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		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=180850</id>
		<title>Move Speed</title>
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		<updated>2026-06-15T15:46:19Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Slowing down attackers */ style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = MoveSpeed&lt;br /&gt;
| label = move speed&lt;br /&gt;
| description = Speed of movement in cells per second.&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| min value = 0.15&lt;br /&gt;
| format string = {0} c/s&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 2500&lt;br /&gt;
| capacity factors = Moving&lt;br /&gt;
| parts = StatPart_Glow, StatPart_RevenantSpeed&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Vac suit]]:{{OdysseyIcon}}  {{--|1.25 {{CS}}}} &lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} &lt;br /&gt;
*** Very Mild: No effect&lt;br /&gt;
*** Mild: {{+|0.10 {{CS}}}}&lt;br /&gt;
*** Moderate: {{+|0.20 {{CS}}}}&lt;br /&gt;
*** Extreme: {{+|0.40 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Low gravity adapted]]:{{BiotechIcon}} {{OdysseyIcon}}&lt;br /&gt;
*** In space: {{+|0.4}} {{CS}} &lt;br /&gt;
*** Planetside: {{--|0.2}} {{CS}} &lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Mild UV sensitivity]]''':{{BiotechIcon}} {{Bad|x90%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Intense UV sensitivity]]''':{{BiotechIcon}} {{Bad|x80%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of {{Good|x120%}}.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || {{Bad|x0.2}}&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || {{Bad|x0.75}} || {{Bad|x0.85}} || {{Bad|x0.95}} || '''x1'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): {{Good|×140%}}&lt;br /&gt;
* '''[[Light]]''': scaling linearly from {{Bad|×80%}} at 0% light to {{Bad|×100%}} at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.{{Check Tag|Animals/Mechanoids?}}&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Low gravity adapted]] gene in space {{BiotechIcon}} {{OdysseyIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4+0.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Move Speed&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;MoveSpeed&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;move speed&lt;br /&gt;
| Speed of movement in cells per second.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 3.0&lt;br /&gt;
* '''Min Value:''' 0.15&lt;br /&gt;
* '''To String Style:''' FloatTwo&lt;br /&gt;
* '''Format String:''' {0} c/s&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
|&lt;br /&gt;
* '''Capacity Factors:'''&lt;br /&gt;
** Capacity: '''[[Moving]]'''&lt;br /&gt;
*** Weight: '''{{%|1}}'''&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Glow:'''&lt;br /&gt;
*** Humanlike Only: {{Good|true}}&lt;br /&gt;
*** '''Factor From Glow Curve:'''&lt;br /&gt;
**** '''Points:'''&lt;br /&gt;
***** (0,0.80)&lt;br /&gt;
***** (0.30,1.00)&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}&lt;br /&gt;
*** Ignore If Incapable Of Sight: {{Good|true}}&lt;br /&gt;
*** Ignore If Prefers Darkness: {{Good|true}}&lt;br /&gt;
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}&lt;br /&gt;
| 2500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slowing down attackers ==&lt;br /&gt;
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]&lt;br /&gt;
Structures can be built to slow down the movement speed of attackers, for example before a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used techniques involves placing items or structures alternately with empty squares, as it is not the items or structures themselves that slow the pieces down, but climbing on and off them.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the configurations shown in the thumbnail video, along with other similar objects or structures (the time corresponds to crossing 41 tiles, move speed factor is approximate):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time&amp;lt;br&amp;gt;(s) !! Move&amp;lt;br&amp;gt;speed&amp;lt;br&amp;gt;factor !! Corridor contents&amp;lt;br&amp;gt;(not exhaustive)&lt;br /&gt;
|-&lt;br /&gt;
|10	&lt;br /&gt;
|100%&lt;br /&gt;
|Most [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|66%&lt;br /&gt;
|Spaced items stacks (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|50%&lt;br /&gt;
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|42%&lt;br /&gt;
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone &amp;amp; steel), [[brazier]]s.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37%&lt;br /&gt;
|Spaced [[small shelves]], [[deep drill]]s.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|27%&lt;br /&gt;
|Spaced [[fence]]s.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|24%&lt;br /&gt;
|Alternating fences and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
; Notes&lt;br /&gt;
:* Only 1×1 constructions have been tested here.&lt;br /&gt;
:* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones), how big it is (an elephant's corpse is just as quick to get past as a rat's, one item is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).&lt;br /&gt;
:* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.&lt;br /&gt;
:* Items and constructions available in the DLCs have not been tested.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The best to slow down attackers seems to be alternating [[fence]]s and items/[[corpse]]s, but this is not very practical, as destroyed fences need to be rebuilt, items can get destroyed, animal corpses are a waste of food/leather, and human corpses will give the -4 'Observed corpse' or -6 'Observed rotting corpse' [[mood]]let to colonists passing near (unless they have the [[Psychopath]] or [[Cannibal]] trait for the first one, or the [[Bloodlust]] trait for both), while not really affecting attackers' mood.&lt;br /&gt;
&lt;br /&gt;
If you have many resources and efficient builders, spaced fences is probably the best solution, making attackers 3.7 times slower, and providing them only 25% [[cover]].&lt;br /&gt;
&lt;br /&gt;
Alternating [[chunk]]s stored in 1×1 [[stockpile]]s (so destroyed ones are easily replaced), are cheap and easy to replace, still making attackers 2.4 times slower, although giving them 50% cover.&lt;br /&gt;
&lt;br /&gt;
Note that in earlier versions of the game (at least until [[Version/1.5.4243|version 1.5.4243]]), rows of doors containing alternating items/corpses were slowing attackers the most, but this exploit has been fixed (see the [https://rimworldwiki.com/images/archive/f/fc/20260610194339%21Speed_in_cluttered_corridor.mp4 old version of the example video]).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=180849</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=180849"/>
		<updated>2026-06-15T15:37:49Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Analysis */ better link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = MoveSpeed&lt;br /&gt;
| label = move speed&lt;br /&gt;
| description = Speed of movement in cells per second.&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| min value = 0.15&lt;br /&gt;
| format string = {0} c/s&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 2500&lt;br /&gt;
| capacity factors = Moving&lt;br /&gt;
| parts = StatPart_Glow, StatPart_RevenantSpeed&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Vac suit]]:{{OdysseyIcon}}  {{--|1.25 {{CS}}}} &lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} &lt;br /&gt;
*** Very Mild: No effect&lt;br /&gt;
*** Mild: {{+|0.10 {{CS}}}}&lt;br /&gt;
*** Moderate: {{+|0.20 {{CS}}}}&lt;br /&gt;
*** Extreme: {{+|0.40 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Low gravity adapted]]:{{BiotechIcon}} {{OdysseyIcon}}&lt;br /&gt;
*** In space: {{+|0.4}} {{CS}} &lt;br /&gt;
*** Planetside: {{--|0.2}} {{CS}} &lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Mild UV sensitivity]]''':{{BiotechIcon}} {{Bad|x90%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Intense UV sensitivity]]''':{{BiotechIcon}} {{Bad|x80%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of {{Good|x120%}}.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || {{Bad|x0.2}}&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || {{Bad|x0.75}} || {{Bad|x0.85}} || {{Bad|x0.95}} || '''x1'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): {{Good|×140%}}&lt;br /&gt;
* '''[[Light]]''': scaling linearly from {{Bad|×80%}} at 0% light to {{Bad|×100%}} at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.{{Check Tag|Animals/Mechanoids?}}&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Low gravity adapted]] gene in space {{BiotechIcon}} {{OdysseyIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4+0.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Move Speed&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;MoveSpeed&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;move speed&lt;br /&gt;
| Speed of movement in cells per second.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 3.0&lt;br /&gt;
* '''Min Value:''' 0.15&lt;br /&gt;
* '''To String Style:''' FloatTwo&lt;br /&gt;
* '''Format String:''' {0} c/s&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
|&lt;br /&gt;
* '''Capacity Factors:'''&lt;br /&gt;
