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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=42868</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=42868"/>
		<updated>2016-10-29T00:14:02Z</updated>

		<summary type="html">&lt;p&gt;Steenhole: /* Freezer Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{| style='float: right'&lt;br /&gt;
|- style='vertical-align: top'&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Cooler|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Cooler&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:Cooler.png|The cooler]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = An electrical device that fits and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = 200&lt;br /&gt;
}}&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Heater|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Heater&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:Heater.png|The heater]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = An electrical device that turns electricity into heat. It can automatically turn itself on and off to reach a target temperature.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = 175&lt;br /&gt;
}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = Campfire&lt;br /&gt;
| image = [[File:Campfire.png|Campfire]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A temporary heat source which burns for a few days. It may be used to cook simple meals anywhere, but as with all heat sources, it must be placed indoors so it has a closed space to heat.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 80&lt;br /&gt;
}}&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Vent|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Vent&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:vent.png|Vent]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A simple vent for equalizing the temperature between two rooms without allowing people to walk between them.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
'''Temperature''' can control and dictate every action of a colony. In many [[biomes]] temperature can reach some extreme highs and lows. Temperature also plays a major role and is affected by many things in [[world generation]]. The temperature in the outdoors stay fairly consistent and and can easily be the output for any [[cooler]]. Temperature can be controlled and even used as a weapon for any player with adequate power to burn in a raid.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} there is an orange glow when hovering over very hot areas to help you identify them.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Temperature affects many aspects of your colonist's life. Cold temperatures will preserve food and freeze your colonists to death, while hot temperatures will rot food, cook colonists, and can even start fires. Temperature is determined by the climate of your biome and is managed through structures in the temperature menu.&lt;br /&gt;
&lt;br /&gt;
All indoor rooms have their own temperature which can be seen by mousing over it. Temperature equalizes through roof and walls, with higher temperature differences and more connecting tiles having a stronger effect. Larger rooms have more &amp;quot;mass&amp;quot; to maintain their temperature and will have more authority over smaller rooms. Unroofed areas will always immediately match the outdoor temperature, even if only one tile is unroofed. &lt;br /&gt;
&lt;br /&gt;
Temperature transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer hot or cold quickly through a large base. Double thick walls act as an insulator to reduce heat transfer between rooms. Any room that borders an outdoors area will try to match the the outdoors temperature, even if the room borders solid rock. Rooms with extreme temperature differences can be buffered with an intermediate room, such as by using a cold hallway to protect a warm bedroom from a frozen outdoors.&lt;br /&gt;
&lt;br /&gt;
Try not to build long thin hallways connecting outside your base, or leave large solid rock clusters inside your base. This will increase your surface area against outdoor temperatures and make it more difficult to manage. Cut off the hallways using doors and mine the rock until all traces of outdoor area are gone.&lt;br /&gt;
&lt;br /&gt;
For the most part your colonists do not require an ideal temperature all the time to be happy. They only become unhappy with sleeping in an overly cold or hot bedroom and only suffer damage if they lack proper [[clothing]] for a hot/cold day. A colonist at risk of injury will first suffer unhappy thoughts about their temperature and will attempt to find more suitable clothing to be comfortable.&lt;br /&gt;
&lt;br /&gt;
=== Freezer ===&lt;br /&gt;
A freezer is the most straightforward use of coolers for a starting colony. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Select the cooler temperature settings and reduce their target temperature so that they continue running below 32F/0C. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
===Freezer Tips===&lt;br /&gt;
&lt;br /&gt;
Building freezers that can tolerate extreme heat, due to biome or heat waves, can be challenging.  Materials vary according to their insulation values.  Hence, changing the materials the freezer's walls are made from can dramatically improve the efficiency of a freezer.  Increasing the thickness of freezer walls also dramatically improves the insulation provided.&lt;br /&gt;
&lt;br /&gt;
Freezers lose a great deal of cooling through the doors to the freezer.  This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion.  The loss can be examined by mousing over the sections of the airlock to see the temperature.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures:&lt;br /&gt;
&lt;br /&gt;
=== [[Cooler]] ===&lt;br /&gt;
The cooler is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space to not inconvenience your colony.&lt;br /&gt;
&lt;br /&gt;
A cooler (in theory) is able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler.&lt;br /&gt;
&lt;br /&gt;
=== [[Passive Cooler]] ===&lt;br /&gt;
A low-tech cooler useful for tribe starts. A passive cooler cannot cool rooms to a temperature lower than 15 °C and it only lasts 5 days.&lt;br /&gt;
&lt;br /&gt;
=== [[Heater]] ===&lt;br /&gt;
The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 10 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
=== [[Campfire]] ===&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise they produce the same amount of heat as an electrical heater.&lt;br /&gt;
&lt;br /&gt;
=== [[Torch lamp]] ===&lt;br /&gt;
Produces light and a small amount of heat. Must be refueled with wood periodically like campfires.&lt;br /&gt;
&lt;br /&gt;
=== Steam Geysers ===&lt;br /&gt;
