt;br /&gt;
#* [[Modding Tutorials/Defs folder|Defs folder]]&lt;br /&gt;
#* [[Modding Tutorials/Languages folder|Languages folder]]&lt;br /&gt;
#* [[Modding Tutorials/Textures folder|Textures folder]]&lt;br /&gt;
#* [[Modding Tutorials/Sounds folder|Sounds folder]]&lt;br /&gt;
# [[Modding Tutorials/Recommended software|Recommended Software]]&lt;br /&gt;
&lt;br /&gt;
===General modding===&lt;br /&gt;
&lt;br /&gt;
* [[Modding Tutorials/Testing mods|Testing Mods]]&lt;br /&gt;
** [[Modding Tutorials/Development mode|Development Mode]]&lt;br /&gt;
* [[Modding Tutorials/Sounds|Adding and Testing Sounds]]&lt;br /&gt;
* [[Modding Tutorials/Assets|Decompiling Texture/Sound Assets]]&lt;br /&gt;
&lt;br /&gt;
===XML tutorials===&lt;br /&gt;
&lt;br /&gt;
# [[Modding Tutorials/XML file structure|XML File Structure]]&lt;br /&gt;
# [[Modding Tutorials/XML Defs|Introduction to XML Defs]]&lt;br /&gt;
#* [[Modding Tutorials/Compatibility with defs|XML Def Compatibility]]&lt;br /&gt;
# In-depth XML Def tutorials&lt;br /&gt;
#* [[Modding Tutorials/Weapons Guns|Weapons_Guns.xml Explained]]&lt;br /&gt;
# (Alpha 17) [[Modding Tutorials/PatchOperations|PatchOperations]], replace specific xml elements of core files while keeping the rest untampered&lt;br /&gt;
&lt;br /&gt;
===C# tutorials===&lt;br /&gt;
# [[Modding_Tutorials/Setting up a solution|Setting up]]&lt;br /&gt;
# [[Modding_Tutorials/Decompiling source code|Decompiling Source Code]]&lt;br /&gt;
# [[Modding_Tutorials/Writing custom code|Writing Custom Code]]&lt;br /&gt;
# [[Modding_Tutorials/Def classes|Introduction to Def Classes]]&lt;br /&gt;
#* [[Modding_Tutorials/Modifying defs|Def Class Compatibility]]&lt;br /&gt;
# [[Modding_Tutorials/Compatibility_with_DLLs|Mod DLL Compatibility]]&lt;br /&gt;
#* [[Modding_Tutorials/Injection|C# Injection]]&lt;br /&gt;
# [[Modding_Tutorials/Distribution|Distribution]]&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
''Examples:''&lt;br /&gt;
* [[Modding Tutorials/Assembly Modding Example|Assembly Modding]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=47711</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=47711"/>
		<updated>2017-04-30T09:27:19Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Another attempt at fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|&amp;lt;!--&lt;br /&gt;
--&amp;gt; animal = c_08 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; plant = c_14 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; weapon = c_06 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; area = c_11 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; structure = c_02 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; production = c_25 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; security = c_10 |&amp;lt;!--&lt;br /&gt;
--&amp;gt; furniture = c_01 |&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}} {{#if:{{{2|}}}|{{{2}}}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{{name|{{BASEPAGENAME}}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{{name|{{BASEPAGENAME}}}}}&amp;quot;&amp;gt;{{#if:{{{image|}}}|[[File:{{{image|}}}|{{{imagesize|}}}|link={{{name|{{BASEPAGENAME}}}}}|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]|[[File:{{{name|{{BASEPAGENAME}}}}}.png|link=|{{#if:{{{3}}}|{{!}}{{{3|}}}}}]]}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}&amp;lt;/p&amp;gt;{{#set:Image = [[File:{{{image|{{PAGENAME}}.png}}}]]}}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
{{#if:{{{name|{{BASEPAGENAME}}}}}|{{#set:Name = {{{name|{{BASEPAGENAME}}}}} }}}}&lt;br /&gt;
&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&amp;amp;#32;&amp;amp;ndash;&amp;amp;#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{{placeable|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{{rotatable|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}}| {{#if:{{{4}}}|{{#set:Size = {{{size|}}}&amp;amp;nbsp;ˣ&amp;amp;nbsp;{{{4|}}} }}|{{#set:Size = {{{size}}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#show: {{PAGENAME}} |?Size |link=none}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{{efficiency|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{{work to make|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{{marketvalue|}}}&amp;amp;nbsp;{{Icon Small|silver}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:[[Beauty Base::{{{beauty|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{#expr:{{{flammability|}}}*100}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Apparel--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{{insulationcold|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{{insulationheat|}}}&amp;amp;deg;C}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorelectric|}}}|{{#set:Armor - Electric = {{{armorelectric|}}} }}&lt;br /&gt;
;Armor - Electric&lt;br /&gt;
:{{{armorelectric|}}}%}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{walkSpeed|}}}|{{#set:Move Speed Base = {{{walkSpeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{walkSpeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{speed|}}}|{{#set:Move Speed Base = {{{speed|}}} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{speed|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/4}}}}} }}&lt;br /&gt;
;Mass - Young&lt;br /&gt;
:{{{massyoung|{{#expr:{{{massadult}}}/4}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massjuvenlie|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{{massjuvenlie|{{#expr:{{{massadult}}}/2}}}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{{massadult|}}}kg}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|&lt;br /&gt;
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Type = {{{attack1type|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Part = {{{attack1part|}}} }}&lt;br /&gt;
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{{attack1part|Body part?}}}&amp;lt;br&amp;gt;{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack1cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack1stun|0}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|&lt;br /&gt;
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Type = {{{attack2type|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Part = {{{attack2part|}}} }}&lt;br /&gt;
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{{attack2part|Body part?}}}&amp;lt;br&amp;gt;{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack2cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack2stun|0}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Type = {{{attack3type|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Part = {{{attack3part|}}} }}&lt;br /&gt;
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{{attack3part|Body part?}}}&amp;lt;br&amp;gt;{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack3cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack3stun|0}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Type = {{{attack4type|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Part = {{{attack4part|}}} }}&lt;br /&gt;
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}&lt;br /&gt;
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{{attack4part|Body part?}}}&amp;lt;br&amp;gt;{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})&amp;lt;br&amp;gt;{{ticks|{{{attack4cool|0}}}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}&amp;lt;br&amp;gt;Stun for {{ticks|{{{attack4stun|0}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 round 2}} }}|&lt;br /&gt;
  {{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
    {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} round 2}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}}|1|&lt;br /&gt;
;Average DPS&lt;br /&gt;
:{{#var: MobAverageDPS}}&lt;br /&gt;
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals |&lt;br /&gt;
  {{#if: {{{meatname|}}}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{meatname|}}}}}{{#set: Meat Name = {{{meatname|}}} }}|&lt;br /&gt;
    {{#vardefine: MeatName | {{{name|{{BASEPAGENAME}}}}} meat}}{{#set: Meat Name = {{{name|{{BASEPAGENAME}}}}} meat}} }}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}}|&lt;br /&gt;
  {{#set: Body Size = {{{bodysize|}}} }}&lt;br /&gt;
  &amp;lt;!-- This section only for when meat yield is overridden in the XML def --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- As of A14, only Thrumbo, Scyther and Centipede should have this param specified --&amp;gt;&lt;br /&gt;
  {{#if: {{{meatyield|}}}|&lt;br /&gt;
    {{#set: Meat Yield = {{{meatyield|}}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{{meatyield|}}} [[{{lc:{{#var: MeatName}}}}|{{lc:{{#var: MeatName}}}}]]|&lt;br /&gt;
  &amp;lt;!-- Section end --&amp;gt;&lt;br /&gt;
    {{#vardefine: MeatYield | {{#expr: 104 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Meat Yield = {{#var: MeatYield}} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var: MeatYield}}}}  [[{{lc:{{#var: MeatName}}}}|{{lc:{{#var: MeatName}}}}]]&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var: CarryingCapacity}}&lt;br /&gt;
  {{#if: {{{leathername|}}}|&lt;br /&gt;
    {{#vardefine: LeatherYield | {{#expr: 20 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
    {{#set: Leather Yield = {{#var: LeatherYield}} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var: LeatherYield}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}&lt;br /&gt;
:{{#expr: {{{manhunter|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}&lt;br /&gt;
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}&lt;br /&gt;
:{{#expr: {{{manhuntertame|}}} * 100}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}&lt;br /&gt;
;Hunger Rate&lt;br /&gt;
:{{{hungerrate|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}}|{{#set:Diet = {{{diet|}}} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{{trainable|}}}&lt;br /&gt;
{{#switch: {{{trainable|}}}&lt;br /&gt;
| none = {{#set: Can Train Obedience = no |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| simple = {{#set: Can Train Obedience = yes |Can Train Release = no |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| intermediate = {{#set: Can Train Obedience = yes |Can Train Release = yes |Can Train Rescue = no |Can Train Haul = no}}&lt;br /&gt;
| advanced = {{#set: Can Train Obedience = yes |Can Train Release = yes}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} &amp;gt;= 0.41|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{handleskill|}}}|{{#set:Minimum Handling Skill = {{{handleskill|}}} }}&lt;br /&gt;
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}&lt;br /&gt;
:{{{handleskill|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}&lt;br /&gt;
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}&lt;br /&gt;
:{{#expr: {{{wildness|}}} * 100 round0}}%}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}&lt;br /&gt;
;Milk Amount&lt;br /&gt;
:{{{milk|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}&lt;br /&gt;
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#set: Wool Amount = {{{wool|}}}}}&lt;br /&gt;
  {{#if: {{{woolname|}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{woolname|}}}}}{{#set: Wool Name = {{{woolname|}}}}}|&lt;br /&gt;
    {{#vardefine: WoolName | {{{name|{{BASEPAGENAME}}}}} wool}}{{#set: Wool Name = {{{name|{{BASEPAGENAME}}}}} wool}}&lt;br /&gt;
  }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}&lt;br /&gt;
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}&lt;br /&gt;
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{#show: {{PAGENAME}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{PAGENAME}}|?Eggs Per Clutch Maximum|link=none}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}&lt;br /&gt;
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
| N/A = :N/A&lt;br /&gt;
| 1 = :{{{gestation|}}} day&lt;br /&gt;
| #default = :{{{gestation|}}} days&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}&lt;br /&gt;
;Maturity Age&lt;br /&gt;
:{{{maturityage|}}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Plants--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{growth time|}}} day(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}}|&lt;br /&gt;
;Food Yield&lt;br /&gt;
:{{{yield|}}} [[food|food]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wood|}}}|&lt;br /&gt;
;Wood Yield&lt;br /&gt;
:{{{wood|}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}}W}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build|}}}|{{#set:Work To Build = {{{work to build|}}} }}&lt;br /&gt;
;Work To Build&lt;br /&gt;
:{{{work to build|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{material amount|}}}{{{material name|}}}|{{#set:Material Amount = {{{material amount|}}} }}  {{#set:Material Name= {{{material name|}}} }}&lt;br /&gt;
;Materials &lt;br /&gt;
:{{icon|{{lc:{{{material name|buildingmat}}}}}|{{{material amount|}}}|16&lt;br /&gt;
}}{{#if: {{{material 2 amount|}}}{{{material 2 name|}}}|&lt;br /&gt;
  {{#set:Material 2 Amount = {{{material 2 amount|}}} }}  {{#set:Material 2 Name= {{{material 2 name|}}} }}&lt;br /&gt;
   + {{icon|{{lc:{{{material 2 name|component}}}}}|{{{material 2 amount|}}}|16&lt;br /&gt;
  }} {{#if: {{{material 3 amount|}}}{{{material 3 name|}}}|&lt;br /&gt;
    {{#set:Material 3 Amount = {{{material 3 amount|}}} }}    {{#set:Material 3 Name= {{{material 3 name|}}} }}&lt;br /&gt;
     + {{icon|{{lc:{{{material 3 name|component}}}}}|{{{material 3 amount|}}}|16&lt;br /&gt;
    }} {{#if: {{{material 4 amount|}}}{{{material 4 name|}}}|&lt;br /&gt;
      {{#set:Material 4 Amount = {{{material 4 amount|}}} }}      {{#set:Material 4 Name= {{{material 4 name|}}} }}&lt;br /&gt;
       + {{icon|{{lc:{{{material 4 name|component}}}}}|{{{material 4 amount|}}}|16&lt;br /&gt;
      }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Furniture--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort |}}}|{{#set:Comfort = {{{comfort |}}} }}&lt;br /&gt;
;Comfort &lt;br /&gt;
:{{{comfort |}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover effectiveness|}}}|{{#set:Cover Effectiveness= {{{cover effectiveness|}}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{{cover effectiveness|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Weapons--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} }}&lt;br /&gt;
;Class&lt;br /&gt;
:[[{{{class|}}}]]}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}}|&lt;br /&gt;
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}|{{#set:Damage Type = Sharp }} }}&lt;br /&gt;
;Dmg Type&lt;br /&gt;
:{{{damage type|Sharp }}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property--&amp;gt;&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |&lt;br /&gt;
{{#set:Melee Damage Base = {{{damage|}}}&lt;br /&gt;
|Melee Warmup = {{{warmup|}}}&lt;br /&gt;
|Melee Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
{{#set:Damage Base = {{{damage|}}}&lt;br /&gt;
|Aiming Time Base = {{{warmup|}}}&lt;br /&gt;
|Ranged Cooldown Base = {{{cooldown|}}}&lt;br /&gt;
|Weapons/Row/Ranged/NoInclude=False&lt;br /&gt;
}} }} |}}&lt;br /&gt;
&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}}|&lt;br /&gt;
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}&lt;br /&gt;
:{{ticks|{{{warmup|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}}|&lt;br /&gt;
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}&lt;br /&gt;
:{{ticks|{{{cooldown|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}}|&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}}|&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}    &lt;br /&gt;
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }}   &lt;br /&gt;
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}       &lt;br /&gt;
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}&lt;br /&gt;
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
;Average Acc.&lt;br /&gt;
:{{ #expr: (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/4) round2 }}%&lt;br /&gt;
}}     &lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}&lt;br /&gt;
;{{H:title|link=no|Time between shots|Burst Ticks}}&lt;br /&gt;
:{{ticks|{{{burstTicks|}}}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}&lt;br /&gt;
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}&lt;br /&gt;
:{{{missRadius|}}} tile(s)}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}}|&lt;br /&gt;
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}&lt;br /&gt;
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round2 }})}}}}}}}}&lt;br /&gt;
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}&lt;br /&gt;
{{#set:Avarage DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * (({{{accuracyTouch|}}} + {{{accuracyShort|}}} + {{{accuracyMedium|}}} + {{{accuracyLong|}}} )/400)) round 2 }}}}}}}}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{buy|}}}|&lt;br /&gt;
;Buy&lt;br /&gt;
:{{{buy|}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{sell|}}}|&lt;br /&gt;
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |{{#set:Sell = {{{sell|}}} }} }}}}&lt;br /&gt;
;Sell &lt;br /&gt;
:{{{sell|}}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/dl&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&lt;br /&gt;
[[Category:Template Infobox]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&amp;diff=47552</id>
		<title>Modding Tutorials/Setting up a solution</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Setting_up_a_solution&amp;diff=47552"/>
		<updated>2017-04-26T11:44:24Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Tutorial for VS Community&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BackToTutorials}}&lt;br /&gt;
{{Credit|[[User:Alistaire|Alistaire]]}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this tutorial you will learn how to set up a solution, along with instructions on setting the output directory and files for more convenient building right into the Assemblies folder.&lt;br /&gt;