** Capacity: '''[[Moving]]'''&lt;br /&gt;
*** Weight: '''{{%|1}}'''&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Glow:'''&lt;br /&gt;
*** Humanlike Only: {{Good|true}}&lt;br /&gt;
*** '''Factor From Glow Curve:'''&lt;br /&gt;
**** '''Points:'''&lt;br /&gt;
***** (0,0.80)&lt;br /&gt;
***** (0.30,1.00)&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}&lt;br /&gt;
*** Ignore If Incapable Of Sight: {{Good|true}}&lt;br /&gt;
*** Ignore If Prefers Darkness: {{Good|true}}&lt;br /&gt;
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}&lt;br /&gt;
| 2500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slowing down attackers ==&lt;br /&gt;
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]&lt;br /&gt;
Structures can be built to reduce the speed of movement of attackers, for example before a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time&amp;lt;br&amp;gt;(s) !! Move&amp;lt;br&amp;gt;speed&amp;lt;br&amp;gt;factor !! Corridor contents&amp;lt;br&amp;gt;(not exhaustive)&lt;br /&gt;
|-&lt;br /&gt;
|10	&lt;br /&gt;
|100%&lt;br /&gt;
|Most [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|66%&lt;br /&gt;
|Spaced item stacks (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|50%&lt;br /&gt;
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|42%&lt;br /&gt;
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone &amp;amp; steel), [[brazier]]s.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37%&lt;br /&gt;
|Spaced [[small shelves]], [[deep drill]]s.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|27%&lt;br /&gt;
|Spaced [[fence]]s.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|24%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
; Notes&lt;br /&gt;
:* Only 1×1 constructions have been tested here.&lt;br /&gt;
:* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).&lt;br /&gt;
:* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.&lt;br /&gt;
:* Items and constructions available in the DLCs have not been tested.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The best to slow down attackers seems to be alternating [[fence]]s and items/[[corpse]]s, but this is not very practical, as destroyed fences need to be rebuilt, items can get destroyed, animal corpses are a waste of food/leather, and human corpses will give the -4 'Observed corpse' or -6 'Observed rotting corpse' moodlet to colonists passing near (unless they have the [[Psychopath]] or [[Cannibal]] trait for the first one, or the [[Bloodlust]] trait for both), while not really affecting attackers' mood.&lt;br /&gt;
&lt;br /&gt;
If you have many resources and efficient builders, spaced fences is probably the best solution, making attackers 3.7 times slower, and providing them only 25% [[cover]].&lt;br /&gt;
&lt;br /&gt;
Alternating [[chunk]]s stored in 1×1 [[stockpile]]s (so destroyed ones are easily replaced), are cheap and easy to replace, still making attackers 2.4 times slower, although giving them 50% cover.&lt;br /&gt;
&lt;br /&gt;
Note that in earlier versions of the game (at least until [[Version/1.5.4243|version 1.5.4243]]), rows of doors containing alternating items/corpses were slowing attackers the most, but this exploit has been fixed (see the [https://rimworldwiki.com/images/archive/f/fc/20260610194339%21Speed_in_cluttered_corridor.mp4 old version of the example video]).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zflzxiywrk1c8ric&amp;topic_postId=zfnetj656283xf0k&amp;topic_revId=zfnetj656283xf0k&amp;action=single-view</id>
		<title>Topic:Zflzxiywrk1c8ric</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zflzxiywrk1c8ric&amp;topic_postId=zfnetj656283xf0k&amp;topic_revId=zfnetj656283xf0k&amp;action=single-view"/>
		<updated>2026-06-11T11:06:48Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zflzxiywrk1c8ric&amp;amp;topic_showPostId=zfnetj656283xf0k#flow-post-zfnetj656283xf0k&quot;&gt;commented&lt;/a&gt; on &quot;New version of MP4&quot; (&lt;em&gt;You&amp;#039;re right, the new version is now available. I also find the whole site quite laggy these days, I don&amp;#039;t know if it is related.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zflzxiywrk1c8ric&amp;topic_postId=zflzxiywrnzegvgk&amp;topic_revId=zflzxiywrnzegvgk&amp;action=single-view</id>
		<title>Topic:Zflzxiywrk1c8ric</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zflzxiywrk1c8ric&amp;topic_postId=zflzxiywrnzegvgk&amp;topic_revId=zflzxiywrnzegvgk&amp;action=single-view"/>
		<updated>2026-06-10T19:53:01Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zflzxiywrk1c8ric&amp;amp;topic_showPostId=zflzxiywrnzegvgk#flow-post-zflzxiywrnzegvgk&quot;&gt;commented&lt;/a&gt; on &quot;New version of MP4&quot; (&lt;em&gt;Hello Harakoni As the game mechanics seem to have changed since the last time I played the game, I had to make a new version of File:Spee...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Speed_in_cluttered_corridor.mp4&amp;diff=180813</id>
		<title>File:Speed in cluttered corridor.mp4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Speed_in_cluttered_corridor.mp4&amp;diff=180813"/>
		<updated>2026-06-10T19:43:39Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: SyntaxTerror uploaded a new version of File:Speed in cluttered corridor.mp4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Video showing the different constructions and items that can be placed in a corridor to [[Move Speed#Slowing down attackers|slow down attackers]].&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Videos]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=180812</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=180812"/>
		<updated>2026-06-10T19:42:10Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Slowing down attackers */ update (the row of doors trick has been patched)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = MoveSpeed&lt;br /&gt;
| label = move speed&lt;br /&gt;
| description = Speed of movement in cells per second.&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| min value = 0.15&lt;br /&gt;
| format string = {0} c/s&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 2500&lt;br /&gt;
| capacity factors = Moving&lt;br /&gt;
| parts = StatPart_Glow, StatPart_RevenantSpeed&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.5 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Vac suit]]:{{OdysseyIcon}}  {{--|1.25 {{CS}}}} &lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} &lt;br /&gt;
*** Very Mild: No effect&lt;br /&gt;
*** Mild: {{+|0.10 {{CS}}}}&lt;br /&gt;
*** Moderate: {{+|0.20 {{CS}}}}&lt;br /&gt;
*** Extreme: {{+|0.40 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Low gravity adapted]]:{{BiotechIcon}} {{OdysseyIcon}}&lt;br /&gt;
*** In space: {{+|0.4}} {{CS}} &lt;br /&gt;
*** Planetside: {{--|0.2}} {{CS}} &lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Mild UV sensitivity]]''':{{BiotechIcon}} {{Bad|x90%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Intense UV sensitivity]]''':{{BiotechIcon}} {{Bad|x80%}} when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of {{Good|x120%}}.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || {{Bad|x0.2}}&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || {{Bad|x0.75}} || {{Bad|x0.85}} || {{Bad|x0.95}} || '''x1'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): {{Good|×140%}}&lt;br /&gt;
* '''[[Light]]''': scaling linearly from {{Bad|×80%}} at 0% light to {{Bad|×100%}} at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.{{Check Tag|Animals/Mechanoids?}}&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Low gravity adapted]] gene in space {{BiotechIcon}} {{OdysseyIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4+0.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Move Speed&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;MoveSpeed&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;move speed&lt;br /&gt;
| Speed of movement in cells per second.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 3.0&lt;br /&gt;
* '''Min Value:''' 0.15&lt;br /&gt;
* '''To String Style:''' FloatTwo&lt;br /&gt;
* '''Format String:''' {0} c/s&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
|&lt;br /&gt;
* '''Capacity Factors:'''&lt;br /&gt;
** Capacity: '''[[Moving]]'''&lt;br /&gt;
*** Weight: '''{{%|1}}'''&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Glow:'''&lt;br /&gt;
*** Humanlike Only: {{Good|true}}&lt;br /&gt;
*** '''Factor From Glow Curve:'''&lt;br /&gt;
**** '''Points:'''&lt;br /&gt;
***** (0,0.80)&lt;br /&gt;
***** (0.30,1.00)&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}&lt;br /&gt;
*** Ignore If Incapable Of Sight: {{Good|true}}&lt;br /&gt;
*** Ignore If Prefers Darkness: {{Good|true}}&lt;br /&gt;
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}&lt;br /&gt;
| 2500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slowing down attackers ==&lt;br /&gt;
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]&lt;br /&gt;
Structures can be built to reduce the speed of movement of attackers, for example before a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time&amp;lt;br&amp;gt;(s) !! Move&amp;lt;br&amp;gt;speed&amp;lt;br&amp;gt;factor !! Corridor contents&amp;lt;br&amp;gt;(not exhaustive)&lt;br /&gt;
|-&lt;br /&gt;
|10	&lt;br /&gt;
|100%&lt;br /&gt;
|Most [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|66%&lt;br /&gt;
|Spaced item stacks (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|50%&lt;br /&gt;
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|42%&lt;br /&gt;
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone &amp;amp; steel), [[brazier]]s.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37%&lt;br /&gt;
|Spaced [[small shelves]], [[deep drill]]s.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|27%&lt;br /&gt;