Steam Geysers generate a constant source of heat and are unaffected by building a [[Geothermal generator]] on top of them. They are extremely useful for staying warm in frozen climates but can cook a tightly packed indoors space in warmer biomes. &lt;br /&gt;
&lt;br /&gt;
=== [[Vent]] ===&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors.&lt;br /&gt;
&lt;br /&gt;
=== [[Door]] ===&lt;br /&gt;
&lt;br /&gt;
Open doors will cause heat to transfer between rooms. Strangely enough this effect is less potent than using vents, but a door can be left permanently open to help control temperature. Similar to running double thick walls, having double doors will improve insulation between rooms.&lt;br /&gt;
&lt;br /&gt;
== Extreme Temperature Effects ==&lt;br /&gt;
{{asof|A15}} the maximum temperature is 2000 °C and the minimum is -270 °C, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal unmodded gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== On pawns ===&lt;br /&gt;
Temperatures below a pawn's [[Minimum Comfortable Temperature|minimum comfortable temperature]] or above their [[Maximum Comfortable Temperature|maximum comfortable temperature]] will cause them discomfort with mood debuffs and in extreme cases can cause death. The simple cure for any afflicted colonist is to return them to a normal temperature environment. This process can be sped up by forcing the colonist into the opposite extreme, such as putting heatstroke victims in a freezer to cool off.&lt;br /&gt;
&lt;br /&gt;
Ailments include:&lt;br /&gt;
* [[Injury#Heatstroke|Heatstroke]] - caused by prolonged exposure to heat.&lt;br /&gt;
* [[Injury#Burn|Burns]] - caused by exposure to extreme heat or contact with [[fire]].&lt;br /&gt;
* [[Injury#Hypothermia|Hypothermia]] - caused by prolonged exposure to cold.&lt;br /&gt;
* [[Injury#Frostbite|Frostbite]] - injury to extremities caused by prolonged exposure to cold.&lt;br /&gt;
&lt;br /&gt;
=== On objects ===&lt;br /&gt;
Objects such as wooden structures and furniture will ignite once they reach a high enough temperature, depending on their material's [[flammability]]. All stone types and uranium have their flammability set to 0% and therefore objects made from them will not ignite or burn in any temperature. Steel, plasteel, silver, gold and jade are flammable as materials, but not as items.&lt;br /&gt;
&lt;br /&gt;
Extreme cold has no effect on objects, but most [[Food]] and [[Plant Matter]] items spoil depending on temperature. They become refrigerated in ambient temperatures below 10 °C, slowing down the spoiling process. When temperature reaches freezing (0 °C), they become frozen and completely stop spoiling.&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;/div&gt;</summary>
		<author><name>Steenhole</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Temperature&amp;diff=42867</id>
		<title>Temperature</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Temperature&amp;diff=42867"/>
		<updated>2016-10-29T00:12:47Z</updated>

		<summary type="html">&lt;p&gt;Steenhole: /* Freezer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{| style='float: right'&lt;br /&gt;
|- style='vertical-align: top'&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Cooler|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Cooler&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:Cooler.png|The cooler]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = An electrical device that fits and pushes cold air into a room. Its exhaust port generates a lot of heat. Can be used to cool down rooms during the summer months, or to create a walk-in freezer.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = 200&lt;br /&gt;
}}&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Heater|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Heater&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:Heater.png|The heater]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = An electrical device that turns electricity into heat. It can automatically turn itself on and off to reach a target temperature.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
| power = 175&lt;br /&gt;
}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = Campfire&lt;br /&gt;
| image = [[File:Campfire.png|Campfire]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A temporary heat source which burns for a few days. It may be used to cook simple meals anywhere, but as with all heat sources, it must be placed indoors so it has a closed space to heat.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 80&lt;br /&gt;
}}&lt;br /&gt;
|{{item infobox&lt;br /&gt;
| name = [[Vent|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Vent&amp;lt;/span&amp;gt;]]&lt;br /&gt;
| image = [[File:vent.png|Vent]]&lt;br /&gt;
| type = Architect&lt;br /&gt;
| type2 = Temperature &lt;br /&gt;
| placeable = yes&lt;br /&gt;
| tooltip = A simple vent for equalizing the temperature between two rooms without allowing people to walk between them.&lt;br /&gt;
| width = 1&lt;br /&gt;
| height = 1&lt;br /&gt;
| hp = 100&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
'''Temperature''' can control and dictate every action of a colony. In many [[biomes]] temperature can reach some extreme highs and lows. Temperature also plays a major role and is affected by many things in [[world generation]]. The temperature in the outdoors stay fairly consistent and and can easily be the output for any [[cooler]]. Temperature can be controlled and even used as a weapon for any player with adequate power to burn in a raid.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} there is an orange glow when hovering over very hot areas to help you identify them.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Temperature affects many aspects of your colonist's life. Cold temperatures will preserve food and freeze your colonists to death, while hot temperatures will rot food, cook colonists, and can even start fires. Temperature is determined by the climate of your biome and is managed through structures in the temperature menu.&lt;br /&gt;
&lt;br /&gt;
All indoor rooms have their own temperature which can be seen by mousing over it. Temperature equalizes through roof and walls, with higher temperature differences and more connecting tiles having a stronger effect. Larger rooms have more &amp;quot;mass&amp;quot; to maintain their temperature and will have more authority over smaller rooms. Unroofed areas will always immediately match the outdoor temperature, even if only one tile is unroofed. &lt;br /&gt;
&lt;br /&gt;