&lt;br /&gt;
=Requirements=&lt;br /&gt;
&lt;br /&gt;
* This tutorial requires you to have [[Modding_Tutorials/Mod_folder_structure#The Source and Assemblies folders|set up a Source and Assemblies folder]].&lt;br /&gt;
* You will want to have an IDE installed: [[Modding Tutorials/Recommended software#IDE's|Recommended IDE's]].&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Setting up a solution=&lt;br /&gt;
Setting up can be different for different IDE's. Feel free to add '''''complete''''' instructions for your IDE of choice.&lt;br /&gt;
&lt;br /&gt;
===Visual Studio Community 2017===&lt;br /&gt;
'NOTE: Visual Studio 2017 is a rather heavy application (2-3 GB for basic functionality) but has a bit more functionality, like the ability to compile C# 7.0, unlike SharpDevelop (As of Apr 26, 2017) Only Install if your computer can handle it! The tutorial is similar for Visual Studio 2015.'&lt;br /&gt;
# Create a new class library project&lt;br /&gt;
## Once loaded, go to File -&amp;gt; New -&amp;gt; Project...&lt;br /&gt;
## Go to Templates -&amp;gt; Visual C# -&amp;gt; Class Library (.NET Framework if applicable)&lt;br /&gt;
## Enter your name and solution name in the lower pane.&lt;br /&gt;
## Choose a location, preferably:&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;(RimWorldInstallFolder)/Mods/(YourModName)/Source&amp;lt;/pre&amp;gt;&lt;br /&gt;
## ''Optional'': Untick &amp;quot;Create directory for solution&amp;quot;&lt;br /&gt;
# In your project, set target framework and various other porperties&lt;br /&gt;
## In your Solution Explorer, right click your project -&amp;gt; Properties&lt;br /&gt;
## Once in your properties, select Application -&amp;gt; Set Target Framework to .NET Framework 3.5 (No client profile)&lt;br /&gt;
## ''Optional'': Change your Assembly and Namespace names to anything of your choice&lt;br /&gt;
## Go to Build -&amp;gt; Advanced... -&amp;gt; Debugging information and set it to none&lt;br /&gt;
## Leave Advanced..., and set the Output Path to &amp;quot;..\..\Assemblies\&amp;quot; (The Assemblies folder in your mod folder)&lt;br /&gt;
# Add references to RimWorld code&lt;br /&gt;
## Expand your project. Then right click &amp;quot;References&amp;quot; -&amp;gt; Add Reference...&lt;br /&gt;
## Click Browse...&lt;br /&gt;
## Navigate towards &amp;lt;pre&amp;gt;RimWorld******/RimWorld******_Data/Managed&amp;lt;/pre&amp;gt; and select files: &amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;Assembly-CSharp.dll&amp;amp;#10;UnityEngine.dll&amp;lt;/pre&amp;gt;&lt;br /&gt;
## Click &amp;quot;Add&amp;quot;&lt;br /&gt;
## Right click on both Assembly-CSharp.dll and UnityEngine.dll and set Copy Local to False (Properties pane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sharpdevelop===&lt;br /&gt;
# Create a new class library project in your [[Modding Tutorials/Recommended software#IDE.27s|IDE of choice]];&lt;br /&gt;
## Go to File -&amp;gt; New -&amp;gt; Solution;&lt;br /&gt;
## Go to C# or .NET -&amp;gt; Library or Class Library (NOT portable);&lt;br /&gt;
## Enter a project name (solution name automatically updated);&lt;br /&gt;
## Choose a location, preferably:&amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;(RimWorldInstallFolder)/Mods/(YourModName)/Source&amp;lt;/pre&amp;gt;&lt;br /&gt;
## ''Optional'': Untick &amp;quot;Create a directory for solution&amp;quot;/&amp;quot;Create a project within the solution directory&amp;quot;,&lt;br /&gt;
# In your project, add references to Assembly-CSharp.dll and UnityEngine.dll:&lt;br /&gt;
## In your IDE project file browser, right-click the &amp;quot;References&amp;quot; folder and &amp;quot;Add reference&amp;quot;;&lt;br /&gt;
## Choose the &amp;quot;.NET Assembly Browser&amp;quot; tab and &amp;quot;Browse...&amp;quot;;&lt;br /&gt;
## Navigate towards &amp;lt;pre&amp;gt;RimWorld******/RimWorld******_Data/Managed&amp;lt;/pre&amp;gt; and select files: &amp;lt;br/&amp;gt;&amp;lt;pre&amp;gt;Assembly-CSharp.dll&amp;amp;#10;UnityEngine.dll&amp;lt;/pre&amp;gt;&lt;br /&gt;
## Click &amp;quot;Open&amp;quot; then &amp;quot;OK&amp;quot;;&lt;br /&gt;
## In the References folder, right-click Assembly-CSharp -&amp;gt; Properties and change &amp;quot;Local copy&amp;quot; to False. Do the same for UnityEngine,&lt;br /&gt;
# In your project properties, change the target framework to .NET 3.5:&lt;br /&gt;
## In your IDE project file browser, right-click &amp;quot;(YourSolutionName)&amp;quot;;&lt;br /&gt;
## Choose Properties;&lt;br /&gt;
## Go to the &amp;quot;Compiling&amp;quot; tab, &amp;quot;Output&amp;quot;, &amp;quot;Target framework&amp;quot;, &amp;quot;Change&amp;quot; and choose &amp;quot;.NET Framework 3.5&amp;quot;,&lt;br /&gt;
# In your project properties, change the build events so only a single file is built:&lt;br /&gt;
## Go to the &amp;quot;Compiling&amp;quot; tab, &amp;quot;Output&amp;quot;, &amp;quot;Debug info&amp;quot; and choose &amp;quot;No debug information&amp;quot;;&lt;br /&gt;
## Right-click your .cs files -&amp;gt; Properties and change &amp;quot;Copy to output&amp;quot; (If you haven't resized the properties bar, this will be truncated to &amp;quot;Copy to out&amp;quot;) to Never,&lt;br /&gt;
# In your project properties, fix the output location to put the DLL in the Assemblies folder:&lt;br /&gt;
## Go to the &amp;quot;Compiling&amp;quot; tab, &amp;quot;Output&amp;quot;, &amp;quot;Output path&amp;quot; and change the output path to &amp;quot;..\..\Assemblies\&amp;quot;.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Xamarin===&lt;br /&gt;
The setup is similar as the one above. A few special points to address:&lt;br /&gt;
# Mono 4.X isn't backward compatible so you may need to install an older 3.X version of Mono in order to compile against .NET3.5 dlls.&lt;br /&gt;
# Make sure you uncheck &amp;quot;Use MSBuild build engine (recommended for this project type)&amp;quot; under project &amp;gt; options &amp;gt; build &amp;gt; general&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Modding Tutorials/Writing custom code|Writing custom code]] continues on setting up your solution.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding tutorials]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Zesty/A_template_for_outdated_items%3F&amp;diff=45109</id>
		<title>User talk:Zesty/A template for outdated items?</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Zesty/A_template_for_outdated_items%3F&amp;diff=45109"/>
		<updated>2017-01-25T11:11:53Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: I'm stupid. That exists already.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;Instead of deleting pages about outdated things in the game, why not just add some template like &amp;quot;Template:Outdated&amp;quot; to it?&lt;br /&gt;
&lt;br /&gt;
Or does that exist already?&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm stupid.&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Zesty/A_template_for_outdated_items%3F&amp;diff=45108</id>
		<title>User talk:Zesty/A template for outdated items?</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Zesty/A_template_for_outdated_items%3F&amp;diff=45108"/>
		<updated>2017-01-25T11:10:27Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: New thread: A template for outdated items?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deleting pages about outdated things in the game, why not just add some template like &amp;quot;Template:Outdated&amp;quot; to it?&lt;br /&gt;
&lt;br /&gt;
Or does that exist already?&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flake&amp;diff=45065</id>
		<title>Flake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flake&amp;diff=45065"/>
		<updated>2017-01-23T05:29:06Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: False info. Yayo is crack. ^_^&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;''Main Article: [[Flake]]''&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Flake&lt;br /&gt;
| description = A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Flake&lt;br /&gt;
| label = Flake&lt;br /&gt;
| market value base = 15&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 5&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 20&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.70&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset =&lt;br /&gt;
| pain factor =  0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.20&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset =&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.}}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#show: Flake | ?addictiveness | link=none }}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Flake | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Flake | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Flake | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Flake | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Flake | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Flake | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || +33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gameplay Overview===&lt;br /&gt;
Flake is a drug that can be manufactured at a [[Drug lab|Drug Lab]] using 7 [[Psychoid leaves|Psychoid Leaves]]. Flake is the cheaper, but also less powerful cousin of [[Yayo]], along with a significantly higher addiction rate alongside that, making this drug somewhat impractical for use because of its lowered potency and exceptional addictiveness. &lt;br /&gt;
&lt;br /&gt;
However, it is a notably better drug to sell than Yayo because of the return per psychoid leaves: Yayo has a market value of 22 [[Silver|silver]] for the cost of 14 psychoid leaves, whereas Flake has a market value of 15 silver, but only for 7 psychoid leaves. This means that if you manufacture and sell Flake; you'll get a roughly 36.4% better return of silver compared to if you were to manufacture and sell Yayo instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Templates&amp;diff=44929</id>
		<title>Help:Templates</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Templates&amp;diff=44929"/>
		<updated>2017-01-18T08:42:01Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''MediaWiki Help article: [https://www.mediawiki.org/wiki/Help:Templates Help:Templates]''&lt;br /&gt;
==Using Templates==&lt;br /&gt;
===Summary===&lt;br /&gt;
Templates are to improve wiki efficiency by allowing editors to write less on pages by transcluding these preset templates. For example, if you type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Stub}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; this shows on the page:&lt;br /&gt;
&lt;br /&gt;
{{rwbox|nocat=true|type=notice|text=''This is a '''[[:Category:Page Stub|Stub]]''' page. You can help {{SITENAME}} by '''[{{fullurl:{{#titleparts:{{FULLPAGENAME}}|1}}|action=edit}} expanding it]'''.}}&lt;br /&gt;
&lt;br /&gt;
In a nutshell, templates save up space and create consistency.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
Some templates take parameters. For instance, [[Template:Asof]] takes a value from A1 to the current alpha version.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Asof|A16}} luciferium can heal scars.&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Result:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Asof|A16}} luciferium can heal scars.&lt;br /&gt;
&lt;br /&gt;
Templates like [[Template:Impressive]] take special parameters. The way to use them is to type the pipe (|) symbol, followed by the parameter name, an equals (=) sign, and then the value.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Impressive&lt;br /&gt;
|title=Demo&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Result:'''&lt;br /&gt;
{{rwbox|nocat=true|type=notice|text=''This is an '''[[:Category:Impressive|Impressive]]''' page, and is giving a &amp;lt;span style=color:green&amp;gt;+3&amp;lt;/span&amp;gt; positive [[thoughts#Rec Room|thought]] to all [[colonist|colonists]] viewing this page. Please consider leaving the page as is, or decorating this page with [[sculptures]]. The impressiveness of this page at the moment is &amp;lt;b style=&amp;quot;color:green&amp;quot;&amp;gt;{{#expr:({{#time:s}}/4+95)round 0}}&amp;lt;/b&amp;gt;. It has also been deemed the title: '''Demo'''. }}&lt;br /&gt;
&lt;br /&gt;
==Creating a template==&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Templates&amp;diff=44928</id>
		<title>Help:Templates</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Templates&amp;diff=44928"/>
		<updated>2017-01-18T08:41:30Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''MediaWiki Help article: [https://www.mediawiki.org/wiki/Help:Templates Help:Templates]''&lt;br /&gt;
==Using Templates==&lt;br /&gt;
===Summary===&lt;br /&gt;
Templates are to improve wiki efficiency by allowing editors to write less on pages by transcluding these preset templates. For example, if you type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Stub}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; this shows on the page:&lt;br /&gt;
&lt;br /&gt;
{{rwbox|nocat=true|type=notice|text=''This is a '''[[:Category:Page Stub|Stub]]''' page. You can help {{SITENAME}} by '''[{{fullurl:{{#titleparts:{{FULLPAGENAME}}|1}}|action=edit}} expanding it]'''.}}&lt;br /&gt;
&lt;br /&gt;
In a nutshell, templates save up space and create consistency.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
Some templates take parameters. For instance, [[Template:Asof]] takes a value from A1 to the current alpha version.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Asof|A16}} luciferium can heal scars.&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Result:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Asof|A16}} luciferium can heal scars.&lt;br /&gt;
&lt;br /&gt;
Templates like [[Template:Impressive]] take special parameters. The way to use them is to type the pipe (|) symbol, followed by the parameter name an equals (=) sign, and then the value.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Impressive&lt;br /&gt;
|title=Demo&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Result:'''&lt;br /&gt;
{{rwbox|nocat=true|type=notice|text=''This is an '''[[:Category:Impressive|Impressive]]''' page, and is giving a &amp;lt;span style=color:green&amp;gt;+3&amp;lt;/span&amp;gt; positive [[thoughts#Rec Room|thought]] to all [[colonist|colonists]] viewing this page. Please consider leaving the page as is, or decorating this page with [[sculptures]]. The impressiveness of this page at the moment is &amp;lt;b style=&amp;quot;color:green&amp;quot;&amp;gt;{{#expr:({{#time:s}}/4+95)round 0}}&amp;lt;/b&amp;gt;. It has also been deemed the title: '''Demo'''. }}&lt;br /&gt;
&lt;br /&gt;
==Creating a template==&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Templates&amp;diff=44927</id>
		<title>Help:Templates</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Templates&amp;diff=44927"/>
		<updated>2017-01-18T08:31:15Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Another help page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''MediaWiki Help article: [https://www.mediawiki.org/wiki/Help:Templates Help:Templates]''&lt;br /&gt;
==Using Templates==&lt;br /&gt;
===Summary===&lt;br /&gt;
Templates are to improve wiki efficiency by allowing editors to write less on pages by transcluding these preset templates. For example, if you type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{Stub}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; this shows on the page:&lt;br /&gt;
&lt;br /&gt;
{{rwbox|nocat=true|type=notice|text=''This is a '''[[:Category:Page Stub|Stub]]''' page. You can help {{SITENAME}} by '''[{{fullurl:{{#titleparts:{{FULLPAGENAME}}|1}}|action=edit}} expanding it]'''.}}&lt;br /&gt;
&lt;br /&gt;
In a nutshell, templates save up space and create consistency.&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
Some templates take parameters. For instance, [[Template:Asof]] takes a value from A1 to the current alpha version.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Asof|A16}} luciferium can heal scars.&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Result:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Asof|A16}} luciferium can heal scars.&lt;br /&gt;
&lt;br /&gt;
Templates like [[Template:Rewrite]] take special parameters. The way to use them is to type the pipe (|) symbol, followed by the parameter name, and then the value.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Example:'''&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Impressive&lt;br /&gt;
|title=Demo&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
'''Result:'''&lt;br /&gt;
{{rwbox|nocat=true|type=notice|text=''This is an '''[[:Category:Impressive|Impressive]]''' page, and is giving a &amp;lt;span style=color:green&amp;gt;+3&amp;lt;/span&amp;gt; positive [[thoughts#Rec Room|thought]] to all [[colonist|colonists]] viewing this page. Please consider leaving the page as is, or decorating this page with [[sculptures]]. The impressiveness of this page at the moment is &amp;lt;b style=&amp;quot;color:green&amp;quot;&amp;gt;{{#expr:({{#time:s}}/4+95)round 0}}&amp;lt;/b&amp;gt;. It has also been deemed the title: '''Demo'''. }}&lt;br /&gt;
&lt;br /&gt;
==Creating a template==&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
===Parameters===&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Spdskatr&amp;diff=44912</id>
		<title>User:Spdskatr</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Spdskatr&amp;diff=44912"/>
		<updated>2017-01-17T11:05:22Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Updated checklist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fmbox |type=warning |text = &amp;lt;nowiki&amp;gt;&amp;lt;!-- {{Impressive |title=Visionary}} --&amp;gt;&amp;lt;/nowiki&amp;gt;'''Be humble, little one.'''|image=none}}&lt;br /&gt;