|Spaced [[fence]]s.&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|24%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
; Notes&lt;br /&gt;
:* Only 1×1 constructions have been tested here.&lt;br /&gt;
:* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).&lt;br /&gt;
:* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.&lt;br /&gt;
:* Items and constructions available in the DLCs have not been tested.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The best to slow down attackers seems to be alternating [[fence]]s and items/[[corpse]]s, but this is not very practical, as destroyed fences need to be rebuilt, items can get destroyed, animal corpses are a waste of food/leather, and human corpses will give the -4 'Observed corpse' or -6 'Observed rotting corpse' moodlet to colonists passing near (unless they have the [[Psychopath]] or [[Cannibal]] trait for the first one, or the [[Bloodlust]] trait for both), while not really affecting attackers' mood.&lt;br /&gt;
&lt;br /&gt;
If you have many resources and efficient builders, spaced fences is probably the best solution, making attackers 3.7 times slower, and providing them only 25% [[cover]].&lt;br /&gt;
&lt;br /&gt;
Alternating [[chunk]]s stored in 1×1 [[stockpile]]s (so destroyed ones are easily replaced), are cheap and easy to replace, still making attackers 2.4 times slower, although giving them 50% cover.&lt;br /&gt;
&lt;br /&gt;
Note that in earlier versions of the game (at least until [[Version/1.5.4243|version 1.5.4243]]), rows of doors containing alternating items/corpses were slowing attackers the most, but this exploit has been fixed (see the old version of [[:File:Speed in cluttered corridor.mp4]]).&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cover&amp;diff=180811</id>
		<title>Cover</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cover&amp;diff=180811"/>
		<updated>2026-06-10T19:40:59Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: in {{rewrite}} : Talk also about fences&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;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason= Updating, cleanup and [[Template:Verified|Verification]] needed. Talk also about [[fence]]s (25% cover), and suggest subheadings, better separation of mechanics and analysis, and probably removal of the manual lists in favour of just having the automated expanding list displayed more prominently (keep it collapsed tho)}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''Cover''' can be anything that has the possibility to stop a fired bullet from hitting the intended target. Cover in RimWorld can be found in several forms. Some examples are: [[Chunk]]s, [[Sandbags]], [[Wall]]s, the [[Saguaro cactus]], and even [[animals]].&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''High cover''' consists of any wall, constructed or otherwise, which a character can lean around to shoot enemies (if they're standing next to the wall). Any wall counts as high cover, and will stop bullets or other projectiles not just from hitting whoever is taking cover behind them, but prevent them from continuing on to hit anything else. It also blocks explosives.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Low cover''' consists of sandbags, rock or slag chunks, trees, bushes, animals, some types of furniture and structures, and virtually anything else that a character can shoot over. Low cover does not provide as high a chance of stopping projectiles as high cover, but it's still far better than nothing, and it allows your colonists to shoot over it whereas a wall could block your shooters' line of sight to target completely.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Natural cover''' is anything that can protect you on a newly generated map.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Artificial cover''' is anything you build; even debris that you move could potentially count as artificial cover.&lt;br /&gt;
&lt;br /&gt;
Cover is multiplied by a factor of 20-100% depending which direction the attack is coming from. Cover works best against attacks coming straight at it, but doesn't work so well against incoming attacks from the sides. &lt;br /&gt;
&lt;br /&gt;
[[File:Cover Angle.png|thumb|right|Cover effectiveness on tiles at each angle: enemies firing from green tiles faces 75% cover effectiveness, from yellow tiles is 60%, from orange tiles is 45%, from red tiles is 30%, from purple tiles is 25% or less, and from black tiles faces no cover. The cover against enemies on tiles with orange stripes is reduced by a third, down to 40% or 50%]]&lt;br /&gt;
Here's a list of each angle threshold and the corresponding cover effectiveness multiplier in a list - as this doesn't look particularly great in a table:&lt;br /&gt;
*'''a &amp;lt; 15°''' = 100% effectiveness&lt;br /&gt;
*'''15° &amp;lt; a &amp;lt; 27°''' = 80% effectiveness&lt;br /&gt;
*'''27° &amp;lt; a &amp;lt; 40°''' = 60% effectiveness&lt;br /&gt;
*'''40° &amp;lt; a &amp;lt; 52°''' = 40% effectiveness&lt;br /&gt;
*'''52° &amp;lt; a &amp;lt; 65°''' = 20% effectiveness&lt;br /&gt;
*'''a &amp;gt; 65°''' = 0% effectiveness&lt;br /&gt;
&lt;br /&gt;
Cover is additionally less effective at point-blank range: cover's only 33.33% as effective when the shooter is directly in front of the target's cover, and 66.666% if the shooter is 1 tile away from the cover.&lt;br /&gt;
&lt;br /&gt;
Sometimes multiple sources of cover also work together to block additional projectiles. For example, shooting at a pawn behind low cover from a diagonal angle will result in 2 units of low cover providing protection at once, each at a reduced efficiency.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_12 text-left}}&lt;br /&gt;
! Contents: !! High Cover !! Low Cover !! other/unknown&lt;br /&gt;
|-&lt;br /&gt;
! Artificial Cover&lt;br /&gt;
|&lt;br /&gt;
* [[Cover#Door|Door]]&lt;br /&gt;
* [[Cover#Walls|Walls]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Sandbags|Sand Bags]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Buildings|Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
! Natural Cover&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Mountain walls|Mountain walls]]&lt;br /&gt;
* [[Cover#Saguaro cactus|Saguaro cactus]]&lt;br /&gt;
|&lt;br /&gt;
* [[Cover#Rubble|Rubble]] &lt;br /&gt;
* [[Cover#Bushes|Bushes]]&lt;br /&gt;
| &lt;br /&gt;
* [[Cover#Animals|Animals]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:Cover percent.png|thumb|The use of walls to block vulnerable angles of the sniper on the sterile tile: When shot by enemy on red cells, the effectiveness is 72% or lower. The effectiveness against green cells is 78 or 79%, against yellow cells is 75%. Enemies on gray cells cannot hit the sniper.]]&lt;br /&gt;
&lt;br /&gt;
== Natural cover ==&lt;br /&gt;
Natural cover is anything that is generated when the map is created, and is almost everything you can find on a newly generated map.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
Solid walls in general, from mountain walls to walls of ruins scattered across the map, are all capable of providing good cover.&lt;br /&gt;
Pawns using walls as cover will fire from behind the corner of the wall.&lt;br /&gt;
&lt;br /&gt;
Walls provide up to 75% cover, but are heavily affected by direction.&lt;br /&gt;
&lt;br /&gt;
=== Chunks ===&lt;br /&gt;
[[Chunk]]s provide 50% cover.&lt;br /&gt;
&lt;br /&gt;
They are littered all over the map, in the form of [[stone chunk|stone]] or [[steel slag chunk]]s. They will be used by attackers to gain an advantage over you.&amp;lt;br&amp;gt;&lt;br /&gt;
You can also use chunks for protection, but their random placement is unlikely to favor you, so it's advisable to use it only during mobile warfare or as a last resort.&lt;br /&gt;
&lt;br /&gt;
Chunks, in combination with a dumping area, can provide a free alternative to sandbag and barricade emplacements in the early game when cloth or solid materials are scarce. Here is how it works:&lt;br /&gt;
* Create a [[dumping stockpile zone]] in the desired shape (typically 1 square wide).&lt;br /&gt;
* The dumping zones accept Chunks and Corpses by default, you can choose only the type of chunk you want.&lt;br /&gt;
* Select chunks on the map using the &amp;quot;Haul things&amp;quot; option in the &amp;quot;Orders&amp;quot; tab of the [[Architect]] menu.&lt;br /&gt;
* Wait for them to be hauled.&lt;br /&gt;
* Place Colonists behind this line for cover during a firefight.&lt;br /&gt;
&lt;br /&gt;
=== Bushes ===&lt;br /&gt;
Bushes provide 20% cover. In general, you'll want to avoid these—especially as they can catch fire very easily.&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
Trees provide 25% cover.&lt;br /&gt;
&lt;br /&gt;
=== Saguaro cactus ===&lt;br /&gt;
A [[saguaro cactus]] is a large tree-like cactus with 2 branches. They provide 35% cover.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
A last resort to cover if you have nothing else can be animals. By having animals between your colonist(s) and the attackers, they can actually work as a makeshift barricade (or 'meat shield') by being hit instead of your colonists. Larger animals (e.g. [[Muffalo]]) work better for this. However, you shouldn't rely on this, as animals tend to wander off at random. They can, however, become enraged and attack your enemies (or you) if fired upon long enough, so there may be something to it after all.&lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