Temperature transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer hot or cold quickly through a large base. Double thick walls act as an insulator to reduce heat transfer between rooms. Any room that borders an outdoors area will try to match the the outdoors temperature, even if the room borders solid rock. Rooms with extreme temperature differences can be buffered with an intermediate room, such as by using a cold hallway to protect a warm bedroom from a frozen outdoors.&lt;br /&gt;
&lt;br /&gt;
Try not to build long thin hallways connecting outside your base, or leave large solid rock clusters inside your base. This will increase your surface area against outdoor temperatures and make it more difficult to manage. Cut off the hallways using doors and mine the rock until all traces of outdoor area are gone.&lt;br /&gt;
&lt;br /&gt;
For the most part your colonists do not require an ideal temperature all the time to be happy. They only become unhappy with sleeping in an overly cold or hot bedroom and only suffer damage if they lack proper [[clothing]] for a hot/cold day. A colonist at risk of injury will first suffer unhappy thoughts about their temperature and will attempt to find more suitable clothing to be comfortable.&lt;br /&gt;
&lt;br /&gt;
=== Freezer ===&lt;br /&gt;
A freezer is the most straightforward use of coolers for a starting colony. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold &amp;quot;blue&amp;quot; zone of the cooler inside the room and the hot &amp;quot;red&amp;quot; tile to an outdoor area. Select the cooler temperature settings and reduce their target temperature so that they continue running below 32F/0C. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten.&lt;br /&gt;
&lt;br /&gt;
===Freezer Tips===&lt;br /&gt;
&lt;br /&gt;
Building freezers that can tolerate extreme heat, due to biome or heat waves, can be challenging.  Materials vary according to their insulation values.  Hence, changing the materials the freezer's walls are made from can dramatically improve the efficiency of a freezer.  Increasing the thickness of freezer walls also dramatically improves the insulation provided.&lt;br /&gt;
&lt;br /&gt;
Freezer's lose a great deal of cooling through the doors to the freezer.  This loss can be offset by having doors arranged in sequence, one after another, at points of egress, in an &amp;quot;airlock&amp;quot; like fashion.  The loss can be examined by mousing over the sections of the airlock to see the temperature.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures:&lt;br /&gt;
&lt;br /&gt;
=== [[Cooler]] ===&lt;br /&gt;
The cooler is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food. In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
Coolers are heat pumps that produce both a cold side ''and'' a hot side. The hot side is rarely useful and should be directed to an outdoor space to not inconvenience your colony.&lt;br /&gt;
&lt;br /&gt;
A cooler (in theory) is able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside.&lt;br /&gt;
Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler.&lt;br /&gt;
&lt;br /&gt;
=== [[Passive Cooler]] ===&lt;br /&gt;
A low-tech cooler useful for tribe starts. A passive cooler cannot cool rooms to a temperature lower than 15 °C and it only lasts 5 days.&lt;br /&gt;
&lt;br /&gt;
=== [[Heater]] ===&lt;br /&gt;
The heater is used to raise the temperature of a room. It has two states of power consumption: low and high. In its low state, the heater produces no heat but still requires 10 W. It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base.&lt;br /&gt;
&lt;br /&gt;
A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticable in extremely cold or hot environments.&lt;br /&gt;
Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square.&lt;br /&gt;
So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater.&lt;br /&gt;
&lt;br /&gt;
=== [[Campfire]] ===&lt;br /&gt;
{{#show: Campfire | ?note }}&lt;br /&gt;
&lt;br /&gt;
Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise they produce the same amount of heat as an electrical heater.&lt;br /&gt;
&lt;br /&gt;
=== [[Torch lamp]] ===&lt;br /&gt;
Produces light and a small amount of heat. Must be refueled with wood periodically like campfires.&lt;br /&gt;
&lt;br /&gt;
=== Steam Geysers ===&lt;br /&gt;
Steam Geysers generate a constant source of heat and are unaffected by building a [[Geothermal generator]] on top of them. They are extremely useful for staying warm in frozen climates but can cook a tightly packed indoors space in warmer biomes. &lt;br /&gt;
&lt;br /&gt;
=== [[Vent]] ===&lt;br /&gt;
{{#show: Vent | ?note }}&lt;br /&gt;
&lt;br /&gt;
Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors.&lt;br /&gt;
&lt;br /&gt;
=== [[Door]] ===&lt;br /&gt;
&lt;br /&gt;
Open doors will cause heat to transfer between rooms. Strangely enough this effect is less potent than using vents, but a door can be left permanently open to help control temperature. Similar to running double thick walls, having double doors will improve insulation between rooms.&lt;br /&gt;
&lt;br /&gt;
== Extreme Temperature Effects ==&lt;br /&gt;
{{asof|A15}} the maximum temperature is 2000 °C and the minimum is -270 °C, very close to [[Wikipedia:absolute zero|absolute zero]]. The minimum temperature is not encountered during normal unmodded gameplay, but [[fire]]s in small enclosed spaces can reach the maximum temperature.&lt;br /&gt;
&lt;br /&gt;
=== On pawns ===&lt;br /&gt;
Temperatures below a pawn's [[Minimum Comfortable Temperature|minimum comfortable temperature]] or above their [[Maximum Comfortable Temperature|maximum comfortable temperature]] will cause them discomfort with mood debuffs and in extreme cases can cause death. The simple cure for any afflicted colonist is to return them to a normal temperature environment. This process can be sped up by forcing the colonist into the opposite extreme, such as putting heatstroke victims in a freezer to cool off.&lt;br /&gt;
&lt;br /&gt;
Ailments include:&lt;br /&gt;
* [[Injury#Heatstroke|Heatstroke]] - caused by prolonged exposure to heat.&lt;br /&gt;
* [[Injury#Burn|Burns]] - caused by exposure to extreme heat or contact with [[fire]].&lt;br /&gt;
* [[Injury#Hypothermia|Hypothermia]] - caused by prolonged exposure to cold.&lt;br /&gt;
* [[Injury#Frostbite|Frostbite]] - injury to extremities caused by prolonged exposure to cold.&lt;br /&gt;
&lt;br /&gt;
=== On objects ===&lt;br /&gt;
Objects such as wooden structures and furniture will ignite once they reach a high enough temperature, depending on their material's [[flammability]]. All stone types and uranium have their flammability set to 0% and therefore objects made from them will not ignite or burn in any temperature. Steel, plasteel, silver, gold and jade are flammable as materials, but not as items.&lt;br /&gt;
&lt;br /&gt;