==Inside the code==&lt;br /&gt;
Participate! Files can be found in your steam library &amp;amp;rarr; common &amp;amp;rarr; RimWorld &amp;amp;rarr; Mods &amp;amp;rarr; Core &amp;amp;rarr; Defs&lt;br /&gt;
&lt;br /&gt;
'''Mass ThingDefs:'''&lt;br /&gt;
*Buildings&lt;br /&gt;
**Finished: ALL&lt;br /&gt;
*Items&lt;br /&gt;
**Finished: ALL&lt;br /&gt;
*Misc&lt;br /&gt;
**Finished: ALL BUT some headgear and power armor (No page)&lt;br /&gt;
*Plants&lt;br /&gt;
**Finished: ALL(Plants don't have mass) (What?)&lt;br /&gt;
*Races&lt;br /&gt;
**Finished: ALL&lt;br /&gt;
&lt;br /&gt;
==Light reading for when reading a wiki is very boring and this is an impressive heading because I want to attract your attention have fun in the little section that I wrote :) XD==&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
&amp;lt;div style=text-align:center&amp;gt;&amp;lt;b style=&amp;quot;font-size:2em&amp;quot;&amp;gt;How does [[Template:RNG]] work?&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: The template is useless for anything proper on the wiki. However feel free to use for shenenigans like [[Template:Impressive]].&lt;br /&gt;
&lt;br /&gt;
Technically, the template does not generate ''truly'' random numbers, just numbers random enough so that you won't be able to tell that it is ordered. It works by exploiting the special property of square numbers, such that the last digit can be easily predicted, but the middle digits are statistically random for high values. Therefore, my RNG works by chopping off the last digit of a continuously changing square number (created by the magic word &amp;lt;nowiki&amp;gt;{{REVISIONTIMESTAMP}}&amp;lt;/nowiki&amp;gt;), and then mashing the numbers around so the different seeds are unlike, until finally using modulo(&amp;lt;code&amp;gt;mod&amp;lt;/code&amp;gt;) to truncate the number within the limits specified. &lt;br /&gt;
&lt;br /&gt;
This does mean that if you type limit=10000... you may find yourself disappointed at the randomness of your generated number. I will include a warning for any number greater than 1 000 000, as randomness may break down after that level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size:1.5em&amp;quot;&amp;gt;Example&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting number: 621&lt;br /&gt;
&lt;br /&gt;
Step 1. Square it: 385 641&lt;br /&gt;
&lt;br /&gt;
Step 2. Chop it up: 38 564&lt;br /&gt;
&lt;br /&gt;
Step 3. Multiply it by plasteel and add xerigium: 20 439 704&lt;br /&gt;
&lt;br /&gt;
Step 4. Repeat step 3: 1 083 305 043&lt;br /&gt;
&lt;br /&gt;
Step 5. Number from 1 to 100: 43&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size:1.5em&amp;quot;&amp;gt;Discussion&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming soon... Here are a few dot points.&lt;br /&gt;
&lt;br /&gt;
*Limits of MediaWiki language&lt;br /&gt;
**Strings and length&lt;br /&gt;
**Arrays&lt;br /&gt;
**Digital roots&lt;br /&gt;
*Advantages of MediaWiki language&lt;br /&gt;
**Simplicity&lt;br /&gt;
**Similarity to HTML&lt;br /&gt;
*Own limitations&lt;br /&gt;
**PHP coding &amp;amp; super admin privileges&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tribalwear&amp;diff=44910</id>
		<title>Tribalwear</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tribalwear&amp;diff=44910"/>
		<updated>2017-01-17T11:01:02Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Tribalwear&lt;br /&gt;
|image = Tribalwear.png|Tribalwear&lt;br /&gt;
|description = &amp;quot;A garment crafted without machines using neolithic tools.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|35}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 54&lt;br /&gt;
|marketvalue  = 82.8&lt;br /&gt;
|insulationcold = 10&lt;br /&gt;
|mass = 0.4&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Tribalwear is the only neolithic garment in RimWorld, and covers the torso, neck, and legs. Tribalwear is also the cheapest garment to craft (other than headwear), requiring a measly 35 resources to make - making tribalwear the official budget solution to remove 'Naked' thoughts on both genders of colonist. Tribalwear can either be crafted, or stripped from Tribal raiders.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a neolithic garment, tribalwear can be constructed at a [[Crafting spot|crafting spot]], or [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|bench]] - the former option not requiring any research whatsoever. A piece of tribalwear requires 35 of any textile, and 54 seconds of work (3,200 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;
Tribalwear insulates better than a set of [[Pants|pants]] combined with a [[Button-down Shirt|button-down shirt]] (10 Degrees Celsius vs. 7), but tribalwear offers absolutely no protection unless made from a material which offsets protection (e.g. [[Devilstrand]]). Additionally; [[Armor Vest|armoured vests]] can't be worn on top of tribalwear, as tribalwear occupies the on-skin and middle slots for apparel. Therefore Tribalwear should only really be made early-game when you start getting new colonists (which may not be sufficiently clothed), and when you typically won't have many textiles in storage yet - or when in crisis where you desperately need new clothes and there are no other alternatives (extreme case).&lt;br /&gt;
&lt;br /&gt;
====Prisoner Clothing====&lt;br /&gt;
Tribalwear is ideal for prisoners though as it offers essential bodily coverage, it's cheap, and also offers no protection: making prison breaks easier to deal with as prisoners can be downed easier (especially important through mid-late game when enemies frequently spawn with armoured vests). You can force prisoners to wear tribalwear by stripping them before capturing, and then ensuring there's a higher priority stockpile specifically for Tribalwear in their cell/barracks.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good some normal quality Tribalwear is at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Warm|10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Parka&amp;diff=44909</id>
		<title>Parka</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Parka&amp;diff=44909"/>
		<updated>2017-01-17T11:00:22Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Parka&lt;br /&gt;
|image = Parka.png|Parka&lt;br /&gt;
|description = &amp;quot;A thick parka for staying warm even in the coldest of temperatures.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|120}}&lt;br /&gt;
|hp = 140&lt;br /&gt;
|work to make = 334&lt;br /&gt;
|marketvalue  = 320&lt;br /&gt;
|insulationheat = -3&lt;br /&gt;
|insulationcold = 40&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|armorheat = 3&lt;br /&gt;
|mass = 3.8&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Parkas are large, thick jackets which are used to protect one from the bitter coldness of Boreal Forests, freezing Tundras, and perilous Ice Sheets. They insulate exceptionally well, protecting the wearer from an additional -40 Celsius as to what they'd handle without any coat - but the wearer will also be less able to cope with higher temperatures (especially with wool parkas), reducing their maximum comfortable temperature by 3 Celsius too. Due to their size, parkas also hinder their wearers by reducing their movement speed by 0.05 c/s, and reducing their overall global workspeed by 20%. &lt;br /&gt;
&lt;br /&gt;
Parkas can be purchased from traders, crafted, or stripped from Outlanders, Pirates, or Tribals - this being the only garment that can be found worn by all existing human factions. When starting a tribal faction, there's a chance one of your starting tribespeople will spawn with a cloth parka equipped.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Parkas can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. A parka requires 120 of any textile, and 334 seconds of work (20,000 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;
Although Parkas are the most insulating garment in the game (with the exception of [[Power Armor|power armour]]), they bring about a slight movement speed penalty, and a considerable reduction to global work speed. Although these penalties aren't a deal-breaker, it's typically advisable to have parkas early-game in colder biomes (until you can access wool and make woolen [[Jacket|jackets]] or [[Duster|dusters]] instead) - however, Parkas are typically influential in surviving those frozen ice sheets, tundras, and even exceptional boreal forests. &lt;br /&gt;
&lt;br /&gt;
Parkas also offer the least amount of damage protection out of the 3 available coats.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good a normal quality Parka is at insulating when made from various materials...&lt;br /&gt;
{{Tag/Keeps Warm    | 40 | 3 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Jacket&amp;diff=44908</id>
		<title>Jacket</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Jacket&amp;diff=44908"/>
		<updated>2017-01-17T10:59:34Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Jacket&lt;br /&gt;
|image = Jacket.png|Jacket&lt;br /&gt;
|description = &amp;quot;A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|70}}&lt;br /&gt;
|hp = 120&lt;br /&gt;
|work to make = 200&lt;br /&gt;
|marketvalue  = 188&lt;br /&gt;
|insulationcold = 15&lt;br /&gt;
|armorsharp  = 8&lt;br /&gt;
|armorheat = 3&lt;br /&gt;
|mass = 1.7&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Jackets are less insulating, but also lighter than the likes of [[Parka|Parkas]] and [[Duster|Dusters]] in the respect that they impose less of a movement speed penalty,  and don't hamper global work speed unlike parkas. They can be purchased (as with any other piece of apparel), crafted, or stripped from Outlanders and Pirates. Starting colonists may also spawn wearing a [[Synthread|synthread]] jacket.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Jackets can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. A jacket requires 70 of any textile, and 200 seconds of work (12,000 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, Jackets are essentially outer-layer garments on a budget; requiring fewer resources and less time than [[Duster|dusters]] or [[Parka|parkas]], but are overall less protective and insulating alongside. Therefore, it's more practical to have Dusters as they cover more body parts with a slight deficit in sharp protection, with the addition of thermal insulation. Parkas are somewhat situational as their optimal application is in harsher cold climates, whereas woollen jackets will suffice in milder climates - and (as previously mentioned:) jackets don't impose the same movement or global work speed penalties that parkas do.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good a normal quality Jacket is at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Warm|15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duster&amp;diff=44907</id>
		<title>Duster</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duster&amp;diff=44907"/>
		<updated>2017-01-17T10:58:58Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Duster&lt;br /&gt;
|image = Duster.png|Duster&lt;br /&gt;
|description = &amp;quot;A long duster coat for blocking the sun and grit of the desert.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|80}}&lt;br /&gt;
|hp = 160&lt;br /&gt;
|work to make = 367&lt;br /&gt;
|marketvalue  = 250&lt;br /&gt;
|insulationheat = 15&lt;br /&gt;
|insulationcold = 15&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 7&lt;br /&gt;
|armorheat = 7&lt;br /&gt;
|mass = 2.2&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Dusters are currently one of two available hot-weather garments available in the game - the other being the [[Cowboy Hat|cowboy hat]]. As [[Parka|Parkas]] are necessary to survive in very cold biomes; Dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are suspect to heat waves and the former can handily reach around - or even exceed 60 degrees Celsius at the peak of summer. Dusters can be purchased from traders, crafted, or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Dusters can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#Complex Clothing|complex clothing]] to be researched in order to be constructed. A duster requires 80 of any textile, and 367 seconds of work (22,000 ticks) to be created, assuming baseline global work speed and no enhancements or hindrances to [[Consciousness|consciousness]], [[Sight|sight]], or [[Manipulation|manipulation]].&lt;br /&gt;
&lt;br /&gt;
====Conclusion and Comparison====&lt;br /&gt;
Dusters are overall superior to Jackets in the respect that Dusters have the same base cold insulation, but also covers more body parts (torso, neck, shoulders, arms and legs), and also offers blunt protection - at the slight cost of sharp protection (7% vs 8%). A duster made out of any wool provides cold insulation on par with that of a standard parka, along with heat insulation, less of a movement penalty, and no penalty to overall global work speed.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good a normal quality Duster is at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Warm|15}}&lt;br /&gt;
{{tag/Keeps Cool|15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Button-down_shirt&amp;diff=44906</id>
		<title>Button-down shirt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Button-down_shirt&amp;diff=44906"/>
		<updated>2017-01-17T10:58:25Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Button-Down Shirt&lt;br /&gt;
|image = Button-Down_Shirt.png|Button-Down Shirt&lt;br /&gt;
|description = &amp;quot;A nice-looking collared shirt with buttons.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|55}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 125&lt;br /&gt;
|marketvalue  = 140&lt;br /&gt;
|insulationcold = 4&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass = 0.3&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
The button-down shirt is one of two available shirts, and superior to the [[T-shirt]] - at the slightly increased labour and material requirements. Button-down shirts can be purchased from traders, crafted, or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Button-down shirts can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#Complex Clothing|complex clothing]] to be researched in order to be constructed. A button-down shirt requires 55 of any textile, and 125 seconds of work (7,500 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;
As mentioned, button-down shirts are a direct upgrade to t-shirts: they insulate better, and they protect the torso, neck, shoulders, and arms - whereas t-shirts don't protect the arms. Although this may seem rudimentary, those little bonuses can go far when combined with other pieces of apparel, and when made from the right materials - and the cost increase to make a button-down shirt compared to a t-shirt is negligible, so there's hardly any reason not to go for button-down shirts for your colonists.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good a normal quality Button-Down Shirt is at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Warm|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=T-shirt&amp;diff=44905</id>
		<title>T-shirt</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=T-shirt&amp;diff=44905"/>
		<updated>2017-01-17T10:57:45Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = T-Shirt&lt;br /&gt;
|image = T-Shirt.png|T-Shirt&lt;br /&gt;
|description = &amp;quot;A simple T-shirt.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|50}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 84&lt;br /&gt;
|marketvalue  = 120&lt;br /&gt;
|insulationcold = 3&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass = 0.25&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
T-shirts are one of two available shirts available in RimWorld, and are inferior to the [[Button-down Shirt|button-down shirt]]. T-shirts can be purchased from traders, crafted, or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, t-shirts can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#Complex Clothing|complex clothing]] to be researched in order to be constructed. A t-shirt requires 50 of any textile, and 84 seconds of work (5,000 ticks) to be created, assuming baseline global work speed, [[Consciousness|consciousness]], [[Sight|sight]], or [[Manipulation|manipulation]].&lt;br /&gt;
&lt;br /&gt;
====Conclusion &amp;amp; Comparison====&lt;br /&gt;
T-shirts are overall not particularly useful in the game, as button-down shirts easily outplace t-shirts in terms of insulation and protection (more coverage). Although t-shirts are cheap to make, button-down shirts are barely more expensive and the only real difference is the moderate increase in labour, but this isn't significant enough to justify taking t-shirts over button-down shirts.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good a normal quality T-Shirt is at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Warm|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pants&amp;diff=44904</id>
		<title>Pants</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pants&amp;diff=44904"/>
		<updated>2017-01-17T10:57:11Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Pants&lt;br /&gt;
|image = Pants.png|Pants&lt;br /&gt;
|description = &amp;quot;A simple set of pants.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Clothing&lt;br /&gt;
|buy =  {{icon|cloth|50}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|work to make = 117&lt;br /&gt;
|marketvalue  = 128&lt;br /&gt;