Other pawns can be used to shield your colonist from fire if they are in between them and the attacker. This is a natural shield when going up against a brawler that is backed up by a ranged attacker as their allies will accidentally hit them. Putting one colonist in front of another will also be used as a meat shield for the one behind. A downed pawn can provide cover as long as they're still alive, but once they die they lose the ability to soak up projectiles.&lt;br /&gt;
&lt;br /&gt;
== Artificial cover ==&lt;br /&gt;
Artificial cover is anything that you can build. (In a sense, [[rubble]] could be counted as artificial cover after you have moved it, and are using it as cover.)&lt;br /&gt;
&lt;br /&gt;
=== Sandbags and barricades ===&lt;br /&gt;
[[Sandbags]] and [[barricade]]s are the easiest and cheapest method of protection, offering substantial survivability potential while maintaining maximum angles of fire — great for shooters that need to cover a wide area of approach. U-shapes are good for one character to hide in. Zigzag patterns will allow multiple characters to cover close together, which is handy if you want to focus fire on a few attackers. They can also be combined with walls to provide additional cover from more angles.&lt;br /&gt;
&lt;br /&gt;
Sandbags and barricades both provide {{%|{{Q|Barricade|Cover Effectiveness}}}} cover. Barricades differ from Sandbags in that they are made from solid materials such as [[stone]], [[wood]] and [[metals]], while sandbags use [[textiles]]. This allows barricades to be made slightly earlier in game as textiles can sometimes be difficult to find early on, however wood and steel are flammable and not particularly strong. Once stonecutting comes online however, stone barricades are cost effective and fireproof low cover.&lt;br /&gt;
&lt;br /&gt;
=== Walls ===&lt;br /&gt;
[[Wall]]s can be used as cover as well. Characters will lean around them to shoot. Natural walls work in the same way, and will almost always have more durability than any artificial wall.&lt;br /&gt;
&lt;br /&gt;
=== Door ===&lt;br /&gt;
A [[door]] can be used as a high cover if it stands alone so a colonist can lean around it.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
Most things that you can build can also stop bullets, although they take damage and will eventually be destroyed, catch fire or explode, if not repaired in time.&lt;br /&gt;
&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Nutrient paste dispenser]]&lt;br /&gt;
* [[Geothermal generator]]&lt;br /&gt;
* [[Comms console]]&lt;br /&gt;
* [[Solar generator]]&lt;br /&gt;
* [[Wind turbine]]&lt;br /&gt;
* [[Mini-turret]] ('''will explode''' in a 3 tile radius if too damaged!)&lt;br /&gt;
* [[Research bench]]&lt;br /&gt;
* [[Hydroponics basin]]&lt;br /&gt;
* [[Stool]]&lt;br /&gt;
* [[Dining chair]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Shelf]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Plant pot]] (low cover)&lt;br /&gt;
* [[Torch lamp]] (low cover)&lt;br /&gt;
* [[Sun lamp]] (low cover)&lt;br /&gt;
* [[Standing lamp]] (low cover)&lt;br /&gt;
&lt;br /&gt;
== Not cover ==&lt;br /&gt;
The following things ''do not'' provide cover.&lt;br /&gt;
&lt;br /&gt;
* resources and items that can be picked up (i.e. steel, wood logs, stone blocks)&lt;br /&gt;
* plants (except for trees, Saguaro cactus, bushes, and raspberry bushes)&lt;br /&gt;
* minified items&lt;br /&gt;
* power conduit; power switch&lt;br /&gt;
* graves&lt;br /&gt;
* dead bodies&lt;br /&gt;
* spots (i.e. sleeping spot, crafting spot)&lt;br /&gt;
&lt;br /&gt;
== Full list ==&lt;br /&gt;
The following expandable table lists all objects that provide cover, sorted by cover effectiveness, then name.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:7000%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Name !! Cover effectiveness !! Hit points&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Cover Effectiveness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Cover Effectiveness&lt;br /&gt;
 | ?Max Hit Points Base&lt;br /&gt;
 | limit = 500&lt;br /&gt;
 | sort = Cover Effectiveness, Name&lt;br /&gt;
 | order = desc, asc&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Corpse&amp;diff=180810</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Corpse&amp;diff=180810"/>
		<updated>2026-06-10T19:02:46Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: infobox title + caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main&lt;br /&gt;
 | image              = Dessicated male south.png&lt;br /&gt;
 | name               = Corpse&lt;br /&gt;
 | description        = Dessicated corpse of a pawn.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
 | type               = Corpse&lt;br /&gt;
 | path cost          = 14&lt;br /&gt;
 | beauty             = -50&lt;br /&gt;
 | deterioration      = 1&lt;br /&gt;
 | preferability      = DesperateOnly&lt;br /&gt;
 | food type          = Corpse&lt;br /&gt;
 | days to rot        = 2.5&lt;br /&gt;
 | meatyield          = 0&lt;br /&gt;
 | leatheryield       = 0&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
 | nutrition          = 5.2&lt;br /&gt;
 | food poison chance = 0.05&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
 | defName            = Corpse_&lt;br /&gt;
 | label              = {0} corpse&lt;br /&gt;
 | selectable         = true&lt;br /&gt;
 | tradeability       = None&lt;br /&gt;
}}&lt;br /&gt;
A '''corpse''' is the [[dead]] body of a [[pawn]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Corpses are created when something [[death|dies]]. [[Nociosphere]]s,{{AnomalyIcon}} [[Metalhorror]]s,{{AnomalyIcon}} [[Revenant]]s,{{AnomalyIcon}} [[Fleshmass nucleus|Fleshmass nuclei]],{{AnomalyIcon}} and some [[fleshbeasts]] {{AnomalyIcon}} ([[Fingerspike]], [[Trispike]], [[Bulbfreak]] and [[Dreadmeld]]) are the only pawns who do not have corpses. &lt;br /&gt;
&lt;br /&gt;
They reflect what they had in life; missing limbs will affect a corpse's yield.&lt;br /&gt;
&lt;br /&gt;
Certain means of death will not result in the creation of a corpse, may destroy the corpse, or deal so much damage that there is nothing left to see.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Corpses provide negative [[beauty]] while on the ground, worse than most items. Traits and other effects that prevent negative mood penalties from seeing bodies do not prevent the beauty impact. &lt;br /&gt;
&lt;br /&gt;
All corpses will [[deteriorate]] when left outside. In addition, all corpses have a Missing Body Parts value, separate from the deterioration mechanic.&lt;br /&gt;
&lt;br /&gt;
=== Organic corpses ===&lt;br /&gt;
{{Image wanted|section=1|reason=AoE of mood penalty in standard style}}&lt;br /&gt;
The corpses of organic life (e.g. non-[[mechanoid]]s and non-[[drones]]{{OdysseyIcon}}) can be used for food. When eaten directly, corpses will gain Missing Body Parts until there is nothing left, at which point the corpse will disappear entirely. Animals don't mind, but colonists will receive the {{--|12}} ''[[Mood#Ate corpse|Ate corpse]]'' [[mood]]let and have a flat 5% of [[food poisoning]] when directly eating corpses. Eating [[human]] corpses will also impose the {{--|20}} ''[[Mood#Raw cannibalism|Raw cannibalism]]'' on non cannibal pawns, or a mood buff of varying intensity for pawns with the [[Cannibal (Trait)|Cannibal]] trait or a pro-Cannibalism ideoligion.{{IdeologyIcon}} Corpses can instead be butchered, which is a more efficient way of gaining food.&lt;br /&gt;
&lt;br /&gt;
Colonists with [[Sight]] above 0% who move within 5 tiles of a human corpse will receive negative ''[[Mood#Misc|Observed corpse]]'' thoughts,{{Check Tag|ThoughtTemplate}} which are worse if the corpse is rotten.{{Check Tag|ThoughtTemplate}} Colonists with the [[Traits#Cannibal|Cannibal]] or [[Psychopath]] trait don't mind fresh corpses. Those with [[Bloodlust]] are completely unaffected, as well as those following an [[Ideoligion]]{{IdeologyIcon}} with the &amp;quot;Corpses: Don't Care&amp;quot; precept.&lt;br /&gt;
&lt;br /&gt;
Corpses will continue to wear the [[apparel]] and [[utility]] items they were wearing before death, and generated corpses can generate with such items. The apparel will display on the corpse. Most apparel become [[tainted]] when worn while the pawn dies. Utility items do not get tainted. Apparel can be stripped off of corpses, but they cannot be re-equiped with gear.&lt;br /&gt;
&lt;br /&gt;
=== Rotten corpses ===&lt;br /&gt;
Organic corpses will rot after 2.5 [[Time|days]] if left above freezing [[temperature]], {{temperature|0}}. Refrigeration at temperatures between {{Temperature|1|9}} slows rot time as it does with food. For a full description of the relationship between temperature and rot time, see [[Temperature#Temperature thresholds|Temperature]].&lt;br /&gt;
&lt;br /&gt;
Animals with [[scaria]] have a chance to rot immediately on death dependent on the [[AI Storytellers#Scaria rot chance|Scaria rot chance]] AI Storyteller settings, and pawns with [[toxic buildup]] will have a chance to rot immediately equal to the severity of buildup. &lt;br /&gt;
&lt;br /&gt;
Rotten corpses have the same texture as normal corpses, but with a red tint.&lt;br /&gt;
&lt;br /&gt;
Rotten corpses cannot be eaten or butchered. Rotten organic corpses will produce [[Filth#Corpse_bile|corpse bile]], which is [[cleanliness|dirty]] and [[beauty|ugly]] to look. In addition, a rotting corpse emits [[rot gas]] clouds. The rate at which rot gas is produced is determined by [[Body_Size]] of the dead creature, and is slightly higher for [[human]]s. A corpse stops producing rot gas if frozen. Standing in rot gas for too long can inflict [[lung rot]].&lt;br /&gt;