Extreme cold has no effect on objects, but most [[Food]] and [[Plant Matter]] items spoil depending on temperature. They become refrigerated in ambient temperatures below 10 °C, slowing down the spoiling process. When temperature reaches freezing (0 °C), they become frozen and completely stop spoiling.&lt;br /&gt;
&lt;br /&gt;
{{nav|temperature}}&lt;/div&gt;</summary>
		<author><name>Steenhole</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Medicine&amp;diff=42866</id>
		<title>Medicine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Medicine&amp;diff=42866"/>
		<updated>2016-10-28T23:46:18Z</updated>

		<summary type="html">&lt;p&gt;Steenhole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Medicine&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Medicine&lt;br /&gt;
| description = Medical staff use these supplies to heal the wounded.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| e type = Medicine&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Medicine&lt;br /&gt;
| label = medicine&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;
| sound drop = Standard_Drop&lt;br /&gt;
| sound interact = Standard_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = Medicine&lt;br /&gt;
| use standard health = true&lt;br /&gt;
| max health base = 100&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 1&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 25&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| medical potency base = 1.0&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&amp;lt;includeonly&amp;gt;{{Main Article | Medicine }}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
'''Medicine''' is used to improve outcomes when treating a colonist's [[injury]](s), to remove or install body parts/replacements, and to build hospital beds.  &lt;br /&gt;
&lt;br /&gt;
{{asof|A15}} you can now produce medicine from herbal medicine, [[neutroamine]] and [[cloth]]. This requires research and the building [[Drug lab]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Healing is done by colonists with the [[Skills#Medicine|medicine]] skill enabled. The patient needs to have [[Overview#Patient|patient]] enabled and be in a bed. Medicine is not required, but will '''improve the chance of a good treatment''' drastically, allow for the '''healing of multiple small injuries in one go''' and '''double the amount of experience gained''' by the doctor.&lt;br /&gt;
&lt;br /&gt;
'''Good Treatment''' doubles a colonist's heal rate and reduces the chance of any lasting effect from an injury.&lt;br /&gt;
&lt;br /&gt;
As doctoring greatly depends on consciousness, sight and manipulation, having a doctor with bionic eyes and hands greatly improves the effectiveness of your medicine.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_06 text-center}}&lt;br /&gt;
! Doctoring stats !! Consciousness !! Sight !! Manipulation &lt;br /&gt;
|-&lt;br /&gt;
! [[Base_Healing_Quality|Base Healing Quality]] &lt;br /&gt;
| - || | 70% || | 90%&lt;br /&gt;
|-&lt;br /&gt;
! [[Healing_Speed|Healing Speed]] &lt;br /&gt;
| 100% || | 80% || | 90%&lt;br /&gt;
|-&lt;br /&gt;
! [[Surgery_Success_Chance|Surgery Success Chance]] &lt;br /&gt;
| 100% || | 40% || | 40%&lt;br /&gt;
|}&lt;br /&gt;
The table above describes the importance of a doctors consciousness, sight and manipulation. For example: if a doctor has only 75% manipulation, his healing quality and healing speed is reduced by 25% * 90% = 22.5%, while his surgery success chance is reduced by 25% * 40% = 10%. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Shortage ==&lt;br /&gt;
{{Resource| name        = No Medicine&lt;br /&gt;
| description = Sometimes resources are scarce and treatment has to go forward without any medicine. This guarantees bad treatment quality from any but the most experienced and/or enhanced of doctors.&lt;br /&gt;
| tags        =&lt;br /&gt;
{{Tag/Chance for Good Treatment | 0.5 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Growable Medicine ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name        = Herbal Medicine&lt;br /&gt;
| image       = Herbal_Medicine.png&lt;br /&gt;
| description = ''A pack of herbal concoctions typically extracted from the Healroot plant. Less potent than industrial pharmaceuticals.''&lt;br /&gt;
| information = [[Herbal Medicine|Herbal medicine]] is a cheaper and easier to obtain form of medicine. This is the only medicine that can be obtained via farming [[Healroot]], generally making it very useful for new colonies with limited silver. It serves with most of the functions of normal medikits with the exception of not being as effective as medikits. However, it cannot serve as materials for a [[hospital bed]].&lt;br /&gt;
| tags        = &lt;br /&gt;
{{Tag/Chance for Good Treatment | 0.85 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Imported Medicine ==&lt;br /&gt;
{{Item&lt;br /&gt;
| name        = Medikits&lt;br /&gt;
| image       = Medicine Icon.png&lt;br /&gt;
| description = ''Medical staff use these supplies to heal the wounded.''&lt;br /&gt;
| information = Medikits can be [[trade|bought]] from traders, taken from raiders or produced by colonists using a [[Drug lab]]. Combat traders carry large quantities of them at a discount price to encourage violence and raise demand for their other goods.&lt;br /&gt;
| tags        = &lt;br /&gt;
{{Tag/Chance for Good Treatment | 1.0 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
| name        = Glitterworld Medicine&lt;br /&gt;
| image       = Glitterworld Medicine.png&lt;br /&gt;
| description = ''Advanced medical supplies from a high-tech [[Glitterworld|glitterworld]].''&lt;br /&gt;
| information = [[Glitterworld Medicine|Glitterworld medicine]] can be [[trade|bought]] from traders. Each one comes with a copy of ''Doctoring for Dummies'', giving even colonists without any skill a high chance for a good treatment.&lt;br /&gt;
| tags        =&lt;br /&gt;
{{Tag/Chance for Good Treatment | 1.8 }}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Steenhole</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Zone/Area&amp;diff=42863</id>
		<title>Zone/Area</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Zone/Area&amp;diff=42863"/>
		<updated>2016-10-28T19:40:13Z</updated>

		<summary type="html">&lt;p&gt;Steenhole: /* No roof area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
! {{MainSection_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zones''' and '''areas''' are groups of map tiles, marked by the player. They aren't structures, rather just marked sections of the map for organization and control.&lt;br /&gt;
&lt;br /&gt;
==Zones==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=80px height=80px | [[File:Stockpile.png|link=Stockpile zone|Stockpile]]  &lt;br /&gt;
| width=80px height=80px | [[File:Stockpile.png|link=Dumping stockpile|Dumping stockpile zone]] &lt;br /&gt;