|insulationcold = 3&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass = 0.5&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Pants are the one and only true form legwear in RimWorld - slightly protecting one's legs from wear and tear, insulating slightly, and contributing to protecting one's mind from the thought of being bare-skinned (to which this is all a male needs, but a female needs something to cover their upper-half). Pants can be purchased from traders, crafted, or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Pants can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. A pair of pants requires 50 of any textile, and 117 seconds of work (7,000 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;
Pants can't truly be compared to any other garment as they're the only in their class. The closest piece of apparel that comes to pants is [[Tribalwear|tribalwear]], which insulates slightly better (10 Celsius vs. 7 for Pants w/ [[Button-down Shirt|Button-Down Shirt]]). On that note; Tribalwear provides absolutely no protection (unless made from materials such as [[Devilstrand|devilstrand]]}, and [[Armor Vest|armoured vests]] can't be worn on top of it as Tribalwear occupies the on-skin and middle slots.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good some normal quality Pants are at insulating when made from various materials...&lt;br /&gt;
{{tag/Keeps Warm|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Spdskatr&amp;diff=44903</id>
		<title>User:Spdskatr</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Spdskatr&amp;diff=44903"/>
		<updated>2017-01-17T10:45:39Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Fmbox |type=warning |text = &amp;lt;nowiki&amp;gt;&amp;lt;!-- {{Impressive |title=Visionary}} --&amp;gt;&amp;lt;/nowiki&amp;gt;'''Be humble, little one.'''|image=none}}&lt;br /&gt;
==Inside the code==&lt;br /&gt;
Participate! Files can be found in your steam library &amp;amp;rarr; common &amp;amp;rarr; RimWorld &amp;amp;rarr; Mods &amp;amp;rarr; Core &amp;amp;rarr; Defs&lt;br /&gt;
&lt;br /&gt;
'''Mass ThingDefs:'''&lt;br /&gt;
*Buildings&lt;br /&gt;
**Finished: ALL&lt;br /&gt;
*Items&lt;br /&gt;
**Finished: ALL&lt;br /&gt;
*Misc&lt;br /&gt;
**Finished: '''Headgear category on hiatus - some items have no individual page.'''&lt;br /&gt;
*Plants&lt;br /&gt;
**Finished: ALL(Plants don't have mass) (What?)&lt;br /&gt;
*Races&lt;br /&gt;
**Finished: ALL&lt;br /&gt;
&lt;br /&gt;
==Behind the code==&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
&amp;lt;div style=text-align:center&amp;gt;&amp;lt;b style=&amp;quot;font-size:2em&amp;quot;&amp;gt;How does [[Template:RNG]] work?&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Technically, the template does not generate ''truly'' random numbers, just numbers random enough so that you won't be able to tell that it is ordered. It works by exploiting the special property of square numbers, such that the last digit can be easily predicted, but the middle digits are statistically random for high values. Therefore, my RNG works by chopping off the last digit of a continuously changing square number (created by the magic word &amp;lt;nowiki&amp;gt;{{REVISIONTIMESTAMP}}&amp;lt;/nowiki&amp;gt;), and then mashing the numbers around so the different seeds are unlike, until finally using modulo(&amp;lt;code&amp;gt;mod&amp;lt;/code&amp;gt;) to truncate the number within the limits specified. &lt;br /&gt;
&lt;br /&gt;
This does mean that if you type limit=10000... you may find yourself disappointed at the randomness of your generated number. I will include a warning for any number greater than 1 000 000, as randomness may break down after that level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size:1.5em&amp;quot;&amp;gt;Example&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting number: 621&lt;br /&gt;
&lt;br /&gt;
Step 1. Square it: 385 641&lt;br /&gt;
&lt;br /&gt;
Step 2. Chop it up: 38 564&lt;br /&gt;
&lt;br /&gt;
Step 3. Multiply it by plasteel and add xerigium: 20 439 704&lt;br /&gt;
&lt;br /&gt;
Step 4. Repeat step 3: 1 083 305 043&lt;br /&gt;
&lt;br /&gt;
Step 5. Number from 1 to 100: 43&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b style=&amp;quot;font-size:1.5em&amp;quot;&amp;gt;Discussion&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming soon... Here are a few dot points.&lt;br /&gt;
&lt;br /&gt;
*Limits of MediaWiki language&lt;br /&gt;
**Strings and length&lt;br /&gt;
**Arrays&lt;br /&gt;
**Digital roots&lt;br /&gt;
*Advantages of MediaWiki language&lt;br /&gt;
**Simplicity&lt;br /&gt;
**Similarity to HTML&lt;br /&gt;
*Own limitations&lt;br /&gt;
**PHP coding &amp;amp; super admin privileges&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:PsychicFoilHelmet.png&amp;diff=44902</id>
		<title>File:PsychicFoilHelmet.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:PsychicFoilHelmet.png&amp;diff=44902"/>
		<updated>2017-01-17T10:39:44Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44901</id>
		<title>Kevlar helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44901"/>
		<updated>2017-01-17T10:39:23Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Kevlar helmet&lt;br /&gt;
|image = KevlarHelmet.png&lt;br /&gt;
|description = &amp;quot;A lightweight combat helmet.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|steel|70}} + {{icon|component|2}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|mass = 1.2&lt;br /&gt;
|work to make = 166&lt;br /&gt;
|marketvalue  = 300&lt;br /&gt;
|armorblunt  = 10&lt;br /&gt;
|armorsharp  = 35&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Psychic_foil_helmet&amp;diff=44900</id>
		<title>Psychic foil helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Psychic_foil_helmet&amp;diff=44900"/>
		<updated>2017-01-17T10:38:43Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Created page with &amp;quot;&amp;lt;onlyinclude&amp;gt; {{infobox main |name = Psychic foil helmet |image = PsychicFoilHelmet.png |description = &amp;quot;A thin helmet containing finely-tuned sheets of psychically-absorptive ...&amp;quot;&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 = 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;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44899</id>
		<title>Kevlar helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44899"/>
		<updated>2017-01-17T10:32:57Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: oops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Kevlar helmet&lt;br /&gt;
|image = KevlarHelmet.png&lt;br /&gt;
|description = &amp;quot;A lightweight combat helmet.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|steel|40}} + {{icon|component|2}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|mass = 1.2&lt;br /&gt;
|work to make = 166&lt;br /&gt;
|marketvalue  = 146&lt;br /&gt;
|armorblunt  = 10&lt;br /&gt;
|armorsharp  = 35&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44898</id>
		<title>Kevlar helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44898"/>
		<updated>2017-01-17T10:32:39Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Kevlar helmet&lt;br /&gt;
|image = KevlarHelmet.png&lt;br /&gt;
|description = &amp;quot;A lightweight combat helmet.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|steel|40}} + {{icon|component|2}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|mass = 1.2&lt;br /&gt;
|work to make = 166&lt;br /&gt;
|marketvalue  = 146&lt;br /&gt;
|armorblunt  = 10&lt;br /&gt;
|armorsharp  = 35&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44897</id>
		<title>Kevlar helmet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Kevlar_helmet&amp;diff=44897"/>
		<updated>2017-01-17T10:31:36Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Created page with &amp;quot;&amp;lt;onlyinclude&amp;gt; {{infobox main |name = Kevlar helmet |image = Kevlar helmet.png |description = &amp;quot;A lightweight combat helmet.&amp;quot; |type = Gear |type2 = Armor |buy =  {{icon|steel|40...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Kevlar helmet&lt;br /&gt;
|image = Kevlar helmet.png&lt;br /&gt;
|description = &amp;quot;A lightweight combat helmet.&amp;quot;&lt;br /&gt;
|type = Gear&lt;br /&gt;
|type2 = Armor&lt;br /&gt;
|buy =  {{icon|steel|40}} + {{icon|component|2}}&lt;br /&gt;
|hp = 100&lt;br /&gt;
|mass = 1.2&lt;br /&gt;
|work to make = 166&lt;br /&gt;
|marketvalue  = 146&lt;br /&gt;
|armorblunt  = 10&lt;br /&gt;
|armorsharp  = 35&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tuque&amp;diff=44895</id>
		<title>Tuque</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tuque&amp;diff=44895"/>
		<updated>2017-01-17T10:28:02Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
|name = Tuque&lt;br /&gt;
|image = Tuque.png|Tuque&lt;br /&gt;
|description = &amp;quot;A soft, thick cap. Great for keeping warm in winter.&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 = 25&lt;br /&gt;
|marketvalue  = 56&lt;br /&gt;
|insulationheat = -2&lt;br /&gt;
|insulationcold = 10&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass = 0.07&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Tuques are woolly caps worn in colder climates to protect the upper-head and ears from the bitter cold and wind chill from the likes of ice sheets and tundras. Tuques can be purchased, crafted, or stripped from Outlanders and Pirates. Unlike [[Cowboy Hat|cowboy hats]], tuques don't provide a social chat impact bonus.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Tuques can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. A tuque requires 25 of any fabric, and 25 seconds of work (1,500 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;
Tuques, like [[Parka|parkas]], reduce the maximum comfortable temperature along with a significant improvement to minimum comfortable temperature, meaning they're mainly practical for extreme colds of those which can plummet below -30 Celsius in Winter (Ice Sheets, Tundras, extreme Boreal Forests). If you're in a less-cold biome, it's generally a better idea to go for cowboy hats instead as they won't penalise maximum temperature, and they're also more stylish.&lt;br /&gt;
&lt;br /&gt;
=Insulation Information=&lt;br /&gt;
The following table(s) will display how good a normal quality Tuque is at insulating when made from various materials...&lt;br /&gt;
{{Tag/Keeps Warm    | 10 | 2 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=44894</id>
		<title>Cowboy hat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=44894"/>
		<updated>2017-01-17T10:27:28Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: mass&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;
|insulationheat = 8&lt;br /&gt;
|armorblunt  = 3&lt;br /&gt;
|armorsharp  = 3&lt;br /&gt;
|mass = 0.14&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
=Summary=&lt;br /&gt;
====Overview &amp;amp; Obtaining====&lt;br /&gt;
Cowboy hats are the complimentary garment to [[Duster|Dusters]], both summing up the Western side of RimWorld, and along with that: providing thermal insulation. Cowboy Hats can be purchased, crafted, or stripped from Outlanders. Cowboy hats are also unique in the respect that they provide a 15% bonus to social chat impact, which is down to their style.&lt;br /&gt;
&lt;br /&gt;
====Crafting====&lt;br /&gt;
As a complicated garment, Cowboy Hats can only be made at [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|benches]], which requires [[Research#ComplexClothing|complex clothing]] to be researched in order to be constructed. 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 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. [[Tuque|Tuques]] are only more viable in extreme cold climates, where temperatures can plummet below -30 Celsius.&lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44892</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44892"/>
		<updated>2017-01-17T09:24:29Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: refining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a simple guide about the special markup language used to edit RimWorld Wiki, and is not a full guide. RimWorld Wiki runs [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] with the [https://www.semantic-mediawiki.org/wiki/Semantic_MediaWiki Semantic] extension.&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''foo''' &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;''foo''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | ''foo''&lt;br /&gt;
|-&lt;br /&gt;
! Bold italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''''foo'''''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''''foo'''''&lt;br /&gt;
|-&lt;br /&gt;
! Bold (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Italics (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strikethrough&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
! External Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&lt;br /&gt;
|-&lt;br /&gt;
! Read as plain text&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;[[foo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;nowiki&amp;gt;[[foo]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Headings==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common templates to use==&lt;br /&gt;
Documentation can be seen in detail on each template's page.&lt;br /&gt;
&lt;br /&gt;
[[Template:Define]] is used for infoboxes (drug, material, textile, food, medical items and exotic items, check [[Template:Define/doc]] for all supported item types.)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Infobox main]] is used for infoboxes (everything else not supported by [[Template:Define]])&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Asof]] is used to reference different versions of RimWorld.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:STDT]] is used for tables.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:List]] is to list the items in a category.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Icon]] is used to display pictures the size of icons, inline with text.&lt;br /&gt;
&lt;br /&gt;
[[Template:Stat]] is used to define a stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Property with Page]] is used to define the properties included in infoboxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Define/doc&amp;diff=44891</id>
		<title>Template:Define/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Define/doc&amp;diff=44891"/>
		<updated>2017-01-17T09:22:57Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Added drug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in [[Template:Infobox/Thing]]. It's usage is just like other Infobox templates, but for the first parameter you have to type either Medicine, Material, Exotic Item or Textile. Most parameters are optional. Note: Some stats may no longer have any effect on the infobox.&lt;br /&gt;
&lt;br /&gt;
===Keywords===&lt;br /&gt;
&lt;br /&gt;
base = write in decimal form about a base stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
factor = how many times your item affects something, eg. 2.5 would show on the Infobox: 2.5x&amp;lt;br /&amp;gt;&lt;br /&gt;
offset = add a + or - to say how much using this item will offset a stat&lt;br /&gt;
&lt;br /&gt;
===Detailed Usage===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;word-wrap:break-word&amp;quot;&amp;gt;&lt;br /&gt;
{{Define | (Drug/Medicine/Material/Meal/Textile/Exotic Item)&lt;br /&gt;
| category = Category of the item.&lt;br /&gt;
| image = Define a specific image name to be used in the Infobox. Not needed if the image name is the same as the page name.&lt;br /&gt;
| accuracy (long) base = &lt;br /&gt;
| accuracy (medium) base = &lt;br /&gt;
| accuracy (short) base =&lt;br /&gt;
| accuracy (touch) base =&lt;br /&gt;
| armor - (blunt/sharp) base = no prefix or suffix&lt;br /&gt;
| armor - (blunt/electric/heat/sharp) factor/offset = x prefix&lt;br /&gt;
| beauty base/factor/offset =&lt;br /&gt;
| blood filtration factor/offset = &lt;br /&gt;
| blood pumping factor/offset = &lt;br /&gt;
| breathing factor/offset = &lt;br /&gt;
| consciousness factor/offset =&lt;br /&gt;
| days to rot = (base)&lt;br /&gt;
| description = the description in-game about the object&lt;br /&gt;
| deterioration rate base =&lt;br /&gt;
| door opening speed factor =&lt;br /&gt;
| equipped angle offset =&lt;br /&gt;
| flammability base/factor =&lt;br /&gt;
| global work speed offset =&lt;br /&gt;
| hearing factor/offset =&lt;br /&gt;
| hunger factor/offset = &lt;br /&gt;
| insulation - cold factor =&lt;br /&gt;
| insulation - heat factor = &lt;br /&gt;
| joy offset =&lt;br /&gt;
| manipulation factor/offset =&lt;br /&gt;
| market value base/factor =&lt;br /&gt;
| mass = (base)&lt;br /&gt;
| max hit points base = &lt;br /&gt;
| max hit points factor =&lt;br /&gt;
| maximum comfortable temperature base =&lt;br /&gt;
| medical potency base =&lt;br /&gt;
| melee blunt damage base =&lt;br /&gt;
| melee cooldown base/factor =&lt;br /&gt;
| melee damage base =&lt;br /&gt;
| melee sharp damage base =&lt;br /&gt;
| metabolism factor/offset =&lt;br /&gt;
| minimum comfortable temperature base =&lt;br /&gt;
| move speed base =&lt;br /&gt;
| moving factor/offset =&lt;br /&gt;
| pain factor/offset =&lt;br /&gt;
| ranged cooldown base =&lt;br /&gt;
| rest effectiveness factor =&lt;br /&gt;
| rest factor/offset=&lt;br /&gt;
| sell price multiplier base =&lt;br /&gt;
| sight factor/offset =&lt;br /&gt;
| stack limit = &lt;br /&gt;
| talking factor/offset =&lt;br /&gt;
| taste =&lt;br /&gt;
| target hit chance factor =&lt;br /&gt;
| work to make base/factor/offset =&lt;br /&gt;
| work to build factor/offset =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44890</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44890"/>