&lt;br /&gt;
A rotting corpse will desiccate after 2.5 [[Time|days]], which is affected by freezing [[temperature]] and refrigeration. The corpse will become a skeleton, stop producing corpse bile or rot stink, and is no longer a valid target for a [[resurrector mech serum]].&lt;br /&gt;
&lt;br /&gt;
A rotting corpse will 2 take points of damage each day, and a desiccated one has 70% chance to take 1 point of damage each day, independently from any other source of [[deterioration]]. The rate at which this happens can be slowed down when the corpse is refrigerated, and it will stop taking damage if it's frozen or stored in a any building that prevents deterioration (like a [[shelf]]).&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; shredding ===&lt;br /&gt;
Organic corpses without rot can be butchered at a [[butcher spot]] or the superior [[butcher table]] for [[meat]] and [[leather]], which can be processed further.  Mechanoid corpses can instead be smashed at a [[crafting spot]] or shredded at a [[machining table]] to produces [[steel]] and [[plasteel]]. &lt;br /&gt;
&lt;br /&gt;
How much yield is determined on a variety of factors including: &lt;br /&gt;
* The base [[Meat Amount]] and [[Leather Amount]] of the pawn, which also varies with maturity. For mechanoids, yield is dependent on their type.&lt;br /&gt;
* The [[butchery efficiency]] of the cook butchering, or [[Mechanoid Shredding Efficiency]] of the shredder&lt;br /&gt;
* A 66% multiplier for &amp;quot;damaged&amp;quot; organic corpses  i.e. any pawn not cleanly executed either through slaughtering tamed animals or injury-less downing followed by execution. Pawns executed via regular warden execution work, ritual or euthanized through surgery are not affected. The Cut hediff these methods apply ''(A cut made during exectution)'' is excluded from marking the pawn as damaged. Death through [[psychic rituals]]{{AnomalyIcon}} does not apply this penalty either.&lt;br /&gt;
* A percentage multiplier for lost body parts.&lt;br /&gt;
* A 70% multiplier if using a butcher spot or crafting spot instead of a table.&lt;br /&gt;
&lt;br /&gt;
Butchering organic corpses requires {{ticks|450}} of work, modified by the [[butchery speed]] of the cook and up to two nearby [[tool cabinet]]s. Shredding mechanoids requires {{ticks|300}} of work from a table, or {{ticks|450}} from a crafting spot. &lt;br /&gt;
&lt;br /&gt;
When butchering [[human]] corpses, most butchers will get a {{--|6}} [[Mood#I butchered humanlike|I butchered humanlike]] moodlet,{{Check Tag|ThoughtTemplate}} and all colonists in the map get a {{--|6}} [[Mood#We butchered humanlike|We butchered humanlike]] moodlet.{{Check Tag|ThoughtTemplate}} Colonists with the [[Cannibal]], [[Psychopath]], or [[Bloodlust]] traits are immune, as does an [[Ideoligion]]{{IdeologyIcon}} that finds Cannibalism acceptable. For the latter penalty, it doesn't matter how many corpses you've butchered, it will remain at -6. There is no further penalty for working with [[human resources]] until actually eaten or worn.&lt;br /&gt;
&lt;br /&gt;
== Disposal ==&lt;br /&gt;
The following methods can dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
=== Butchering &amp;amp; feeding ===&lt;br /&gt;
Butchering is the most useful use of non-rotten animal and mechanoid corpses, giving you usable materials. See [[#Butchering &amp;amp; Shredding]] above for details.&lt;br /&gt;
&lt;br /&gt;
But as butchering human corpses incurs a mood penalty, you may want to feed corpses directly to your carnivorous and omnivorous [[animals]]. This takes no work beyond hauling, though is less nutritious than butchering. Corpses and their meat will rot over time, so it is recommended to use a [[cooler]] if you want to preserve their food.&lt;br /&gt;
&lt;br /&gt;
=== Manual destruction ===&lt;br /&gt;
[[Molotov cocktail]]s or [[incendiary launcher]]s will create [[fire]]. Place a pile of corpses in a fireproof room (such as using stone for walls and floors) and light it on fire. The process requires a pawn to be drafted, move to the place in question, and fire a single shot. Make extra sure that the room is fireproof, as a large fire can destroy many buildings. This is often the best, least time-consuming way to dispose of human and rotten corpses. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use [[frag grenade]]s, which can destroy most items. As multiple grenades are needed per corpse, and as the explosion is rather small, they use more time. However, you don't have to mess with fire. Grenades can also destroy walls, so give a little space when throwing them.&lt;br /&gt;
&lt;br /&gt;
Mechanoid corpses are immune to fire (but not frag grenades), but don't rot and can always be shredded into useful ingredients.&lt;br /&gt;
&lt;br /&gt;
=== Burying ===&lt;br /&gt;
Corpses can be buried in a [[grave]] or [[sarcophagus]], where the corpse is [[hauling|hauled]] to its location. Graves are much better for general disposal, costing no resources and {{ticks|800}} of work to make. Sarcophagi are more beautiful, so are useful if placed inside. &lt;br /&gt;
&lt;br /&gt;
They can be useful for preserving corpse in a freezer, preventing both rot and overzealous cooks from destroying them. This helps if you're waiting for a [[resurrector mech serum]] to revive the corpse in question. Up to 5 buried coprses can be used for [[psyfocus|psychic meditation]] {{RoyaltyIcon}} of the Morbid type. They will also improve the Funeral [[ritual]]{{IdeologyIcon}}. Finally, either building acts as solitary [[recreation]]. However, this type of recreation is available even without burying, and colonists may visit graves that are far away.&lt;br /&gt;
&lt;br /&gt;
Having a buried human allows the [[Mental break|Corpse Obsession]] [[mental break]] to occur. Everybody who sees the corpse will receive the normal Saw (Rotten) Corpse penalty, but this is one of the least immediately harmful of the major breaks.&lt;br /&gt;
&lt;br /&gt;
The main problem with burying is space - large raids can quickly consume a lot of time and area. And as you need to go further away, the longer it takes to bury. It is recommended to swap to another form of corpse disposal, once available, for your enemies.&lt;br /&gt;
&lt;br /&gt;
=== Cremation ===&lt;br /&gt;
Corpses can be burnt in an [[electric crematorium]]. Each cremation requires {{ticks|180}} of work, and the crematorium itself requires 250 W of power to function. &lt;br /&gt;
&lt;br /&gt;
If a way to start [[fire]] manually is available, then it is typically more efficient. Cremation is automatically done by haulers, so is largely for convenience's sake, or if fire isn't available. Cremation is also marginally better for dealing with rotten corpses, as rotten corpses do not accumulate in a single area.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Fix: Corpses wouldn’t create [[corpse bile]].&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Skeletons don't draw apparel.&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zdigyiwc5h1gpv0k&amp;topic_postId=ze1tedg505310shw&amp;topic_revId=ze1tedg505310shw&amp;action=single-view</id>
		<title>Topic:Zdigyiwc5h1gpv0k</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zdigyiwc5h1gpv0k&amp;topic_postId=ze1tedg505310shw&amp;topic_revId=ze1tedg505310shw&amp;action=single-view"/>
		<updated>2026-05-16T14:35:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zdigyiwc5h1gpv0k&amp;amp;topic_showPostId=ze1tedg505310shw#flow-post-ze1tedg505310shw&quot;&gt;commented&lt;/a&gt; on &quot;Cannot confirm my account&quot; (&lt;em&gt;I tried to remove the email entirely and add it again, with three different emails (yahoo.com, gmx.fr and gmail.com) to no avail. I waite...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zdigyiwc5h1gpv0k&amp;topic_postId=zdigyiwc5kzixyys&amp;topic_revId=zdigyiwc5kzixyys&amp;action=single-view</id>
		<title>Topic:Zdigyiwc5h1gpv0k</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zdigyiwc5h1gpv0k&amp;topic_postId=zdigyiwc5kzixyys&amp;topic_revId=zdigyiwc5kzixyys&amp;action=single-view"/>
		<updated>2026-05-07T22:10:06Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zdigyiwc5h1gpv0k&amp;amp;topic_showPostId=zdigyiwc5kzixyys#flow-post-zdigyiwc5kzixyys&quot;&gt;commented&lt;/a&gt; on &quot;Cannot confirm my account&quot; (&lt;em&gt;Hello Harakoni I come back after some years and I noticed that I made a typo in my email address in the preferences. I could modify it, b...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=170021</id>
		<title>Megascreen television</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Megascreen_television&amp;diff=170021"/>
		<updated>2025-09-21T07:33:14Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Analysis */ style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|building|&lt;br /&gt;
| image = Megascreen television.png&lt;br /&gt;
| description = A huge, high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining. Picks up transmissions from ancient satellites and ubiquitous data cards.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Recreation&lt;br /&gt;
| placeable = True&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| hp = 85&lt;br /&gt;
| power = -450&lt;br /&gt;
| marketvalue = 1485&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| mass base = 10&lt;br /&gt;
| cover = 0.35&lt;br /&gt;
| recreation power = 1.6&lt;br /&gt;