| width=80px height=80px | [[File:ZoneCreate_Growing.png|link=Growing zone]] &lt;br /&gt;
| width=80px height=80px | [[File:ZoneDelete.png|link=Zone/Area#Delete zone]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Stockpile zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Dumping stockpile|Dumping stockpile zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Growing zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Zone/Area#Delete zone|Delete zone]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Zones are groups of map tiles, marked by the player, and may be selected and configured. Zones are always contiguous. They define their own space and cannot overlap other zones.&lt;br /&gt;
&lt;br /&gt;
The content of any stockpile, dumping stockpile or growing zone can be defined by selecting the zone and clicking the brown button that appears above the [[user interface|Architect]] menu. The priority of a stockpile or dumping stockpile can also be set there.&lt;br /&gt;
&lt;br /&gt;
===[[Stockpile zone]]===&lt;br /&gt;
&lt;br /&gt;
Stockpiles are where most of a colony's goods are stored. They can be configured to hold any combination of items, from individual items (metal stockpile, log stockpile etc.) to groups of items (weapons stockpile, meal stockpile etc.) or even all items.&lt;br /&gt;
&lt;br /&gt;
===[[Dumping stockpile|Dumping stockpile zone]]===&lt;br /&gt;
&lt;br /&gt;
Dumping stockpiles are, by default, enabled to hold debris and corpses, however they are functionally identical to regular stockpiles, differing only in name and default settings.&lt;br /&gt;
&lt;br /&gt;
Some applications for dumping stockpiles outside of general storage include hauling debris to form makeshift defenses, or creating areas to dispose of raider corpses via [[molotov cocktails]].&lt;br /&gt;
&lt;br /&gt;
===[[Growing zone]]===&lt;br /&gt;
&lt;br /&gt;
Growing zones allow colonists with the growing job [[overview|enabled]] to grow plants. These plants range from food crops, to flowers to improve the environment, to trees to provide wood. Soil fertility and amount of available light strongly influences plant growth, and so are major factors to consider when placing growing zones.  Some soil is superfertile (exceeding 100%), and will yield crops at a better than normal rate.&lt;br /&gt;
&lt;br /&gt;
Growing zones are less efficient than [[hydroponics table|hydroponics]], therefore it is advisable to move food production to hydroponics when it becomes available.&lt;br /&gt;
&lt;br /&gt;
Hydroponics are a necessity in extreme environments, like arctic ice sheets, where plants will not grow because of temperature or fertility.  The hydroponic table is placed indoors, where the temperature can be regulated.&lt;br /&gt;
&lt;br /&gt;
===Delete zone===&lt;br /&gt;
The delete zones tool allows players to delete stockpile or growing zones square by square, allowing players to shape or remove their zones according to their needs.&lt;br /&gt;
&lt;br /&gt;
==Areas==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=130px height=80px | [[File:AreaAllowed.png|link=Allowed area]][[File:AreaAllowedClear.png|link=Allowed area]]  &lt;br /&gt;
| width=130px height=80px | [[File:HomeRegionOn.png|link=Home area]][[File:HomeRegionOff.png|link=Home area]]  &lt;br /&gt;
| width=130px height=80px | [[File:NoRoofRegionOn.png|link=No roof area]][[File:NoRoofRegionOff.png|link=No roof area]]&lt;br /&gt;
| width=130px height=80px | [[File:SnowClearAreaOn.png|link=Zone/Area#Snow clear area]][[File:SnowClearAreaOff.png|link=Zone/Area#Snow clear area]]&lt;br /&gt;
| width=130px height=80px | [[File:BuildRoofAreaExpand.png|link=Build roof area]][[File:BuildRoofAreaClear.png|link=Build roof area]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Allowed area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Home area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[No roof area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Zone/Area#Snow clear area|Snow clear area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[Build roof area]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Areas are groups of map tiles, marked by the player, and act like an invisible layer on the map. Areas become visible only when using their expand or clear tools. Each type of area exists in its own layer, serves its own purpose, and may overlap other areas and zones. An area can be painted in any shape and may have disjoined sections - it need not be contiguous.&lt;br /&gt;
&lt;br /&gt;
Each area tool is followed by a 'clear area' tool that is used to delete sections of that area. &lt;br /&gt;
&lt;br /&gt;
===[[Allowed area]]===&lt;br /&gt;
An allowed area restricts where colonists can perform work and joy activities. It does not restrict them from pathing outside an allowed area in order to get to their destination. A hunter will not hunt animals that are outside of his or her allowed area. Firefighters will not extinguish fire that is not both in the home area and inside their allowed area.&lt;br /&gt;
&lt;br /&gt;
From the Expand Allowed Area button, clicking 'Manage allowed areas' allows the player to create or delete areas, rename areas, or invert an area. Inverting an area allows a player to effectively paint the entire map except for the area as drawn by the player. Colonists may still travel through the unpainted void of an inverted area. They just won't perform any activities there. &lt;br /&gt;
&lt;br /&gt;
No more than five areas may be created.&lt;br /&gt;
&lt;br /&gt;
In a colonist's inspect pane they may be assigned to a single allowed area. By default it is 'Unrestricted'.&lt;br /&gt;
&lt;br /&gt;
====Animal area====&lt;br /&gt;
An animal area is an allowed area only for tame animals. Each animal stays in its assigned area, but will go to its master if they are drafted. &lt;br /&gt;
&lt;br /&gt;
No more than five animals areas may be created.&lt;br /&gt;
&lt;br /&gt;
In an animals's inspect pane it may be assigned to a single allowed area. By default it is 'Unrestricted'.&lt;br /&gt;
&lt;br /&gt;
===[[Home area]]===&lt;br /&gt;
&lt;br /&gt;
The Home area tool is very important - colonists won't fight fires or repair objects outside the home area. Home areas can be set to auto-generate around player built objects and structures, and can be toggled via the house icon in the lower right of the screen; this setting is on by default.&lt;br /&gt;
&lt;br /&gt;
===[[No roof area]]===&lt;br /&gt;
&lt;br /&gt;
No Roof Area has two functions:&lt;br /&gt;
&lt;br /&gt;
1--Designating a No Roof Area in an area that is not yet roofed prevents a roof from being built there.&lt;br /&gt;
&lt;br /&gt;
2--Designating a No Roof Area in an area '''with''' a roof, causes a constructor to remove the roof.  This function is useful for things like removing a building without risk of the roof collapsing on top of colonists, or building walls around vulnerable solar generators without blocking out the sunlight.&lt;br /&gt;