		<updated>2017-01-17T09:14:41Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Added nowiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a simple guide about the special markup language used to edit RimWorld Wiki, and is not a full guide. RimWorld Wiki runs [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] with the [https://www.semantic-mediawiki.org/wiki/Semantic_MediaWiki Semantic] extension.&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''foo''' &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;''foo''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | ''foo''&lt;br /&gt;
|-&lt;br /&gt;
! Bold italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''''foo'''''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''''foo'''''&lt;br /&gt;
|-&lt;br /&gt;
! Bold (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Italics (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strikethrough&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
! External Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&lt;br /&gt;
|-&lt;br /&gt;
! Read as plain text&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;[[foo]]&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;nowiki&amp;gt;[[foo]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Headings==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common templates to use==&lt;br /&gt;
Documentation can be seen in detail on each template's page.&lt;br /&gt;
&lt;br /&gt;
[[Template:Define]] is used for infoboxes (material, textile, food, medical items and exotic items)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Infobox main]] is used for infoboxes (everything else not supported by [[Template:Define]])&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Asof]] is used to reference different versions of RimWorld.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:STDT]] is used for tables.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:List]] is to list the items in a category.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Icon]] is used to display pictures the size of icons, inline with text.&lt;br /&gt;
&lt;br /&gt;
[[Template:Stat]] is used to define a stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Property with Page]] is used to define the properties included in infoboxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User_talk:Zesty/Help_category_on_main_page%3F&amp;diff=44889</id>
		<title>User talk:Zesty/Help category on main page?</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User_talk:Zesty/Help_category_on_main_page%3F&amp;diff=44889"/>
		<updated>2017-01-17T09:08:53Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: New thread: Help category on main page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've created a tiny help category with 1 link. Hopefully by putting it on the main page this will attract attention and get some more editors to join this community. The category is called Category:Help pages. Your opinions?&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44888</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44888"/>
		<updated>2017-01-17T08:58:08Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a simple guide about the special markup language used to edit RimWorld Wiki, and is not a full guide. RimWorld Wiki runs [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] with the [https://www.semantic-mediawiki.org/wiki/Semantic_MediaWiki Semantic] extension.&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''foo''' &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;''foo''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | ''foo''&lt;br /&gt;
|-&lt;br /&gt;
! Bold italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''''foo'''''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''''foo'''''&lt;br /&gt;
|-&lt;br /&gt;
! Bold (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Italics (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strikethrough&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
! External Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Headings==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common templates to use==&lt;br /&gt;
Documentation can be seen in detail on each template's page.&lt;br /&gt;
&lt;br /&gt;
[[Template:Define]] is used for infoboxes (material, textile, food, medical items and exotic items)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Infobox main]] is used for infoboxes (everything else not supported by [[Template:Define]])&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Asof]] is used to reference different versions of RimWorld.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:STDT]] is used for tables.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:List]] is to list the items in a category.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Icon]] is used to display pictures the size of icons, inline with text.&lt;br /&gt;
&lt;br /&gt;
[[Template:Stat]] is used to define a stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Property with Page]] is used to define the properties included in infoboxes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help pages]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wiki_Tutorials:Basics&amp;diff=44885</id>
		<title>Wiki Tutorials:Basics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wiki_Tutorials:Basics&amp;diff=44885"/>
		<updated>2017-01-17T08:50:47Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Spdskatr moved page Wiki Tutorials:Basics to Help:Basics: I guess Help is a better category for this page to fall upon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Help:Basics]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44884</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44884"/>
		<updated>2017-01-17T08:50:47Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Spdskatr moved page Wiki Tutorials:Basics to Help:Basics: I guess Help is a better category for this page to fall upon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a simple guide about the special markup language used to edit RimWorld Wiki, and is not a full guide. RimWorld Wiki runs [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] with the [https://www.semantic-mediawiki.org/wiki/Semantic_MediaWiki Semantic] extension.&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''foo''' &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;''foo''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | ''foo''&lt;br /&gt;
|-&lt;br /&gt;
! Bold italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''''foo'''''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''''foo'''''&lt;br /&gt;
|-&lt;br /&gt;
! Bold (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Italics (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strikethrough&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
! External Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Headings==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common templates to use==&lt;br /&gt;
Documentation can be seen in detail on each template's page.&lt;br /&gt;
&lt;br /&gt;
[[Template:Define]] is used for infoboxes (material, textile, food, medical items and exotic items)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Infobox main]] is used for infoboxes (everything else not supported by [[Template:Define]])&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Asof]] is used to reference different versions of RimWorld.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:STDT]] is used for tables.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:List]] is to list the items in a category.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Icon]] is used to display pictures the size of icons, inline with text.&lt;br /&gt;
&lt;br /&gt;
[[Template:Stat]] is used to define a stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Property with Page]] is used to define the properties included in infoboxes.&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44883</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44883"/>
		<updated>2017-01-17T08:46:48Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &amp;amp;rarr; Common templates to use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
This is a simple guide about the special markup language used to edit RimWorld Wiki, and is not a full guide. RimWorld Wiki runs [https://www.mediawiki.org/wiki/MediaWiki MediaWiki] with the [https://www.semantic-mediawiki.org/wiki/Semantic_MediaWiki Semantic] extension.&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''foo''' &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;''foo''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | ''foo''&lt;br /&gt;
|-&lt;br /&gt;
! Bold italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''''foo'''''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''''foo'''''&lt;br /&gt;
|-&lt;br /&gt;
! Bold (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Italics (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strikethrough&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
! External Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Headings==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Common templates to use==&lt;br /&gt;
Documentation can be seen in detail on each template's page.&lt;br /&gt;
&lt;br /&gt;
[[Template:Define]] is used for infoboxes (material, textile, food, medical items and exotic items)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Infobox main]] is used for infoboxes (everything else not supported by [[Template:Define]])&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Asof]] is used to reference different versions of RimWorld.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:STDT]] is used for tables.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:List]] is to list the items in a category.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Icon]] is used to display pictures the size of icons, inline with text.&lt;br /&gt;
&lt;br /&gt;
[[Template:Stat]] is used to define a stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Template:Property with Page]] is used to define the properties included in infoboxes.&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44813</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44813"/>
		<updated>2017-01-14T08:14:13Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: needs beautification...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for all future wiki editors and wiki geeks (me). Enjoy! [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 06:58, 14 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''foo''' &amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;''foo''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | ''foo''&lt;br /&gt;
|-&lt;br /&gt;
! Bold italics (Wiki)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''''foo'''''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | '''''foo'''''&lt;br /&gt;
|-&lt;br /&gt;
! Bold (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;b&amp;gt;foo&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Italics (HTML)&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;i&amp;gt;foo&amp;lt;/i&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Strikethrough&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | &amp;lt;s&amp;gt;foo&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Internal Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [[Main Page]]&lt;br /&gt;
|-&lt;br /&gt;
! External Link&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; || | [https://en.wikipedia.org/wiki/Help:Wiki_markup Wikipedia:Help:Wiki markup]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Headings==&lt;br /&gt;
{{Fmbox |type=system |text =&lt;br /&gt;
&amp;lt;div class=&amp;quot;Infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=Heading 1=&lt;br /&gt;
==Heading 2==&lt;br /&gt;
===Heading 3===&lt;br /&gt;
====Heading 4====&lt;br /&gt;
=====Heading 5=====&lt;br /&gt;
======Heading 6======&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|image=none}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44812</id>
		<title>Help:Wiki markup cheatsheet</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Help:Wiki_markup_cheatsheet&amp;diff=44812"/>
		<updated>2017-01-14T06:58:17Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Start of something big&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for all future wiki editors and wiki geeks (me). Enjoy![[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 06:58, 14 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Basic Markup==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable}}&lt;br /&gt;
! Effect !! What you type !! What shows up&lt;br /&gt;
|-&lt;br /&gt;
! Bold&lt;br /&gt;
| &amp;lt;pre&amp;gt;'''foo''' &amp;lt;/pre&amp;gt; || | '''foo'''&lt;br /&gt;
|-&lt;br /&gt;
! Italics&lt;br /&gt;
| &amp;lt;pre&amp;gt;''foo''&amp;lt;/pre&amp;gt; || | ''foo''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=44799</id>
		<title>RimWorld Wiki:To-do</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=RimWorld_Wiki:To-do&amp;diff=44799"/>
		<updated>2017-01-14T05:12:56Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Check this off the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many, many things to be done on this wiki to make it better. Mark incomplete pages or pages needing work with [[:Category:Unfinished pages]] or use [[Template:UC]] to make our job a bit easier.&lt;br /&gt;
&lt;br /&gt;
If you want to suggest something that needs to be done, '''sign your post!''' - [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])&lt;br /&gt;
==Wiki consistency==&lt;br /&gt;
* Probably time to come up with some wiki standards, a tutorial.&lt;br /&gt;
* &amp;lt;s&amp;gt;Make a documentation page for this [[Template:Define]] and [[Template:Define/Mass]] (Don't worry about the second one if you don't know what it means, either PM me or I will most likely have already done it) [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 11:23, 30 December 2016 (UTC)&amp;lt;/s&amp;gt;Done by me [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 05:12, 14 January 2017 (UTC)&lt;br /&gt;
* Pages should start using [[Template:Define]] and [[Template:Infobox/Thing]].&lt;br /&gt;
* Pages should stop using the outdated [[Template:Infobox main]]&lt;br /&gt;
* Need a plant template sub category for [[Template:Infobox/Thing]]&lt;br /&gt;
&lt;br /&gt;
==Outdated pages and pages under construction==&lt;br /&gt;
Could admins also please clean up any unnecessary pages in these two categories?&lt;br /&gt;
===Outdated===&lt;br /&gt;
{{collapse|&lt;br /&gt;
{{#ask: [[Category: outdated]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
===Under Construction===&lt;br /&gt;
{{collapse|&lt;br /&gt;
{{#ask: [[Category:Unfinished pages]]}}&lt;br /&gt;
}}&lt;br /&gt;
==List==&lt;br /&gt;
Needs to be done list: (Feel free to do these if you know how!) (''italic'' = minor, '''bold''' = major)&lt;br /&gt;
&lt;br /&gt;
*'''Mass''': Masses for many of the items are incomplete. See [[User:Spdskatr]] for more information. [[User:Spdskatr|Spdskatr]] ([[User talk:Spdskatr|talk]]) 22:19, 25 December 2016 (UTC)&lt;br /&gt;
*'''Quickstart_Guide''': Revised plan: guide based on generalized temperate landing with Extreme Cold and Extreme Heat biomes given separate pages. Work in progress.  [[User:Darkphoenyx27|Darkphoenyx27]]&lt;br /&gt;
*''Events page'': Needs updating/more descriptions. &lt;br /&gt;
*''AI storyteller'': Needs updating. '''I updated all the code specifics for Alpha 13, don't know if anything else needs updating'''  16 May 2016 [[User:Peppsen|Peppsen]] ([[User talk:Peppsen|talk]])&lt;br /&gt;
*''Wiki Consistency'': Some pages are not consistent with the current wiki's style. Find and update those pages. &lt;br /&gt;
*''Alpha 9 Updates'': Nearly all Alpha 9 updates have been added but a few still remain.&lt;br /&gt;
*''Alpha 10 updates'': &amp;quot;Joy System&amp;quot; All of the newly implemented features and tweaks&lt;br /&gt;
*''Alpha 11 Updates'': &amp;quot;Sappers and Traps&amp;quot; Same as above but for Alpha 11&lt;br /&gt;
*''Alpha 12 Updates'': &amp;quot;Animal Taming&amp;quot; All changes from blog post are listed below.&lt;br /&gt;
*''Mods'': Please keep adding mods from the forum to the Alpha 8 mod list&lt;br /&gt;
*'''Defs''': Def elements might be something useful to add in for technical reference/modder wannabes. This stuff is being constantly revised and constructed upon, so it's your choice whether to make it its own page or to integrate it as part of another page (e.g. [[Colonist]]). I've only covered a small amount of defs (see [[:Category:Defs]] for a list), and that was ''a year ago''. [[User:Longbyte1|Longbyte1]] ([[User talk:Longbyte1|talk]]) 05:05, 16 February 2015 (UTC)&lt;br /&gt;
*''Main Page'': RimWorld Logo needs updating to current. [[User:elStrages|elStrages]] '''Appears to be current logo already, the top left logo can't be changed. [[User:Fernbhoy|Fernbhoy]] ([[User talk:Fernbhoy|talk]])&lt;br /&gt;
*''Wiki Icon'': The 'O' icon needs updating to the one in the left nav or the one fomr the new logo [[User:elStrages|elStrages]]&lt;br /&gt;
*''Updated Wiki Navigation''(Right side complete): I am in the process of adding navigation to the top of each page, It came about from the poor navigation bog at the bottom of the Architect page. [[User:elStrages|elStrages]]&lt;br /&gt;
*''Organs and Implants'': Needs a page either in items or in the health tab. '''Place feedback bellow on ideas''' DONE, except for some regular body parts, Eye, Arm, Leg. (see [[Medical Items]] by [[User:Crystalline Cat|Crystalline Cat]]) ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)&lt;br /&gt;