| recreation type = Television watching&lt;br /&gt;
| has quality = false&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
| thingCategories = BuildingsJoy&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq, RewardStandardQualitySuper&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel}} 130 + {{Icon Small|Component}} 11&lt;br /&gt;
| destroyyield = {{Icon Small|Steel}} 55 + {{Icon Small|Component}} 5 - 6&lt;br /&gt;
}}&lt;br /&gt;
{{For|a quick comparison of all 3 television types|Television}}&lt;br /&gt;
A '''megascreen television''' is a [[recreation]] item that provides &amp;quot;{{P|Recreation Type}}&amp;quot; recreation to [[colonist]]s in an area in front of it. It is functionally similar to other types of [[television]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Megascreen televisions cannot be constructed. Instead, it can only be bought from traders, found in [[ancient shrine]]s, or obtained from a quest.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Television Summary|7|6}}&lt;br /&gt;
[[File:Megascreen tv.jpg|thumb|center|A megascreen television and its area of effect.]]&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It has a 6×7 area of effect on the other side of a 1 space gap in front of the TV. The seats do not necessarily have to face the television.&lt;br /&gt;
&lt;br /&gt;
These TVs can be placed in front of many [[hospital bed]]s to entertain the patients. The patients will be entertained whether they face the TV or not, as long as the head part of the bed is within the TV's area of effect.&lt;br /&gt;
&lt;br /&gt;
Because of its huge size, it may be hard to find a good position for it.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Despite being uncraftable, there is a partial recipe defined for the megascreen television in the game files. Namely, {{icon Small|steel}} 260 [[steel]] and {{icon Small|Component}} 22 [[component]]s. It is possible this is used to calculate the amount deconstruction returns, or it may simply be cut content.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added. Sick people in bed can now watch TV&lt;br /&gt;
&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Recreation]] [[Category:Television]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yzbbfdiid2g3p5xg&amp;topic_postId=yzbbfdiid6e5x9vo&amp;topic_revId=yzbbfdiid6e5x9vo&amp;action=single-view</id>
		<title>Topic:Yzbbfdiid2g3p5xg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yzbbfdiid2g3p5xg&amp;topic_postId=yzbbfdiid6e5x9vo&amp;topic_revId=yzbbfdiid6e5x9vo&amp;action=single-view"/>
		<updated>2025-09-20T11:05:05Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yzbbfdiid2g3p5xg&amp;amp;topic_showPostId=yzbbfdiid6e5x9vo#flow-post-yzbbfdiid6e5x9vo&quot;&gt;commented&lt;/a&gt; on &quot;Bug in a table&quot; (&lt;em&gt;Hello Harakoni There are four errors in the table in Furniture#Summary table (Expression error: Unexpected &amp;lt; operator). I think it is bec...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Stomach&amp;diff=155329</id>
		<title>Stomach</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Stomach&amp;diff=155329"/>
		<updated>2024-11-09T18:41:59Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stomach''' can refer to a number of different things in RimWorld:&lt;br /&gt;
* Stomach: An organic [[body part]] that controls a pawn's [[digestion]] alongside the [[liver]] for most, if not all, non-[[mechanoid]] pawns. Has no item equivalent.&lt;br /&gt;
* [[Bionic stomach]]: An [[artificial body part]] that can replace the organic stomach for various benefits.&lt;br /&gt;
* [[Nuclear stomach]]:{{RoyaltyIcon}} An [[artificial body part]] that can replace the organic stomach for various benefits.&lt;br /&gt;
* [[Reprocessor stomach]]:{{RoyaltyIcon}} An [[artificial body part]] that can replace the organic stomach for various benefits.&lt;br /&gt;
* [[Sterilizing stomach]]:{{RoyaltyIcon}} An [[artificial body part]] that can replace the organic stomach for various benefits.&lt;br /&gt;
* [[Strong stomach]]:{{BiotechIcon}} A [[gene]] that prevents a pawn with it from getting food poisoning. &lt;br /&gt;
* [[Fleshmass stomach]]:{{AnomalyIcon}} An [[artificial body part]] that can replace the organic stomach for various benefits.&lt;br /&gt;
&lt;br /&gt;
{{Stomach Comparison Table}}&lt;br /&gt;
&lt;br /&gt;
{{Disambiguation}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=154920</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=154920"/>
		<updated>2024-10-30T08:19:34Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Slowing down attackers */ little corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3387}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = MoveSpeed&lt;br /&gt;
| label = move speed&lt;br /&gt;
| description = Speed of movement in cells per second.&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| min value = 0.15&lt;br /&gt;
| format string = {0} c/s&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 2500&lt;br /&gt;
| capacity factors = Moving&lt;br /&gt;
| parts = StatPart_Glow, StatPart_RevenantSpeed&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, increases the longer a pawn is in the field. caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Genes#Mild_UV_sensitivity|Mild UV sensitivity]]''':{{BiotechIcon}} x90% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Genes#Intense_UV_sensitivity|Intense UV sensitivity]]''':{{BiotechIcon}} x80% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of x120%.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''&lt;br /&gt;
* '''[[Light]]''': scaling linearly from '''×80%''' at 0% light to '''×100%''' at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Naked speed|Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Move Speed&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;MoveSpeed&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;move speed&lt;br /&gt;
| Speed of movement in cells per second.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 3.0&lt;br /&gt;
* '''Min Value:''' 0.15&lt;br /&gt;
* '''To String Style:''' FloatTwo&lt;br /&gt;
* '''Format String:''' {0} c/s&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
|&lt;br /&gt;
* '''Capacity Factors:'''&lt;br /&gt;
** Capacity: '''[[Moving]]'''&lt;br /&gt;
*** Weight: '''{{%|1}}'''&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Glow:'''&lt;br /&gt;
*** Humanlike Only: {{Good|true}}&lt;br /&gt;
*** '''Factor From Glow Curve:'''&lt;br /&gt;
**** '''Points:'''&lt;br /&gt;
***** (0,0.80)&lt;br /&gt;
***** (0.30,1.00)&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}&lt;br /&gt;
*** Ignore If Incapable Of Sight: {{Good|true}}&lt;br /&gt;
*** Ignore If Prefers Darkness: {{Good|true}}&lt;br /&gt;
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}&lt;br /&gt;
| 2500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slowing down attackers ==&lt;br /&gt;
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]&lt;br /&gt;
Structures can be built to reduce the speed of movement of attackers, for example before a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.&lt;br /&gt;
&lt;br /&gt;
However, pawns are significantly more slowed down by doors held open in a row, and even more by placing chunks or other items inside them.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time&amp;lt;br&amp;gt;(s) !! Move&amp;lt;br&amp;gt;speed&amp;lt;br&amp;gt;factor !! Corridor contents&amp;lt;br&amp;gt;(not exhaustive)&lt;br /&gt;
|-&lt;br /&gt;
|10	&lt;br /&gt;
|100%&lt;br /&gt;
|Most [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|66%&lt;br /&gt;
|Spaced item stacks (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|50%&lt;br /&gt;
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|42%&lt;br /&gt;
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone &amp;amp; steel), [[brazier]]s.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37%&lt;br /&gt;
|Spaced [[small shelves]], [[deep drill]]s.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|26%&lt;br /&gt;
|Spaced [[fence]]s.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|25%&lt;br /&gt;
|Row of [[door]]s held open ([[autodoor]]s held open act the same).&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|24%&lt;br /&gt;
|Row of doors held open containing chunks in a row.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|19%&lt;br /&gt;
|Row of doors held open containing spaced chunks.&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|17%&lt;br /&gt;
|Row of doors held open with alternating chunks and items/corpses.&lt;br /&gt;
|}&lt;br /&gt;
; Notes&lt;br /&gt;
* Only 1×1 constructions have been tested here.&lt;br /&gt;
* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).&lt;br /&gt;
* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.&lt;br /&gt;
* Items and constructions available in the DLCs have not been tested.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The best solution seems to be to have a row of open doors with alternating [[chunk]]s and [[corpse]]s (1×1 [[stockpile]]s are an easy way to replace destroyed items and corpses).&lt;br /&gt;
&lt;br /&gt;
The advantage of adding rotting/dessicated human corpses is that it gives enemies who pass the '[[Mood#Observed rotting corpse|Observed rotting corpse]] ×5' debuff -12 (also using 1×1 stockpiles, placing 5 corpses is sometimes not enough, but 10 are), the downside is that it gives the same debuff to your pawns if they're within four tiles (unless they are [[bloodlust]]; [[cannibal]]s and [[psychopath]]s don't care about fresh corpses, but corpses rot pretty quickly). Animal corpses can also be used, but they're often more useful as meat.&lt;br /&gt;