&lt;br /&gt;
Removing an established roof is a low priority construction job.  You may want to manually compel a constructor pawn to do the job in a timely manner, or cancel other higher priority construction jobs.  When removing a wall supporting roofs, make sure that the roof has been removed before the wall.  This sequence is not an automatic priority.&lt;br /&gt;
&lt;br /&gt;
When having difficulty with Roof Removal, check to make sure that the pawns can actually reach the sections of roof being removed.&lt;br /&gt;
&lt;br /&gt;
The partnered tool, '''Clear no roof area''' tool, allows the player to delete sections of a No roof area, allowing roofs to be built over enclosed spaces where there previously was a No roof area.&lt;br /&gt;
&lt;br /&gt;
===Snow clear area===&lt;br /&gt;
&lt;br /&gt;
The Snow clear area tool allows colonists to remove the snow from designated areas in order to increase move speed.&lt;br /&gt;
&lt;br /&gt;
===Build roof area===&lt;br /&gt;
&lt;br /&gt;
The Build roof area tool is a new tool {{asof|A14}} that allows colonists to build the roof in the area designated, instead of the roof immediately appearing after the space is closed. This can be very handy for example when manually constructing a roof behind your sandbags, so your colonists enjoy additional protection from incoming weapon projectiles because they are in darkness (don't forget to keep in mind that each roof tile needs to be within 6 range of a wall tile in order to not be able to collapse).&lt;br /&gt;
&lt;br /&gt;
{{{{TNTN|nav}}|zone}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Zones]]&lt;/div&gt;</summary>
		<author><name>Steenhole</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trade&amp;diff=42836</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trade&amp;diff=42836"/>
		<updated>2016-10-26T00:31:20Z</updated>

		<summary type="html">&lt;p&gt;Steenhole: /* Exotic Goods Trader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
In RimWorld, colonists can trade with faction trade caravans and passing trade vessels to buy and sell [[resources]], [[gear]], [[colonists|slaves]]/[[prisoners]], and other valuable items. They will also sometimes sell furniture and pack dromedaries.&lt;br /&gt;
&lt;br /&gt;
Trade caravans consist of one or more friendly faction members, with most caravans having pack muffalo and tamed animals in tow. To trade with a passing caravan, direct a colonist (preferably with high social skill) to speak with the caravan member with a yellow question mark above their head.&lt;br /&gt;
&lt;br /&gt;
Trading vessels will often pass within [[comms console|comms]] range, and stay there for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. A simple notice at the top of the screen will declare when the trading vessel has left comms range and can no longer be traded with.&lt;br /&gt;
&lt;br /&gt;
Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} the interface also now lets you type in the number you want to trade instead of dragging to the number.&lt;br /&gt;
&lt;br /&gt;
==How to Trade==&lt;br /&gt;
&lt;br /&gt;
{{asof|A13}} visitors and trade caravans from friendly factions will randomly visit the colony. Both visitor and trade caravan event will cause an alert letter to be send to the player. To initiate a trade, order a colonist to interact with the visitor having a yellow question mark above their head. Any item located within one of the colony's stockpiles will be eligible to sell and appear in the trade window. If any items are purchased, they will spawn in the location where the trader stood when trading completed.&lt;br /&gt;
&lt;br /&gt;
You can now request traders by calling allied factions. It costs silver. (Alpha 15)&lt;br /&gt;
&lt;br /&gt;
To enable trading with orbital traders, a colony must have a [[power]]ed [[comms console]], and at least one powered [[orbital trade beacon]]. To initiate a trade, order a colonist to interact with the comms console after the alert letter is received. {{asof|A13}} the orbital trade beacon does not need to be located outdoors nor have access to outdoor tiles. Only items located within the range of an orbital trade beacon will appear in the trade window. Colonies may place multiple orbital trade beacons to expand the number of items that can be eligible for trade. If any items are purchased, they will be sent to an outdoor beacon's zone via drop pods. If no beacons have outdoor tiles, drop pods will phase through constructed roofs. If all tiles are covered in thin rock roof or overhead mountain, drop pods will appear at the nearest eligible tile to the beacon.&lt;br /&gt;
&lt;br /&gt;
[[Prisoner|Prisoners]] can be sold directly from their cell, even if the cell is not in range of a beacon, and tamed [[animal|animals]] can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their skills, capabilities, and injuries. Only mature animals may be sold and their training level is factored into the sell price. Any [[colonist]] can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the [[skills#Social|social skill]] of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.&lt;br /&gt;
&lt;br /&gt;
The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|BUY&lt;br /&gt;
!QUANTITY&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|SELL&lt;br /&gt;
|-&lt;br /&gt;
|ALL||ONE||&amp;lt;tt&amp;gt;positive = buy&amp;lt;br/&amp;gt;negative = sell&amp;lt;/tt&amp;gt;||ONE||ALL&lt;br /&gt;
|-&lt;br /&gt;
|'''{{key|&amp;lt;&amp;lt;}}'''||'''{{key|&amp;lt;}}'''||&amp;lt;tt&amp;gt;may type # here&amp;lt;/tt&amp;gt;||'''{{key|&amp;gt;}}'''||'''{{key|&amp;gt;&amp;gt;}}'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that prices listed in green are cheap, and prices listed in red are expensive.&lt;br /&gt;
&lt;br /&gt;
Your items that the trader doesn't deal in are shown grayed out at the bottom of the list. To trade those items, you'll need to contact the right kind of trader.&lt;br /&gt;
&lt;br /&gt;
Food items that are rotting are not listed for trade.&lt;br /&gt;
&lt;br /&gt;
==Types of Traders==&lt;br /&gt;
===Physical Presence===&lt;br /&gt;
*'''Visitors''' are small groups that carry all of their goods on their person. They often have few items and little silver to trade with.&lt;br /&gt;
*'''Trade caravans''' are large groups that carry their goods on pack [[muffalo]] or [[dromedary|dromedaries]], depending on climate. They have a moderate amount of items and silver to buy trade with.&lt;br /&gt;
*'''Orbital traders''' are traders which have no physical presence. They have large amounts of items and silver to trade with.&lt;br /&gt;
&lt;br /&gt;