*&amp;quot;Drafting&amp;quot;: Soldier page needs to be removed and drafting should be expanded. [[User:CheesusGamer|CheesusGamer]]&lt;br /&gt;
** ''feedback here''&lt;br /&gt;
*** Please note that pages for human body parts (i.e. Bionic arm) list a subtype of 'body part'. A page for 'Body part' doesn't currently exist. This term in this context infers &amp;lt;em&amp;gt;human body part&amp;lt;/em&amp;gt;. However, a page named as 'Body part' should be written to either include or disambiguate from body parts of all pawns, including animals and mechanoids. And one detail to consider is whether to name the page as 'Body part' or 'Body part&amp;lt;em&amp;gt;s&amp;lt;/em&amp;gt;'. One other relevant note, there is a page 'Table of human body parts'. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 16:15, 31 March 2015 (UTC)&lt;br /&gt;
* Need a better way to display data on tables without having to update the tables themselves. What's the best way to pull stats and stuff from pages to a table on another page? [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])&lt;br /&gt;
** I started a short how-to on properties and queries on my  [[User:Khaim|user page]]. Does that help? --[[User:Khaim|Khaim]] ([[User talk:Khaim|talk]]) 21:42, 15 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Could uses a page on [[Pawn|pawns]], if there isn't already one somewhere on the modding pages. [[User:Zesty|Zesty]] ([[User talk:Zesty|talk]])&amp;lt;/strike&amp;gt; There is the page [[Colonist]] [[User:Maoman|Maoman]] ([[User talk:Maoman|talk]]) 20:53, 29 August 2016 (UTC)&lt;br /&gt;
* Need a page describing cleanness and how it affects health/infections. [[User:Freakycrafter|Freakycrafter]]&lt;br /&gt;
* Provide the minimal specifications to play the game. (I can't create a new page for this, but you can find the specs  at store.steampowered.com/app/294100/. --[[User:Shatterhand|Shatterhand]] ([[User talk:Shatterhand|talk]]) 20:42, 21 December 2016 (UTC)&lt;br /&gt;
*''Insect infestations'' There is almost no information on the entire wiki about infestations, insect jelly, insect meat, jelly farming, etc. The only mention is [[Events#Infestation]] and what little info is on the individual spider pages, like [[Megaspider]].&lt;br /&gt;
* need to add build roof area to zones/area category&lt;br /&gt;
&lt;br /&gt;
==Updates needed for Alpha 16==&lt;br /&gt;
&lt;br /&gt;
Same as was done for alpha 15: a list of all changes from alpha 16 that need to be added to their respective pages. Don't forget to &amp;lt;nowiki&amp;gt;&amp;lt;strike&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;strike&amp;gt;strikethough&amp;lt;/strike&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/strike&amp;gt;&amp;lt;/nowiki&amp;gt; any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;]'''. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 14:43, 20 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New Features ===&lt;br /&gt;
&lt;br /&gt;
'''Spherical planet'''&lt;br /&gt;
{{Collapse|&lt;br /&gt;
*World map is now modeled as a sphere covered with hexagons (and a few pentagons).&lt;br /&gt;
*New map generation to make nicer mountain ranges, hill clusters, and continents.&lt;br /&gt;
*Nice backdrop with stars and sun.&lt;br /&gt;
*Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.&lt;br /&gt;
*Time zones are now modeled, out of necessity.&lt;br /&gt;
*New planet generation parameter: temperature. You can make worlds that are overall hotter or overall colder.&lt;br /&gt;
*New planet generation parameter: rainfall. You can make worlds where there is overall more or less precipitation.&lt;br /&gt;
*&amp;lt;strike&amp;gt;New biome: sea ice.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 10:18, 23 December 2016 (UTC)&lt;br /&gt;
*Factions can now have many bases; non-player factions generate with lots of bases.&lt;br /&gt;
*Multiple simultaneous maps&lt;br /&gt;
*There can now be multiple local maps active at once. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time.&lt;br /&gt;
*The character bar at the top of the screen shows all of your colonists and allows you to change which map you’re looking at. It groups characters togehter by the map they’re on.&lt;br /&gt;
*You can settle multiple colonies at once. However, for balance and performance reasons, the default limit is one colony at a time. This can be increased in the options menu if you want to experiment, but we don’t recommend it.&lt;br /&gt;
}}&lt;br /&gt;
'''Caravans'''&lt;br /&gt;
{{Collapse|&lt;br /&gt;
*&amp;lt;strike&amp;gt;Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 20:52, 23 December 2016 (UTC)&lt;br /&gt;
*&amp;lt;strike&amp;gt;Caravans are formed using a special “create caravan” dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. The colonists do the busywork.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 20:52, 23 December 2016 (UTC)&lt;br /&gt;
*Caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.&lt;br /&gt;
*Caravans can be ambushed by enemy factions or manhunting animals. This produces a temporary local map.&lt;br /&gt;
*Caravans can incidentally meet friendly traders and trade.&lt;br /&gt;
*Caravans can visit other faction bases and trade with them. Faction bases have more stock and better prices than traders who come and visit your colony.&lt;br /&gt;
*Caravans can attack faction bases. The game generates a simple faction base map with defenders and loot, and you raid it. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)&lt;br /&gt;
*Caravans can settle and form new colonies.&lt;br /&gt;
*You can abandon your bases to shift to new ones.&lt;br /&gt;
*Caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry.&lt;br /&gt;
*It is possible to abandon people and items from caravans. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem *impossible to survive.&lt;br /&gt;
}}&lt;br /&gt;
'''Travel victory'''&lt;br /&gt;
*New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems.&lt;br /&gt;
'''Transport pods'''&lt;br /&gt;
{{Collapse|&lt;br /&gt;
*You can build transport pod launchers and transport pods. These let you launch their contents long distances across the world map, over oceans or mountains.&lt;br /&gt;
*Pods can be targeted on empty world tiles, to send a caravan of people and gear there.&lt;br /&gt;
*Pods can be targeted on enemy bases, where you can perform “drop-in” raids and drop right on top of the base, or drop outside it – just like raiders do to you!&lt;br /&gt;
*Pods can be targeted on existing combat maps or other bases you control. This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control.&lt;br /&gt;
*Pods are loaded by selecting several and creating a “launch group”. An interface like that for creating caravans appears, allowing you to define what and who should be included. The colonists do the detail work.&lt;br /&gt;
*Transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building.&lt;br /&gt;
*New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart.&lt;br /&gt;
*Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).&lt;br /&gt;
*Game now warns you when you order slaughter of a bonded animal (because of the mood impact).&lt;br /&gt;
*Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them.&lt;br /&gt;
*Rich soil is darker in color and so easier to see.&lt;br /&gt;
*Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.&lt;br /&gt;
*In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming&lt;br /&gt;
}}&lt;br /&gt;
'''Drugs and health'''&lt;br /&gt;
{{Collapse|&lt;br /&gt;
*Drug rebalance. Increase drug addictiveness in general. Drugs can now damage the body in various ways: Alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can *damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage.&lt;br /&gt;
*Drugs are more lucrative on the market.&lt;br /&gt;
*Added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage.&lt;br /&gt;
*There is now a random chance of a overdose when taking drugs, even if just taking one dose.&lt;br /&gt;
*Added a way to administer specific drugs to people, including prisoners, animals, and downed people. So you can give Luciferium to someone who needs it.&lt;br /&gt;
*&amp;lt;strike&amp;gt;Malari-block reworked into Penoxycyline, which prevents a wide variety of infections (not just malaria).&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 09:45, 23 December 2016 (UTC)&lt;br /&gt;
*Drug chemical effects are modulated by body size. So elephants need a lot of beer to get hammered; squirrels not so much.&lt;br /&gt;
*Luciferium occasionally heals old wounds/scars. Luciferium is harder to get (less of it in old shrines, higher prices).&lt;br /&gt;
*Stats now stack differently (more additive, less multiplying) to reduce some exploits.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Changes ===&lt;br /&gt;
{{Collapse|&lt;br /&gt;
*Reworked surgery failure into three modes – minor, catastrophic, and ridiculous. Ridiculous hits all body parts, minor and catastrophic hit parts near the surgery site.&lt;br /&gt;
*Reworked trade prices across the board. Simplified trade price calculations and added rich tooltips to feed them back.&lt;br /&gt;
*The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though *high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.&lt;br /&gt;
*Rebalanced plant growth timings.&lt;br /&gt;
*UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.&lt;br /&gt;
*&amp;lt;strike&amp;gt;Rescued people (especially space refugees etc) should sometimes join the colony. If the environment isn’t survivable (e.g. bad temperature, toxic fallout) they should always join the colony.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 17:54, 20 December 2016 (UTC)&lt;br /&gt;
*Animals carrying inventory now have visible packs on.&lt;br /&gt;
*Added new separate bills to stonecut each type of stone.&lt;br /&gt;
*Prisoners are now temporarily marked “guilty” when they do certain actions, like killing a colonist or attempting escape. Guilty prisoners can be executed without mood penalties.&lt;br /&gt;
*Faction names are now much more interesting and varied, and are separate from specific community names.&lt;br /&gt;
*New Peaceful difficulty mode, for players who just want to build stuff. Disables major involuntary threats like raids.&lt;br /&gt;
*Rename Megatherium -&amp;gt; Megasloth&lt;br /&gt;
*New alert: Unhappy nudity&lt;br /&gt;
*Backstories can be translated now&lt;br /&gt;
*New translation tool gives a readout of exactly what translation data remains to be written and what data is unused.&lt;br /&gt;
*Added proper chick peeping sounds.&lt;br /&gt;
*You can now only request one trader per 4 days from a faction.&lt;br /&gt;
*Colonists now get mood boosts for defeating big enemies or enemy faction leaders.&lt;br /&gt;
*Cleaning and harvesting jobs are now given in batches (more efficient and sensible AI).&lt;br /&gt;
*Default medical care for non-colonists is now herbal meds. Switches to best meds on recruit.&lt;br /&gt;
*Rebalanced most range weapons so more time is in cooldown and less is in aiming – especially for light weapons.&lt;br /&gt;
*Pawns generated below age 20 now have no adulthood backstory.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Updates Needed for Alpha 15 ==&lt;br /&gt;
&lt;br /&gt;
Same as was done for alpha 14: a list of all changes from alpha 15 that need to be added to their respective pages. Don't forget to &amp;lt;nowiki&amp;gt;&amp;lt;strike&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;strike&amp;gt;strikethough&amp;lt;/strike&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/strike&amp;gt;&amp;lt;/nowiki&amp;gt; any items you complete and sign them with '''[https://www.mediawiki.org/wiki/Help:Signatures &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;]'''. [[User:Maoman|Maoman]] ([[User talk:Maoman|talk]]) 20:42, 29 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== New Content ===&lt;br /&gt;
&lt;br /&gt;
'''Tutorial'''&lt;br /&gt;
&lt;br /&gt;
* Added new rich tutorial with step-by-step instructions.&lt;br /&gt;
* Tutorial teaches the basics of setting up a game, building a small self-sustaining colony, and defeating the first raider.&lt;br /&gt;
* Tutorial locks out irrelevant controls and highlights relevant controls.&lt;br /&gt;
* At the end of the tutorial, the player can continue the game with a normal storyteller.&lt;br /&gt;
&lt;br /&gt;
'''Learning helper'''&lt;br /&gt;
&lt;br /&gt;
* Added new learning helper system to replace yellow pop-up messages and yellow learning alerts.&lt;br /&gt;
* Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasn’t learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you’ll never be shown a lesson you already know, but always be shown the lessons you need to know now.&lt;br /&gt;
* Learning helper can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.&lt;br /&gt;
&lt;br /&gt;
'''Drugs system'''&lt;br /&gt;
{{Collapse|&lt;br /&gt;
* &amp;lt;strike&amp;gt;Added new drugs system. It’s not just beer any more!&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:19, 25 November 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Drugs typically create up to four effects. Not all drugs have all effects.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:19, 25 November 2016 (UTC)&lt;br /&gt;
** &amp;lt;strike&amp;gt;Primary – The valuable short-term effect, whether it improves mood or work focus or combat effectiveness or makes one immune to a disease.&lt;br /&gt;
** Overdose – Excessive drug usage in a short time can build up blood toxicity, leading to unconsciousness and possible death.&lt;br /&gt;
** Tolerance – Long-term usage of a drug can build up a tolerance which makes subsequent usage less and less effective in producing the high.&lt;br /&gt;
** Addiction – Drug use can form an addiction. This generates a new need for the drug which the pawn will try to feed regularly. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventually withdrawal will pass and the addiction will go away.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.&lt;br /&gt;
* &amp;lt;strike&amp;gt;The drugs are:&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:18, 25 November 2016 (UTC)&lt;br /&gt;
** &amp;lt;strike&amp;gt;Beer – Improved mood but worsened capacities. Addictive.&lt;br /&gt;
** Malari-block – Prevents malaria infection for 5 days.&lt;br /&gt;
** Yayo – Stimulant pleasure drug, addictive.&lt;br /&gt;
** Flake – Cheap, short high, very addictive.&lt;br /&gt;
** Wake-up – Improves work performance, addictive.&lt;br /&gt;
** Smokeleaf – Improved mood but worsened capacities. More hunger, slower movement. Can form dependence.&lt;br /&gt;
** Go-Juice – Synthetic futuristic combat drug. Boost speed and fighting capacity tremendously. Addictive.&lt;br /&gt;
** Luciferium – Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 13:24, 21 October 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Deep drilling'''&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;The map now spawns with clusters of underground resources. These can be accessed by building a deep scanner to find them, and then building deep drills on top of them, and then working the drills. This slowly produces the resource.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 17 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;Deep drilling tech is at the end of the tech tree. This should mitigate late-game resource exhaustion problems.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 05:40, 17 September 2016 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Misc Changes ===&lt;br /&gt;
{{Collapse|&lt;br /&gt;
* &amp;lt;strike&amp;gt;Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 06:14, 31 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;You can now produce medicine from herbal medicine, neutroamine (a precursor chemical you buy), and cloth. Requires research.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 12:06, 13 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Added passive cooler building. Made of wood and low tech, it cools a room for a short time. Good for passing heat waves as a tribe.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 15:52, 4 September 2016 (UTC)&lt;br /&gt;
* Added a ‘copy building’ tool which lets you quickly select the designator for a building through an existing copy of that building.&lt;br /&gt;
* Beer production now takes several stages: Colonists make wort (unfermented beer) at the brewer table, then leave it in fermenting barrels for a while, after which they can harvest it as beer.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Infestation can now only spawn under a thick roof.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:05, 3 September 2016 (UTC)&lt;br /&gt;
* Gear tab now shows aggregate stats about armor and comfy temperatures.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Raiders steal a bit more often now.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 20:14, 2 September 2016 (UTC)&lt;br /&gt;
* Factored MapGeneratorDef apart into separate GenStepDefs which can be modded or inserted individually. This will allow modders to change the MapGenerator without blowing away each others’ changes.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Added alert: Need warm clothes.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 18:17, 7 September 2016 (UTC)&lt;br /&gt;
* Mods can now be dragged to reorder them in the mods page.&lt;br /&gt;