&lt;br /&gt;
One drawback is that it is not possible to target a [[fire]] in a door with the [[Waterskip]] psycast, but on the other hand, [[Temperature#Heat transfer between rooms|heat]] spreads slower as every door creates its own room (although temperature gets quickly extreme as the 'room' is tiny).&lt;br /&gt;
&lt;br /&gt;
In the early game, using only chunks every two tiles is a good option, as they cost nothing and can be quickly replaced using the stockpile trick.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=154900</id>
		<title>Move Speed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Move_Speed&amp;diff=154900"/>
		<updated>2024-10-29T08:26:58Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Slowing down attackers */ new section, see also Topic:Yf2z2b60puan3ex0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verified|1.3.3387}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| def name = MoveSpeed&lt;br /&gt;
| label = move speed&lt;br /&gt;
| description = Speed of movement in cells per second.&lt;br /&gt;
| default base value = 3.0&lt;br /&gt;
| min value = 0.15&lt;br /&gt;
| format string = {0} c/s&lt;br /&gt;
| to string style = FloatTwo&lt;br /&gt;
| scenario randomizable = true&lt;br /&gt;
| category = BasicsPawn&lt;br /&gt;
| display priority in category = 2500&lt;br /&gt;
| capacity factors = Moving&lt;br /&gt;
| parts = StatPart_Glow, StatPart_RevenantSpeed&lt;br /&gt;
}} A default [[Human]] has a base movement speed of {{Q|Human|Move Speed Base}} c/s.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
{{Stub|section=1|reason=How does Age/Childhood{{BiotechIcon}} affect stat? [[Glucosoid pump]]. UV sensitivity genes. [[Frenzy inducer]]. Juggernaut serum, ghoul implants, any other anomaly sources. Check order of operations of each BEFORE adding}}&lt;br /&gt;
&lt;br /&gt;
=== Offsets ===&lt;br /&gt;
First of all the following offsets are applied to the [[Property:Move Speed Base|Move Speed Base]] value.&lt;br /&gt;
* '''Traits'''&lt;br /&gt;
** [[Jogger]]: {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast walker]]: {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slowpoke]]: {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Gear'''&lt;br /&gt;
** [[Minigun]]: {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Plate armor]]: {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Flak vest]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak pants]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Flak jacket]]: {{--|0.12 {{CS}}}}&lt;br /&gt;
** [[Marine armor]]: {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Grenadier armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Prestige marine armor]]:{{RoyaltyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
** [[Cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Phoenix armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Prestige cataphract armor]]:{{RoyaltyIcon}} {{--|0.8 {{CS}}}}&lt;br /&gt;
** [[Burka]]:{{IdeologyIcon}} {{--|0.4 {{CS}}}}&lt;br /&gt;
* '''Artificial body parts'''&lt;br /&gt;
** [[Ghoul barbs]]:{{AnomalyIcon}} {{--|0.25 {{CS}}}}&lt;br /&gt;
** [[Ghoul plating]]:{{AnomalyIcon}} {{--|0.7 {{CS}}}}&lt;br /&gt;
** [[Metalblood heart]]:{{AnomalyIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
* '''Hediffs'''&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, increases the longer a pawn is in the field. caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Ghoul frenzy]]:{{AnomalyIcon}} {{+|4 {{CS}}}} (available only for Ghouls)&lt;br /&gt;
* '''Genes''' {{BiotechIcon}}&lt;br /&gt;
** [[Very fast runner]]:{{BiotechIcon}} {{+|0.4 {{CS}}}}&lt;br /&gt;
** [[Fast runner]]:{{BiotechIcon}} {{+|0.2 {{CS}}}}&lt;br /&gt;
** [[Slow runner]]:{{BiotechIcon}} {{--|0.2 {{CS}}}}&lt;br /&gt;
** [[Naked speed]]:{{BiotechIcon}} &lt;br /&gt;
*** Unclothed: {{+|0.1 {{CS}}}}&lt;br /&gt;
*** Clothed: {{--|0.2 {{CS}}}}&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
The following factors are applied after the ''Offsets''.&lt;br /&gt;
* '''[[Moving|Moving capacity]]''': [[Moving Importance::1|100%]] importance, no allowed defect. [[Moving Limit::-|No]] Max (effectively 428%).&lt;br /&gt;
* '''[[Glucosoid pump]]''':{{BiotechIcon}} Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
* '''[[Genes]]''':{{BiotechIcon}} These genes create offsets on Move Speed under certain conditions.&lt;br /&gt;
** '''[[Genes#Mild_UV_sensitivity|Mild UV sensitivity]]''':{{BiotechIcon}} x90% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Genes#Intense_UV_sensitivity|Intense UV sensitivity]]''':{{BiotechIcon}} x80% when in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more).&lt;br /&gt;
** '''[[Pollution stimulus]]''':{{BiotechIcon}} Scales with time spent on polluted tiles, maximum of x120%.&lt;br /&gt;
* '''[[Children#Move_speed|Age]]''': Children have offsets on their movespeed, determined by age.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| '''Age''' || 0-2 || 3-9 || 9-13 || 13-18 || &amp;gt;18&lt;br /&gt;
|-&lt;br /&gt;
| '''Speed Factor''' || x0.2&amp;lt;ref&amp;gt;As defined in the game defs, however in practice not applicable due to babies being unable to move.&amp;lt;/ref&amp;gt; || x0.75 || x0.85 || x0.95 || x1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
* '''[[Inspiration#Go frenzy|Go frenzy]]''' (inspiration): '''×140%'''&lt;br /&gt;
* '''[[Light]]''': scaling linearly from '''×80%''' at 0% light to '''×100%''' at 30% light. Pawns that are [[Sight|Blind]], have the [[Ideoligion#Lighting|Lighting: Darklight preferred]] precept,{{IdeologyIcon}} or have the [[Dark vision]] gene {{BiotechIcon}} are unaffected by this factor.&lt;br /&gt;
&lt;br /&gt;
=== External factors ===&lt;br /&gt;
==== [[Weather]] ====&lt;br /&gt;
* Rain and Foggy rain: '''×90%'''&lt;br /&gt;
* Rainy thunderstorm and Hard snow: '''×80%'''&lt;br /&gt;
&lt;br /&gt;
==== Path cost ====&lt;br /&gt;
Floors, buildings, items and plants add path cost. Where each path cost adds about 7.7% to the time it would take the pawn to traverse this tile unhindered. The move speed factor can therefore be calculated like this:&lt;br /&gt;
&lt;br /&gt;
 move speed factor = 1 / (1 + path cost * 0.077)&lt;br /&gt;
&lt;br /&gt;
For terrain, flooring and things with a path cost of 20 or below, a pawn is slowed down every time they enter a tile with that thing. For things with a path cost of 25 or above continuing walking on a thing with a path cost of 25 or higher doesn't slow the pawn down again (even if it gets higher).{{Check Tag|Fact check|1) What about 21 to 24? Especially Blood torch need testing. 2) What does the pathCostIgnoreRepeat parameter do?}} Walking over an item on a workbench slows the pawn down again, items on shelves have no additional effect, however.&lt;br /&gt;
&lt;br /&gt;
Below is a selection of some common values. Minified things have a path cost of 14.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Path cost !! Move speed factor !! Examples (random)&lt;br /&gt;
|-&lt;br /&gt;
|  0 || {{%|{{#expr:1 / (1 +  0 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 0]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 || {{%|{{#expr:1 / (1 +  1 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 1]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  2 || {{%|{{#expr:1 / (1 +  2 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 2]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  3 || {{%|{{#expr:1 / (1 +  3 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 3]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  4 || {{%|{{#expr:1 / (1 +  4 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 4]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
|  8 || {{%|{{#expr:1 / (1 +  8 * 0.077)}}|0}} || {{#ask: [[Path Cost:: 8]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{%|{{#expr:1 / (1 + 10 * 0.077)}}|0}} || {{#ask: [[Path Cost::10]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{%|{{#expr:1 / (1 + 12 * 0.077)}}|0}} || {{#ask: [[Path Cost::12]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{%|{{#expr:1 / (1 + 14 * 0.077)}}|0}} || {{#ask: [[Path Cost::14]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{%|{{#expr:1 / (1 + 20 * 0.077)}}|0}} || {{#ask: [[Path Cost::20]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{%|{{#expr:1 / (1 + 24 * 0.077)}}|0}} || {{#ask: [[Path Cost::24]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{%|{{#expr:1 / (1 + 25 * 0.077)}}|0}} || {{#ask: [[Path Cost::25]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{%|{{#expr:1 / (1 + 30 * 0.077)}}|0}} || {{#ask: [[Path Cost::30]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 42 || {{%|{{#expr:1 / (1 + 42 * 0.077)}}|0}} || {{#ask: [[Path Cost::42]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{%|{{#expr:1 / (1 + 50 * 0.077)}}|0}} || {{#ask: [[Path Cost::50]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 60 || {{%|{{#expr:1 / (1 + 60 * 0.077)}}|0}} || {{#ask: [[Path Cost::60]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|-&lt;br /&gt;
| 80 || {{%|{{#expr:1 / (1 + 80 * 0.077)}}|0}} || {{#ask: [[Path Cost::80]] | link = none | template = DLC Icons | sep = ,&amp;amp;nbsp; | order = random | limit = 10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can see the path cost of every thing {{#ask: [[Path Cost::+]] | format = table | ?Path Cost | limit = 0 | searchlabel = here}}.&lt;br /&gt;