===Technological Level===&lt;br /&gt;
*'''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items.&lt;br /&gt;
*'''Outlander''' traders come from other colonies on your rimworld and are not restricted to a specific technology level of items.&lt;br /&gt;
&lt;br /&gt;
''While the game does not specify where orbital traders hail from, the technologically advanced nature of items that they carry generally indicates that they are from urbworlds or glitterworlds.''&lt;br /&gt;
&lt;br /&gt;
===Inventory Types===&lt;br /&gt;
*'''Bulk goods traders''' buy and sell basic materials such as steel, wood, components, gold, textiles, and food.&lt;br /&gt;
*'''Combat suppliers''' buy and sell melee weapons, ranged weapons, armor, medicine, and implants.&lt;br /&gt;
*'''Exotic goods traders''' buy and sell artifacts, apparel, non-craftable joy items, furniture, and some other exotic items.&lt;br /&gt;
*'''Pirate merchants''' buy and sell slaves, armor, implants, medicine, and rare animals.&lt;br /&gt;
&lt;br /&gt;
A trader will have all three qualities listed above. For example, you may be visited by a neolithic trade caravan offering bulk goods.&lt;br /&gt;
&lt;br /&gt;
==Trader Inventories==&lt;br /&gt;
&lt;br /&gt;
===Orbital Bulk Goods Trader===&lt;br /&gt;
{{:Orbital bulk goods trader}}&lt;br /&gt;
&lt;br /&gt;
==Exotic Goods Trader==&lt;br /&gt;
'''Exotic Goods Traders''' deal in rare and valuable items such as  [[AI Persona Core]]s, [[Sculptures|sculptures]], [[Joy|televisions]], [[Joy|telescopes]], [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, some [[Furniture]], [[gold]], [[uranium]], and [[Glitterworld Medicine]]. May also carry animals of the wilder variety.&lt;br /&gt;
&lt;br /&gt;
==Pirate Merchant==&lt;br /&gt;
'''Pirate Merchants''' deal in slaves/prisoners, weapons, body parts, medicine, and beer. The chance of a trade ship carrying prisoners should go down as colony population goes up.&lt;br /&gt;
&lt;br /&gt;
==Combat Supplier==&lt;br /&gt;
'''Combat Suppliers''' deal in [[weapons]], [[armor]], [[artillery shell]]s, and medicine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Trading tips==&lt;br /&gt;
*Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (0.5% per social skill point).&lt;br /&gt;
*Likewise, colonists with a higher social skill will negotiate for higher selling prices for everything but the commodities (0.5% per social skill point).&lt;br /&gt;
*Trade is influenced by your trader's ability to speak and hear. Damage to any such parts will ruin trade prices, and conversely bionic enhancements will improve trade.&lt;br /&gt;
*Selling a prisoner is profitable, but has a [[Thoughts_list#A_prisoner_was_sold|negative impact on the happiness]] of all colonists (excludes psychopaths). To prevent exploiting a recruiting loophole, you cannot buy back a prisoner you just sold.&lt;br /&gt;
*Food and textiles can be quickly grown on [[hydroponics table]]s, which makes farming a viable income source, provided there's enough manpower to tend to the crops.&lt;br /&gt;
*It is recommended to put your comms console in or near the bedroom of the colonist with the highest social skill for convenient trading.&lt;br /&gt;
*Trade ships carry a limited amount of silver, so they may not be able to buy everything you wish to sell.&lt;br /&gt;
*[[Sculptures|Sculptures]] can be created with a [[sculptor's table]] and sold to traders. Since trade ships carry a limited amount of silver, though, you may find that you cannot sell a very expensive sculpture.&lt;br /&gt;
*You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store (sometimes you have items so expensive that no trader can buy them, or when you try the sell bunch tip above).&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Steenhole</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Trade&amp;diff=42835</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Trade&amp;diff=42835"/>
		<updated>2016-10-26T00:28:51Z</updated>

		<summary type="html">&lt;p&gt;Steenhole: /* Exotic Goods Trader */&lt;/p&gt;
&lt;hr /&gt;
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{{TOCright}}&lt;br /&gt;
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&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
In RimWorld, colonists can trade with faction trade caravans and passing trade vessels to buy and sell [[resources]], [[gear]], [[colonists|slaves]]/[[prisoners]], and other valuable items. They will also sometimes sell furniture and pack dromedaries.&lt;br /&gt;
&lt;br /&gt;
Trade caravans consist of one or more friendly faction members, with most caravans having pack muffalo and tamed animals in tow. To trade with a passing caravan, direct a colonist (preferably with high social skill) to speak with the caravan member with a yellow question mark above their head.&lt;br /&gt;
&lt;br /&gt;
Trading vessels will often pass within [[comms console|comms]] range, and stay there for a limited time. A blue notification will appear at the right of your screen to announce the trade ship and its type. A simple notice at the top of the screen will declare when the trading vessel has left comms range and can no longer be traded with.&lt;br /&gt;
&lt;br /&gt;
Each type of trade ship will buy and sell only certain types of items. Selection varies with each passing ship, as they typically don't carry every item that they deal in at any given time.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} the interface also now lets you type in the number you want to trade instead of dragging to the number.&lt;br /&gt;
&lt;br /&gt;
==How to Trade==&lt;br /&gt;
&lt;br /&gt;
{{asof|A13}} visitors and trade caravans from friendly factions will randomly visit the colony. Both visitor and trade caravan event will cause an alert letter to be send to the player. To initiate a trade, order a colonist to interact with the visitor having a yellow question mark above their head. Any item located within one of the colony's stockpiles will be eligible to sell and appear in the trade window. If any items are purchased, they will spawn in the location where the trader stood when trading completed.&lt;br /&gt;
&lt;br /&gt;
You can now request traders by calling allied factions. It costs silver. (Alpha 15)&lt;br /&gt;
&lt;br /&gt;
To enable trading with orbital traders, a colony must have a [[power]]ed [[comms console]], and at least one powered [[orbital trade beacon]]. To initiate a trade, order a colonist to interact with the comms console after the alert letter is received. {{asof|A13}} the orbital trade beacon does not need to be located outdoors nor have access to outdoor tiles. Only items located within the range of an orbital trade beacon will appear in the trade window. Colonies may place multiple orbital trade beacons to expand the number of items that can be eligible for trade. If any items are purchased, they will be sent to an outdoor beacon's zone via drop pods. If no beacons have outdoor tiles, drop pods will phase through constructed roofs. If all tiles are covered in thin rock roof or overhead mountain, drop pods will appear at the nearest eligible tile to the beacon.&lt;br /&gt;