* Re-tuned food finding algorithm.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Hunters will no longer hunt without a ranged weapon.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:40, 30 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Debuffed corn a bit.&amp;lt;/strike&amp;gt; ''Tested this by growing plants to maturity with dev tools: every single plant yielded 19 corn, even more than was previously reported ([[domesticated plants]] says 8-18). Is this because I used dev tools, a bug, or intended function? The colonist who harvested was only level 11...'' [[User:Maoman|Maoman]] ([[User talk:Maoman|talk]]) 09:17, 31 August 2016 (UTC) The harvest yield was 22 in A14, it's now 19. I updated the values on the wiki. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 15:17, 4 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;Reworked trade interface to clearly state what kind of trader they are, and to list items they’re not willing to trade.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:12, 18 September 2016 (UTC)&lt;br /&gt;
* Reworked trader stock generators so traders carry and accept more sensible items for their type.&lt;br /&gt;
* &amp;lt;strike&amp;gt;You can now request traders by calling allied factions. It costs silver.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:49, 2 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Chance to spring known traps is reduced from 2.5% to 0.4%.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:49, 30 August 2016 (UTC)&lt;br /&gt;
* Friendly fire chances reduced by 60% for fly-by shots (shots that miss and land in the cell with a pawn have the same chance to hit as before).&lt;br /&gt;
* Added a message when food spoils in storage.&lt;br /&gt;
* &amp;lt;strike&amp;gt;Fix: Pawns don’t get ‘catharsis’ mood gainer thought after a mental break.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 18:17, 15 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Rename PDW to Machine pistol.&amp;lt;/strike&amp;gt; [[User:Maoman|Maoman]] ([[User talk:Maoman|talk]]) 20:50, 29 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Torches and campfires are no longer destroyed near-instantly by rain/snow. They instead consume fuel faster.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:47, 3 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Torches consume fuel a bit faster overall.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:55, 3 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Fueled generator consumes fuel faster and holds less fuel.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 07:35, 3 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Plant sow and harvest are now slower.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 18:22, 7 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Debuffed fists.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 05:56, 5 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Reduced volume of idle animal calls at high time speeds.&amp;lt;/strike&amp;gt; No need to document. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:35, 12 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Smithing is now a prerequisite for Machining research.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 12:07, 30 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Added a toggleable view that shows roofs in glowing green.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 12:05, 30 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;Hundreds of other balance changes, text fixes, redesigns, and bug fixes.&amp;lt;/strike&amp;gt; No need to document. [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:49, 2 September 2016 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Updates from Previous Alphas ==&lt;br /&gt;
&lt;br /&gt;
This is the list of changes from the Alpha 9, 10, 11, 12 and 13 blog posts, for purposes of checking off items.&lt;br /&gt;
&lt;br /&gt;
=== Basics and Concepts ===&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
* [11a] Pawns check for job override when taking damage. It will no longer be possible to bug out the centipede enemy and kill him at close range while he tries to take a firing position.&lt;br /&gt;
* [11a] Enemies no longer take unpowered player turrets as primary targets.&lt;br /&gt;
&lt;br /&gt;
==== Thoughts and Mood ====&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Dazed broken pawns will now randomly strip off clothes and drop things.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 19:30, 18 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Health ====&lt;br /&gt;
* [10a] Reworked food search so it smoothly integrates information about food distance, taste, and psychological preference to get the most optimal food source.&lt;br /&gt;
* [10a] Visitors will now carry away wounded guests from their faction.&lt;br /&gt;
* [12] Added heart attacks. People or animals approaching or past their life expectancy will have a chance of heart attack, which will progress and resolve in a random way. Heart attack is emergency-treatable to improve outcomes.&lt;br /&gt;
* [12] Added way to enable/deny medicine in different qualities to any colonist, prisoner, or tame animal, from the health tab.&lt;br /&gt;
&lt;br /&gt;
==== Work and Skills ====&lt;br /&gt;
{{Collapse|&lt;br /&gt;
* [9a] Reworked the ‘do until you have X’ option on bills; it now works for more bills and shows the number you currently have.&lt;br /&gt;
* &amp;lt;del&amp;gt;[9a] Colonists, when hauling to stockpiles, always haul the max amount they can carry, and drop the extra nearby if the target cell can’t hold it all.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:19, 27 August 2016 (UTC)&lt;br /&gt;
* [9e] Fixed a bug that prevented prisoners from using nutrient paste dispensers in their cells.&lt;br /&gt;
* &amp;lt;del&amp;gt;[9a] Player can no longer magically toggle power on any item. Rather, you designate power to be toggled and the colonists go do it.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:20, 27 August 2016 (UTC)&lt;br /&gt;
* [10a] Reduced skill degradation rate.&lt;br /&gt;
* &amp;lt;del&amp;gt;[10a] Hunters will now approach and execute downed animals at close range.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:56, 27 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[10a] Hunted animals will occasionally fight back. Some animals always fight back.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 22:56, 27 August 2016 (UTC)&lt;br /&gt;
* [10a] Reworked how skills generate so there will be more initial skill variation and age affect starting skills more.&lt;br /&gt;
* [10a] Generalized toggle power interaction to ‘switch flicking’ and applied it to power switch toggling and door locking as well as building power on/off.&lt;br /&gt;
* [10a] You can now set a minimum skill level on bills.&lt;br /&gt;
* [11a] Pawns can now do ‘job override’ checks to see if a new job should start before ending their current job. These are now used liberally to have pawns respond faster and more intelligently to changing conditions (especially in combat).&lt;br /&gt;
* [11b] Colonists now harvest planted trees on their own.&lt;br /&gt;
* [12] Unskilled or injured growers can fail at harvesting, destroying the harvest for one plant.&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Added animals skill.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:22, 27 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Animal handling success rates are governed by the new Animals skill.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:22, 27 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Colonists with the Animal Handler work type will now interact with animals.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:22, 27 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Handlers can tame animals. They approach designated wild animals with food and attempt to tame them to make them part of the colony.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:22, 27 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Handlers can train animals as designated in tame animals’ Training tab. Animal training looks like taming, requires food, and trains one “trainable skill” at a time. Not all animals can learn anything; they need sufficient trainable intelligence.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 15:22, 27 August 2016 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
==== Storyteller changes ====&lt;br /&gt;
* &amp;lt;strike&amp;gt;[11a] Storytellers will never entirely disallow events because of population.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 08:56, 13 September 2016 (UTC)&lt;br /&gt;
* [11a] Randy’s event chances are affected by population (somewhat).&lt;br /&gt;
* [11a] Re-tuned storyteller population intent based on new output tables for smoother population gain with higher maximum and better recovery at small populations&lt;br /&gt;
* [12] Slightly relaxed threat frequency for Cassandra.&lt;br /&gt;
&lt;br /&gt;
=== Game Objects ===&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
&lt;br /&gt;
* [12] Recipes can be defined to have different ingredients satisfy their ingredients at different ratios, based on any value calculated from the ingredient def. This lets us make a meal from 2 eggs, but 10 potatoes, because we base recipe value on nutrition, and the nutrition value of an egg is 0.25 while the nutrition of a potato is 0.05.&lt;br /&gt;
* [12] Art for elephant tusk, &amp;lt;del&amp;gt;thrumbo horn&amp;lt;/del&amp;gt;. Uploaded thrumbo horn. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] New installable implant: Painstopper. Prevents all pain, but reduces consciousness permanently.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] New installable implant: Joywire. Large permanent happiness boost, but reduces consciousness permanently.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
* [12] Ancient artifacts with psychic powers can be bought, sold, and found in ancient crypts. Artifacts are one-use. Psychic powers work at any range through obstacles.&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Artifact: Psychic insanity lance – drives a single target insane&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Artifact: Psychic shock lance – drops a single target asleep&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Artifact: Psychic animal pulser – drives animals berserk map-wide&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Artifact: Psychic soothe pulser – gives a temporary mood boost to everyone on the map&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:15, 28 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
{{Collapse|&lt;br /&gt;
* [11b] Smelt slag recipe can use do until you have X.&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Added animal sleeping spot, animal box, and animal bed. Only usable by animals of appropriate sizes.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 14:17, 28 August 2016 (UTC)&lt;br /&gt;
* [12] New graphics for research bench and other buildings.&lt;br /&gt;
* [12] New floors: gold tile, sterile tile, cream carpet, dark gray carpet.&lt;br /&gt;
* [12] All furniture is now ‘minifiable’ like televisions and telescopes. This means beds, chairs, etc can be moved without being rebuilt, bought, and sold.&lt;br /&gt;
* [12] Furniture can now be art engraved.&lt;br /&gt;
* [12] Added ‘facilities’ – passive buildings that give bonuses to nearby buildings:&lt;br /&gt;
* [12] Added Facility: Vitals monitor (improves healing in adjacent medical bed)&lt;br /&gt;
* [12] Added Facility: Tool cabinet (improves production at nearby work table)&lt;br /&gt;
* [12] Added Facility: Multi-analyzer (speeds research at nearby research bench)&lt;br /&gt;
* [12] Graves are no longer just glorified storage slots; colonists must actually ‘bury’ corpses.&lt;br /&gt;
* [12] Can now build sarcophagi out of solid materials. High-quality sarcophagi are art items.&lt;br /&gt;
* [12] Colonists will visit graves of dead colonists for a joy activity.&lt;br /&gt;
* [12] Room roles and stats: Rooms now have ‘roles’ and stats based on what is inside them. These are automatically-defined values that, in turn, passively affect thoughts and events in the room. Room roles and stats can be inspected with a new inspection tool (bottom right of screen).&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Room roles are:&lt;br /&gt;
**Bedroom&lt;br /&gt;
**Barracks&lt;br /&gt;
**Prison bedroom&lt;br /&gt;
**Prison barracks&lt;br /&gt;
**Dining room&lt;br /&gt;
**Hospital&lt;br /&gt;
**Laboratory&lt;br /&gt;
**Kitchen&lt;br /&gt;
**Rec room&lt;br /&gt;
**Tomb&lt;br /&gt;
&amp;lt;/del&amp;gt; DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 21:15, 24 September 2015 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Room stats are:&lt;br /&gt;
**Impressiveness (most important stat; an aggregate of other stats, mostly for pride psychology)&lt;br /&gt;
**Wealth&lt;br /&gt;
**Space&lt;br /&gt;
**Beauty&lt;br /&gt;
**Cleanliness (has a direct effect on medical outcomes)&lt;br /&gt;
&amp;lt;/del&amp;gt; DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 11:24, 9 October 2015 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[12] Room stats affect things like:&lt;br /&gt;
**Immunity gain speed&lt;br /&gt;
**Medical treatment quality&lt;br /&gt;
**Room stats create many variants on thoughts like:&lt;br /&gt;
**Ate in impressive dining room&lt;br /&gt;
**Own impressive bedroom&lt;br /&gt;
**Own bed in impressive barracks&lt;br /&gt;
**Did joy activity in impressive rec room&lt;br /&gt;
&amp;lt;/del&amp;gt; DONE. [[User:Skraps|Skraps]] ([[User talk:Skraps|talk]]) 11:24, 9 October 2015 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
==== Apparel ====&lt;br /&gt;
* &amp;lt;del&amp;gt;[9a] Change: Apparel becomes damaged when owner dies from violence.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 11:22, 2 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;del&amp;gt;[9a] Change: Apparel actually takes the damage it absorbs as armor.&amp;lt;/del&amp;gt; DONE. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 11:22, 2 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Characters ====&lt;br /&gt;
* [11a] Guests are smarter and no longer walk out of the colony bleeding.&lt;br /&gt;
* [11a] Added new hairs donated by Shinzy.&lt;br /&gt;
* &amp;lt;strike&amp;gt;[12] Added trait: Greedy: Unhappy without a very impressive room.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:45, 12 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;[12] Added trait: Jealous: Unhappy if anyone has a room noticeably better than him.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:45, 12 September 2016 (UTC)&lt;br /&gt;
* &amp;lt;strike&amp;gt;[12] Added trait: Ascetic: Unhappy unless he has a very crappy room.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:45, 12 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Plants ====&lt;br /&gt;
* [12] Refactored and slightly rebalanced crop yields so crops want a bit more space.&lt;br /&gt;
* [12] Added hay (animal food only, for getting through winter). Added haygrass (long growing, high yield of hay).&lt;br /&gt;
&lt;br /&gt;
==== Animals ====&lt;br /&gt;
{{Collapse|&lt;br /&gt;
* &amp;lt;strike&amp;gt;[12] Added nuzzle: Animal approaches colonist and nuzzles him, giving him a happy memory. Different animals do this with different frequencies, and have different “nuzzle powers” which change their mood impact.&amp;lt;/strike&amp;gt; [[User:Nitrodev|Nitrodev]] ([[User talk:Nitrodev|talk]]) 19:46, 12 September 2016 (UTC)&lt;br /&gt;
* [12] Animals can be named when tamed or when nuzzling. Names are drawn from a large bank of animal names.&lt;br /&gt;
* [12] Added amniotic fluid spray to birth.&lt;br /&gt;
* [12] Pawns have life stages (baby, juvenile, adult) related to their ages. Baby animals are tiny and weak, juveniles somewhat larger, and adults are full size. They can only reproduce in some stages.&lt;br /&gt;
* [12] Life stage changes body size, health scale, hunger rate, meat amount, leather amount, move speed.&lt;br /&gt;
* [12] Animals have different market values at different life stages.&lt;br /&gt;
* [12] Very young ages are written in months, days, or hours.&lt;br /&gt;
* [12] Pawns have different graphics for different life stages.&lt;br /&gt;
* [12] Pawns have different call/anger/wounded/death sounds for different life stages.&lt;br /&gt;
* [12] Animals have a minimum handling skill. Player is warned if they designate taming an animal that no handler can actually tame.&lt;br /&gt;
* [12] Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.)&lt;br /&gt;
* [12] Only mature animals are milkable.&lt;br /&gt;
* [12] Baby animal voice sounds are automatically pitched higher if they’re not defined specifically for the LifeStageDef.&lt;br /&gt;
* [12] Some animals give birth to litters. Probability of different child counts is defined on a curve.&lt;br /&gt;
* [12] Colonists use food to tame animals.&lt;br /&gt;
* [12] Some kinds of animals get names upon being tamed.&lt;br /&gt;
* [12] You can now build animal beds and animal boxes and place animal sleeping spots.&lt;br /&gt;
* [12] Added a toggle to display colony animal names on the map like colonists.&lt;br /&gt;
* [12] Some animals (chicken, cobra, iguana, tortoise, etc) can now lay eggs. Fertilized eggs will hatch. All eggs can be eaten or cooked.&lt;br /&gt;
* [12] Fertilized eggs count down over time and hatch when ready.&lt;br /&gt;
* [12] Pawns now support gender-specific name (hen, rooster, buck, ewe, sow), lifestage-specific named (piglet, warg puppy) and gender/lifestage-specific names (cockerel).&lt;br /&gt;
* [12] You can rescue downed animals (tame or wild) and carry them to an animal bed.&lt;br /&gt;
* [12] Tamers drop unused food after a while.&lt;br /&gt;
* [12] We now support different animal graphics per gender. Chickens, deer, pigs and some others look different per gender.&lt;br /&gt;