&lt;br /&gt;
[[Prisoner|Prisoners]] can be sold directly from their cell, even if the cell is not in range of a beacon, and tamed [[animal|animals]] can be sold from anywhere on the map. The trade value of a prisoner or animal is based on their skills, capabilities, and injuries. Only mature animals may be sold and their training level is factored into the sell price. Any [[colonist]] can be ordered to trade with available vessels by selecting them and right-clicking on the comms console. The higher the [[skills#Social|social skill]] of the selected colonist, the better the trade prices will be. After selecting the trading vessel, the trade interface opens.&lt;br /&gt;
&lt;br /&gt;
The trade interface shows what commodities are available to trade, the colony's stock, the trader's stock, and the prices to buy and sell.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|BUY&lt;br /&gt;
!QUANTITY&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|SELL&lt;br /&gt;
|-&lt;br /&gt;
|ALL||ONE||&amp;lt;tt&amp;gt;positive = buy&amp;lt;br/&amp;gt;negative = sell&amp;lt;/tt&amp;gt;||ONE||ALL&lt;br /&gt;
|-&lt;br /&gt;
|'''{{key|&amp;lt;&amp;lt;}}'''||'''{{key|&amp;lt;}}'''||&amp;lt;tt&amp;gt;may type # here&amp;lt;/tt&amp;gt;||'''{{key|&amp;gt;}}'''||'''{{key|&amp;gt;&amp;gt;}}'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that prices listed in green are cheap, and prices listed in red are expensive.&lt;br /&gt;
&lt;br /&gt;
Your items that the trader doesn't deal in are shown grayed out at the bottom of the list. To trade those items, you'll need to contact the right kind of trader.&lt;br /&gt;
&lt;br /&gt;
Food items that are rotting are not listed for trade.&lt;br /&gt;
&lt;br /&gt;
==Types of Traders==&lt;br /&gt;
===Physical Presence===&lt;br /&gt;
*'''Visitors''' are small groups that carry all of their goods on their person. They often have few items and little silver to trade with.&lt;br /&gt;
*'''Trade caravans''' are large groups that carry their goods on pack [[muffalo]] or [[dromedary|dromedaries]], depending on climate. They have a moderate amount of items and silver to buy trade with.&lt;br /&gt;
*'''Orbital traders''' are traders which have no physical presence. They have large amounts of items and silver to trade with.&lt;br /&gt;
&lt;br /&gt;
===Technological Level===&lt;br /&gt;
*'''Neolithic''' traders are tribal in nature and will be limited to selling neolithic level items.&lt;br /&gt;
*'''Outlander''' traders come from other colonies on your rimworld and are not restricted to a specific technology level of items.&lt;br /&gt;
&lt;br /&gt;
''While the game does not specify where orbital traders hail from, the technologically advanced nature of items that they carry generally indicates that they are from urbworlds or glitterworlds.''&lt;br /&gt;
&lt;br /&gt;
===Inventory Types===&lt;br /&gt;
*'''Bulk goods traders''' buy and sell basic materials such as steel, wood, components, gold, textiles, and food.&lt;br /&gt;
*'''Combat suppliers''' buy and sell melee weapons, ranged weapons, armor, medicine, and implants.&lt;br /&gt;
*'''Exotic goods traders''' buy and sell artifacts, apparel, non-craftable joy items, furniture, and some other exotic items.&lt;br /&gt;
*'''Pirate merchants''' buy and sell slaves, armor, implants, medicine, and rare animals.&lt;br /&gt;
&lt;br /&gt;
A trader will have all three qualities listed above. For example, you may be visited by a neolithic trade caravan offering bulk goods.&lt;br /&gt;
&lt;br /&gt;
==Trader Inventories==&lt;br /&gt;
&lt;br /&gt;
===Orbital Bulk Goods Trader===&lt;br /&gt;
{{:Orbital bulk goods trader}}&lt;br /&gt;
&lt;br /&gt;
==Exotic Goods Trader==&lt;br /&gt;
'''Exotic Goods Traders''' deal in rare and valuable items such as [[Sculptures|sculptures]], [[Joy|televisions]], [[Joy|telescopes]], some [[Furniture]], [[Gear|apparel]], [[Medical Items|bionic body parts]], [[neurotrainer]]s, [[AI Persona Core]]s, [[gold]], [[uranium]], and [[Glitterworld Medicine]]. May also carry animals of the wilder variety.&lt;br /&gt;
&lt;br /&gt;
==Pirate Merchant==&lt;br /&gt;
'''Pirate Merchants''' deal in slaves/prisoners, weapons, body parts, medicine, and beer. The chance of a trade ship carrying prisoners should go down as colony population goes up.&lt;br /&gt;
&lt;br /&gt;
==Combat Supplier==&lt;br /&gt;
'''Combat Suppliers''' deal in [[weapons]], [[armor]], [[artillery shell]]s, and medicine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Trading tips==&lt;br /&gt;
*Colonists with a higher social skill using the comms console will negotiate lower buying prices for everything but the commodities (0.5% per social skill point).&lt;br /&gt;
*Likewise, colonists with a higher social skill will negotiate for higher selling prices for everything but the commodities (0.5% per social skill point).&lt;br /&gt;
*Trade is influenced by your trader's ability to speak and hear. Damage to any such parts will ruin trade prices, and conversely bionic enhancements will improve trade.&lt;br /&gt;
*Selling a prisoner is profitable, but has a [[Thoughts_list#A_prisoner_was_sold|negative impact on the happiness]] of all colonists (excludes psychopaths). To prevent exploiting a recruiting loophole, you cannot buy back a prisoner you just sold.&lt;br /&gt;
*Food and textiles can be quickly grown on [[hydroponics table]]s, which makes farming a viable income source, provided there's enough manpower to tend to the crops.&lt;br /&gt;
*It is recommended to put your comms console in or near the bedroom of the colonist with the highest social skill for convenient trading.&lt;br /&gt;
*Trade ships carry a limited amount of silver, so they may not be able to buy everything you wish to sell.&lt;br /&gt;
*[[Sculptures|Sculptures]] can be created with a [[sculptor's table]] and sold to traders. Since trade ships carry a limited amount of silver, though, you may find that you cannot sell a very expensive sculpture.&lt;br /&gt;
*You can trade your expensive items (weapons, sculptures) for other desirable items if the trade ship doesn't have enough silver to complete the transaction. Of course, the amount of silver you can gain is lower, but it is usually better to have a lot of cheap items than an expensive one in your store (sometimes you have items so expensive that no trader can buy them, or when you try the sell bunch tip above).&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Steenhole</name></author>
	</entry>
</feed>