* [12] Added male deer graphic with antlers.&lt;br /&gt;
* [12] Animal training can take several steps.&lt;br /&gt;
* [12] Animal training trainables are indented on the list under their prerequisites.&lt;br /&gt;
* [12] Animals trained for rescue will now rescue nearby downed colonists.&lt;br /&gt;
* [12] Animals trained for hauling will intermittently haul items.&lt;br /&gt;
* [12] Trainables do not show on the training ITab if they can never be done by the selected animal.&lt;br /&gt;
* [12] Added &amp;lt;trainableTags&amp;gt; so modders can force specific animals to be trainable in specific Trainable skills using tags, outside the “trainable intelligence” system.&lt;br /&gt;
* [12] Obeying animals only attack enemies very close to their master.&lt;br /&gt;
* [12] Wildness is output on info card with explanation.&lt;br /&gt;
* [12] Colony starts with a random pet.&lt;br /&gt;
* [12] Rebalanced animal hunger rates.&lt;br /&gt;
* [12] Animals produce animal filth, proportional to body size, inversely proportional to petness.&lt;br /&gt;
* [12] Animals have life expectancies and can contract chronic diseases as they age, just like humans.&lt;br /&gt;
* [12] Broad animals rebalance to size, health, damage, speed, points, market value, and wildness aided by new calculated animal stats tables.&lt;br /&gt;
* [12] Wounded colony animals go to bed for treatment (if no critical combat tasks are pressing).&lt;br /&gt;
* [12] Doctors will treat animals’ wounds if the animal is in a colony bed.&lt;br /&gt;
}}&lt;br /&gt;
=== Other ===&lt;br /&gt;
{{Collapse|&lt;br /&gt;
* [9a] Reworked ship takeoff sequence into a proper whiteout with nice credits.&lt;br /&gt;
* [11a] Every item and location outside the allowed area is considered forbidden.&lt;br /&gt;
* [11b] Colonists will now try to avoid pathing outside their allowed area.&lt;br /&gt;
* [11a] Added strip designator to reduce stripping micromanagement.&lt;br /&gt;
* [11a] Doors can be held open.&lt;br /&gt;
* [11a] Door locking is now door forbidding (it’s clearer).&lt;br /&gt;
* [11b] Open doors equalize temperature faster.&lt;br /&gt;
* [11a] Added copy/paste functionality for storage zone/building settings.&lt;br /&gt;
* [11a] World data now saves into map file to prevent game state confusion with multiple saves on one world.&lt;br /&gt;
* [11a] You can now perform surgery on guests. Violating surgery will anger their faction.&lt;br /&gt;
* [11b] Mods config page shows load order of mods.&lt;br /&gt;
* [11b] Reorganized and clean up options menu and graphics settings.&lt;br /&gt;
* [12] Factored together allowed areas, home area, no roof area, and snow clear area under a single AreaManager. Home area can now be assigned as an allowed area.&lt;br /&gt;
* [12] Added a new overview tab to assign animal areas.&lt;br /&gt;
* [12] Separated animal allowed areas and humanlike allowed areas.&lt;br /&gt;
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.&lt;br /&gt;
* [12] Refactored how Hediffs are randomly given for birthdays and at other times.&lt;br /&gt;
* [12] Game start now has a “select random landing site” button if you don’t want to choose.&lt;br /&gt;
* [12] Game will auto-reset mods config on startup crash to try to recover.&lt;br /&gt;
* [12] Main tabs like Work, Outfits, World, Factions, etc are now tabs permanently displayed along the bottom of the screen instead of being buried in an Overview window.&lt;br /&gt;
* [12] Some tabs, like Work, will not take more space than they need to given the number of entries (colonists) to display.&lt;br /&gt;
* [12] Improvements to trade interface: better layout, expands vertically to use all screen space, increment/decrement buttons and launch/drop all buttons added.&lt;br /&gt;
* [12] Added ‘open’ designator for opening cryptosleep caskets, graves, sarcophagi, and other containers.&lt;br /&gt;
* [12] Commands are shown if there is at least 1 selected object with this command, instead of requiring all selected things be able to accept the command.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gold&amp;diff=44798</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gold&amp;diff=44798"/>
		<updated>2017-01-14T05:02:38Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Look down&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = The most seductive metal of them all. Millions have died in attempting to feed the endless human thirst for gold. This soft metal is little use on its own, but is strikingly beautiful and very rare.&lt;br /&gt;
| color = (255,235,122)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Gold&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Gold&lt;br /&gt;
| label = gold&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| small volume = true&lt;br /&gt;
| sound drop = Silver_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Silver_Drop&lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| stuff adjective = golden&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -7&lt;br /&gt;
| beauty factor = 6&lt;br /&gt;
| beauty offset = 18&lt;br /&gt;
| flammability factor = 0.2&lt;br /&gt;
| market value base = 10&lt;br /&gt;
| max hit points factor = 0.6&lt;br /&gt;
| melee blunt damage factor = 1.15&lt;br /&gt;
| melee cooldown factor = 1.1&lt;br /&gt;
| melee sharp damage factor = 0.3&lt;br /&gt;
| work to make factor = 0.9&lt;br /&gt;
| work to build factor = 0.9&lt;br /&gt;
| mass = 0.05&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|Gold is a very [[Beauty|beautiful]] and [[Market Value|expensive]] [[Resources|resource]]. Can sometimes be found off the bodies of [[raider]]s, as well as those who pop out of random [[cryptosleep casket]]s in buildings around the map, but the primary source is [[Mine|gold veins]]. You can sell gold to certain [[traders]] to get a staggering amount of cash, or craft it into golden [[sculptures]] that are perhaps the most valuable items in the game. It can also be used to create extremely beautiful [[furniture]] and [[structure]]s.}}&lt;br /&gt;
&lt;br /&gt;
Gold art and furniture is the best way to get that coveted &amp;quot;Beautiful Environment&amp;quot; [[Mood|mood bonus]] for your colonists, though this may be wasteful unless you are swimming in cash already and don't need much extra.&lt;br /&gt;
&lt;br /&gt;
Colonists can suffer from a &amp;quot;High Expectations&amp;quot; mood debuff if your colony becomes too rich. Make sure you have plenty of mood-boosting effects to buffer against this before you start accumulating some real wealth.&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Steel&amp;diff=44797</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Steel&amp;diff=44797"/>
		<updated>2017-01-14T05:01:14Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: No need for the bold markup. A link is made by typing title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Metal&lt;br /&gt;
| category = Metallic&lt;br /&gt;
| description = An iron-carbon metal alloy used for building structures, tools, and weapons.&lt;br /&gt;
| color = (102,102,105)&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| def name = Steel&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Item/Resource/Metal&lt;br /&gt;
| label = steel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| slag def = ChunkSlagSteel&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| beauty base = -7&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| flammability factor = 0.2&lt;br /&gt;
| market value base = 2.0&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| melee sharp damage factor  = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| mass = 0.05&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Info|Steel is the primary resource for mid- to late-game construction, and is therefore vital. Steel can be found in steel bearing rock on the terrain and must be [[Mine|mined]] by your colonists. It can also be purchased from available ships at the [[Comms_console|Comms Console]], from another colony or by smelting steel slag dropped from supply ships and broken machines. It is also dropped by some pawns, most notably the [[Mechanoid|mechanoids]]. [[Raider|Raiders]] also have a chance to drop steel, among other things. Steel is one of the most valuable resources and is used in almost all forms of structures including [[Wall|Walls]], [[Security|Defensive Structures]], [[Production|Production Tables]] and more.}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Define/doc&amp;diff=44796</id>
		<title>Template:Define/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Define/doc&amp;diff=44796"/>
		<updated>2017-01-14T04:53:41Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Updated info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Description===&lt;br /&gt;
This template defines the stats for an item that, after a long and confusing chain of transclusions, will end up in [[Template:Infobox/Thing]]. It's usage is just like other Infobox templates, but for the first parameter you have to type either Medicine, Material, Exotic Item or Textile. Most parameters are optional. Note: Some stats may no longer have any effect on the infobox.&lt;br /&gt;
&lt;br /&gt;
===Keywords===&lt;br /&gt;
&lt;br /&gt;
base = write in decimal form about a base stat.&amp;lt;br /&amp;gt;&lt;br /&gt;
factor = how many times your item affects something, eg. 2.5 would show on the Infobox: 2.5x&amp;lt;br /&amp;gt;&lt;br /&gt;
offset = add a + or - to say how much using this item will offset a stat&lt;br /&gt;
&lt;br /&gt;
===Detailed Usage===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;word-wrap:break-word&amp;quot;&amp;gt;&lt;br /&gt;
{{Define | (Medicine/Material/Meal/Textile/Exotic Item)&lt;br /&gt;
| category = Category of the item.&lt;br /&gt;
| image = Define a specific image name to be used in the Infobox. Not needed if the image name is the same as the page name.&lt;br /&gt;
| accuracy (long) base = &lt;br /&gt;
| accuracy (medium) base = &lt;br /&gt;
| accuracy (short) base =&lt;br /&gt;
| accuracy (touch) base =&lt;br /&gt;
| armor - (blunt/sharp) base = no prefix or suffix&lt;br /&gt;
| armor - (blunt/electric/heat/sharp) factor/offset = x prefix&lt;br /&gt;
| beauty base/factor/offset =&lt;br /&gt;
| blood filtration factor/offset = &lt;br /&gt;
| blood pumping factor/offset = &lt;br /&gt;
| breathing factor/offset = &lt;br /&gt;
| consciousness factor/offset =&lt;br /&gt;
| days to rot = (base)&lt;br /&gt;
| description = the description in-game about the object&lt;br /&gt;
| deterioration rate base =&lt;br /&gt;
| door opening speed factor =&lt;br /&gt;
| equipped angle offset =&lt;br /&gt;
| flammability base/factor =&lt;br /&gt;
| global work speed offset =&lt;br /&gt;
| hearing factor/offset =&lt;br /&gt;
| hunger factor/offset = &lt;br /&gt;
| insulation - cold factor =&lt;br /&gt;
| insulation - heat factor = &lt;br /&gt;
| joy offset =&lt;br /&gt;
| manipulation factor/offset =&lt;br /&gt;
| market value base/factor =&lt;br /&gt;
| mass = (base)&lt;br /&gt;
| max hit points base = &lt;br /&gt;
| max hit points factor =&lt;br /&gt;
| maximum comfortable temperature base =&lt;br /&gt;
| medical potency base =&lt;br /&gt;
| melee blunt damage base =&lt;br /&gt;
| melee cooldown base/factor =&lt;br /&gt;
| melee damage base =&lt;br /&gt;
| melee sharp damage base =&lt;br /&gt;
| metabolism factor/offset =&lt;br /&gt;
| minimum comfortable temperature base =&lt;br /&gt;
| move speed base =&lt;br /&gt;
| moving factor/offset =&lt;br /&gt;
| pain factor/offset =&lt;br /&gt;
| ranged cooldown base =&lt;br /&gt;
| rest effectiveness factor =&lt;br /&gt;
| rest factor/offset=&lt;br /&gt;
| sell price multiplier base =&lt;br /&gt;
| sight factor/offset =&lt;br /&gt;
| stack limit = &lt;br /&gt;
| talking factor/offset =&lt;br /&gt;
| taste =&lt;br /&gt;
| target hit chance factor =&lt;br /&gt;
| work to make base/factor/offset =&lt;br /&gt;
| work to build factor/offset =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pemmican&amp;diff=44795</id>
		<title>Pemmican</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pemmican&amp;diff=44795"/>
		<updated>2017-01-14T04:40:16Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Pemmican&lt;br /&gt;
| description = A preserved mashed mixture of fat and plant food. Tastes bland, but not offensive. It lasts a very long time without refrigeration.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Pemmican&lt;br /&gt;
| label = pemmican&lt;br /&gt;
| parent name = OrganicProductBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters =&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = Meal&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| max num to ingest at once = 20&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| joy =&lt;br /&gt;
| preferability =&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 10&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 3.1&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| work to make base = 10&lt;br /&gt;
| mass = 0.018&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Pemmican''' is a mixture of meat and vegetarian items. It can be purchased from [[trade]]rs or can be prepared by a [[Menus#cook|cook]] after the process has been researched. However, no cooking skill is required to create it. It is prepared at an [[electric stove]], [[fueled stove]] or a [[campfire]] and requires 0.25 nutrition of meat (5 meat) and 0.25 nutrition of vegetarian items (5 fruit or vegetables). A completed bill produces 18 pemmican. Each pemmican restores only 5% [[saturation]], but up to 20 can be consumed in one sitting.}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chocolate&amp;diff=44794</id>
		<title>Chocolate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chocolate&amp;diff=44794"/>
		<updated>2017-01-14T04:34:37Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Umm?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Chocolate&lt;br /&gt;
| description = A delicious preparation of cocoa seeds ground together with sugar and vanilla. Very pleasurable to eat, but not very nutritious.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Chocolate&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy = 0.07&lt;br /&gt;
| label = chocolate&lt;br /&gt;
| max num to ingest at once = 4&lt;br /&gt;
| nutrition = 0.01&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability = DesperateOnly&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound drop = Standard_Drop&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| sound interact = Standard_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| taste = Fine&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| mass = 0.075&lt;br /&gt;
}}&lt;br /&gt;
{{Info|Chocolate is only obtainable through [[trade|trade]] at a Comms Console with a Bulk Goods Trader. Chocolate can be stored and consumed by colonists to provide a positive moodlet, although offers very little nutrition.}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chocolate&amp;diff=44793</id>
		<title>Chocolate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chocolate&amp;diff=44793"/>
		<updated>2017-01-14T04:28:25Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: The last test worked, now to fix the preferability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Meal&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Chocolate&lt;br /&gt;
| description = A delicious preparation of cocoa seeds ground together with sugar and vanilla. Very pleasurable to eat, but not very nutritious.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Chocolate&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy = 0.07&lt;br /&gt;
| label = chocolate&lt;br /&gt;
| max num to ingest at once = 4&lt;br /&gt;
| nutrition = 0.01&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability = DesperateOnly&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound drop = Standard_Drop&lt;br /&gt;
| sound eat = Meal_Eat&lt;br /&gt;
| sound interact = Standard_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| taste = fine&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| mass = 0.075&lt;br /&gt;
}}&lt;br /&gt;
{{Info|Chocolate is only obtainable through [[trade|trade]] at a Comms Console with a Bulk Goods Trader. Chocolate can be stored and consumed by colonists to provide a positive moodlet, although offers very little nutrition.}}&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Tag/Basics&amp;diff=44792</id>
		<title>Template:Tag/Basics</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Tag/Basics&amp;diff=44792"/>
		<updated>2017-01-14T04:23:11Z</updated>

		<summary type="html">&lt;p&gt;Spdskatr: Test to see if the tags work now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#vardefine: name          | {{{1|Wood}}}&lt;br /&gt;
}}{{#vardefine: worth         | {{Q| {{#var:name}} | Market Value Base       }}&lt;br /&gt;
}}{{#vardefine: mass          | {{Q| {{#var:name}} | Mass Base                    }}&lt;br /&gt;
}}{{#vardefine: stacklimit    | {{Q| {{#var:name}} | Stack Limit             }}&lt;br /&gt;
}}{| {{Tag/ST| c_02 }}&lt;br /&gt;
{{Tag/H1}} Market Value&lt;br /&gt;
{{Tag/HN}}{{Format/Market Value | {{#var:worth      | 0 }}}}&lt;br /&gt;
|-&lt;br /&gt;
{{Tag/HR}} Mass&lt;br /&gt;
|         {{Format/Value        | {{#var:mass | 0 }}}}kg&amp;lt;span style='margin-left: 12px'&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{Tag/HR}} Stack Limit&lt;br /&gt;
|         {{Format/Value        | {{#var:stacklimit | 0 }}}}&amp;lt;span style='margin-left: 18px'&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{documentation}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tag]]&lt;/div&gt;</summary>
		<author><name>Spdskatr</name></author>
	</entry>
</feed>