&lt;br /&gt;
===== Flooring and terrain =====&lt;br /&gt;
For flooring and terrain see the full list below. Note that pawns are slowed down continuously by terrain, but things on top of it with a path cost equal or below it, don't slow the pawn additionally.&lt;br /&gt;
&lt;br /&gt;
* '''[[Floor]]ing''':&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
:{| {{STDT| sortable c_01 text-center}}&lt;br /&gt;
! Floor !! Move Speed Factor&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Move Speed Factor::!1]]&lt;br /&gt;
| ?Move Speed Factor&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Other '''[[terrain]]'''&lt;br /&gt;
** Chest-deep moving water: '''×24%'''&lt;br /&gt;
** Marsh, Shallow ocean water, Shallow water and Shallow moving water: '''×30%'''&lt;br /&gt;
** Marshy soil, Mud, Soft sand and Ice: '''×48%'''&lt;br /&gt;
** Sand: '''×76%'''&lt;br /&gt;
** Lichen-covered soil: '''×81%'''&lt;br /&gt;
** Soil, Stony soil, Rich soil: '''×87%'''&lt;br /&gt;
* '''[[Snow]]'''&lt;br /&gt;
** Thin: '''×76%'''&lt;br /&gt;
** Medium: '''×62%'''&lt;br /&gt;
** Thick: '''×52%'''&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
[[File:Maximum move speed vs normal.mp4|right|thumb|Speed of 29.61 c/s vs base speed of 4.6 c/s]]&lt;br /&gt;
Moving speed of a particular pawn can be calculated using the following formula:&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = (Base value + Offsets) × Factors × External factors&lt;br /&gt;
&lt;br /&gt;
Let us calculate how fast a human could possibly go. It would have the following values:&lt;br /&gt;
* Base value: '''{{Q|human|Move Speed Base}} c/s'''&lt;br /&gt;
* Offsets:&lt;br /&gt;
** [[Jogger]] trait: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Very fast runner|Very fast runner]] gene {{BiotechIcon}}: {{+|0.4 c/s}}&lt;br /&gt;
** [[Genes#Naked speed|Naked speed]] gene unclothed {{BiotechIcon}}: {{+|0.1 c/s}}&lt;br /&gt;
** [[Juggernaut serum]]:{{AnomalyIcon}} {{+|0.5 {{CS}}}}&lt;br /&gt;
** [[Frenzy inducer]]:{{AnomalyIcon}} Variable, caps at {{+|0.4 {{CS}}}}&lt;br /&gt;
* Factors:&lt;br /&gt;
** Moving capacity: '''×{{%|{{Q|Moving|Effective Maximum}} }}''' (''see [[Moving#Example|moving]]'')&amp;lt;ref&amp;gt;Be aware that it is not normally possible to achieve this speed in a short time since the three hard drugs required to take have a 100% chance of causing a Minor Overdose and reducing Consciousness by 50%. With [[Biotech (DLC)]]{{BiotechIcon}}, it is possible to gain [[Genes]] that can reduce the likelihood of an overdose, or even prevent it entirely. However, even with the Gene for Wake-up Impervious, a heart attack can still occur if the pawn does not have a Bionic heart. &amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Glucosoid pump]]: Creates Glucosoid Rush effect, +12% per  Glucosoid pump. Maximum four, for x148%. Requires ability to [[Deathrest]].&lt;br /&gt;
** [[Pollution stimulus]]: Maximum x120% when the pawn is on polluted tiles.&lt;br /&gt;
** [[Inspiration#Go frenzy|Go frenzy]] inspiration: '''×140%'''&lt;br /&gt;
* External factor: '''×100%'''&lt;br /&gt;
&lt;br /&gt;
 '''Move speed''' = ({{Q|Human|Move Speed Base}} c/s + 0.4 c/s + 0.4 c/s + 0.1 c/s + 0.5c/s + 0.4c/s) × (4.28 × 1.20 x 1.48 1.4) × 1 = '''{{#expr: ({{Q|Human|Move Speed Base}}+0.4+0.4+0.1+.5+.4)*4.28*1.2*1.48*1.4 round2}} c/s'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Offsets, such as the speed decrease from gear or traits, occurs before multiplicative factors such as Moving. So while a normal human moves at 4.6c/s, and a human in a flak vest moves at 4.48c/s for a difference of -0.12c/s, a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn in a flak vest would move at 6.72c/s for a difference of -0.18c/s. Similarly, jogger-traited human moves at 5.00c/s for a difference of 0.40/s compared to baseline, but a pawn with 2 [[archotech leg]]s would move at 6.9c/s while the same pawn as a jogger would move at 7.50c/s for a difference of +0.60c/s.&lt;br /&gt;
&lt;br /&gt;
== Stat Def Data ==&lt;br /&gt;
{| {{STDT}}&lt;br /&gt;
! Def Name&amp;lt;br /&amp;gt;Label&amp;lt;br /&amp;gt;Label For Full Stat List&amp;lt;br /&amp;gt;Offset Label&amp;lt;br /&amp;gt;Attributes !! Description !! Category !! Parameters !! Complex&amp;lt;br /&amp;gt;Parameters !! Display&amp;lt;br /&amp;gt;Priority&amp;lt;br /&amp;gt;In&amp;lt;br /&amp;gt;Category&lt;br /&gt;
|- id=&amp;quot;Move Speed&amp;quot; &amp;lt;!--&amp;lt;StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* '''Def Name:'''&amp;lt;br /&amp;gt;MoveSpeed&lt;br /&gt;
* '''Label:'''&amp;lt;br /&amp;gt;move speed&lt;br /&gt;
| Speed of movement in cells per second.&lt;br /&gt;
|&lt;br /&gt;
* Display Order:&amp;lt;br /&amp;gt;'''11'''&lt;br /&gt;
* Def Name:&amp;lt;br /&amp;gt;'''BasicsPawn'''&lt;br /&gt;
* Label:&amp;lt;br /&amp;gt;'''Basics'''&lt;br /&gt;
* Display All By Default:&amp;lt;br /&amp;gt;{{Bad|false}}&lt;br /&gt;
|&lt;br /&gt;
* '''Default Base Value:''' 3.0&lt;br /&gt;
* '''Min Value:''' 0.15&lt;br /&gt;
* '''To String Style:''' FloatTwo&lt;br /&gt;
* '''Format String:''' {0} c/s&lt;br /&gt;
* '''Scenario Randomizable:''' {{Good|true}}&lt;br /&gt;
|&lt;br /&gt;
* '''Capacity Factors:'''&lt;br /&gt;
** Capacity: '''[[Moving]]'''&lt;br /&gt;
*** Weight: '''{{%|1}}'''&lt;br /&gt;
* '''Parts:'''&lt;br /&gt;
** '''StatPart_Glow:'''&lt;br /&gt;
*** Humanlike Only: {{Good|true}}&lt;br /&gt;
*** '''Factor From Glow Curve:'''&lt;br /&gt;
**** '''Points:'''&lt;br /&gt;
***** (0,0.80)&lt;br /&gt;
***** (0.30,1.00)&lt;br /&gt;
{{Graph:Chart|width=300|height=150|xAxisTitle=Light Percentage|yAxisTitle=Move Speed Multiplier|type=line|x=0, 0.30|y=0.80, 1.00|interpolate=monotone|xGrid=|yGrid=}}&lt;br /&gt;
*** Ignore If Incapable Of Sight: {{Good|true}}&lt;br /&gt;
*** Ignore If Prefers Darkness: {{Good|true}}&lt;br /&gt;
** '''StatPart_RevenantSpeed''' {{AnomalyIcon}}&lt;br /&gt;
| 2500&lt;br /&gt;
&amp;lt;!--&amp;lt;/StatDef&amp;gt;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Slowing down attackers ==&lt;br /&gt;
[[File:Speed in cluttered corridor.mp4|thumb|Different constructions and items that can be placed in a corridor to slow down attackers.]]&lt;br /&gt;
Structures can be built to reduce the speed of movement of attackers, for example before a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
One of the most commonly used techniques is to place objects or constructions alternating with empty tiles, as it is not the items or constructions that slow down the pawns, but the fact of climbing on and off them.&lt;br /&gt;
&lt;br /&gt;
However, pawns are significantly more slowed down by doors held open in a row, and even more by placing chunks or other items inside them.&lt;br /&gt;
&lt;br /&gt;
Here is a table of the configurations shown in the thumbnail video, as well as other similar items or constructions (time is to cross 41 tiles, move speed factor is approximate):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Time&amp;lt;br&amp;gt;(s) !! Move&amp;lt;br&amp;gt;speed&amp;lt;br&amp;gt;factor !! Corridor contents&amp;lt;br&amp;gt;(not exhaustive)&lt;br /&gt;
|-&lt;br /&gt;
|10	&lt;br /&gt;
|100%&lt;br /&gt;
|Most of [[floor]]s ([[concrete]], [[Tile floor|tiles]], [[smooth stone]], etc.), [[plant pot]]s, [[power switch]]es, [[pen marker]]s, [[column]]s.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|66%&lt;br /&gt;
|Spaced item stack (any item, such as [[stone block]]s, [[wood]], etc.), [[standing lamp]]s, [[animal sleeping box]]es, [[animal bed]]s, [[corpse]]s (fresh, rotten, human, animal, mechanoid, etc.), [[ship landing beacon]]s.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|50%&lt;br /&gt;
|Spaced [[stool]]s, [[chair]]s, [[armchair]]s, [[firefoam popper]]s, [[moisture pump]]s.&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|42%&lt;br /&gt;
|Spaced [[barricade]]s, [[sandbag]]s, [[chunk]]s (stone &amp;amp; steel), [[brazier]]s.&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|37%&lt;br /&gt;
|Spaced [[small shelves]], [[deep drill]]s.&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|34%&lt;br /&gt;
|Alternating chunks and items/corpses.&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|26%&lt;br /&gt;
|Spaced [[fence]]s.&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|25%&lt;br /&gt;
|Row of [[door]]s held open ([[autodoor]]s act the same).&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|24%&lt;br /&gt;
|Row of doors held open containing chunks in a row.&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|19%&lt;br /&gt;
|Row of doors held open containing spaced chunks.&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|17%&lt;br /&gt;
|Row of doors held open  with alternating chunks and items/corpses.&lt;br /&gt;
|}&lt;br /&gt;
; Notes&lt;br /&gt;
* Only 1×1 constructions have been tested here.&lt;br /&gt;
* It doesn't seem to matter what the construction is made of (wooden shelves are identical to granite ones, as are the doors), how big it is (an elephant's corpse is just as quick to get past as a rat's, one block is the same as a stack of 25), or if it's turned on or not (for example, braziers that are lit or not are identical).&lt;br /&gt;
* Fence gates have been tested, but enemies cannot pass over them, open them or shoot through them, so they are not useful here.&lt;br /&gt;
* Items and constructions available in the DLCs have not been tested.&lt;br /&gt;
&lt;br /&gt;
=== Analysis ===&lt;br /&gt;
The best solution seems to be to have a row of open doors with alternating [[chunk]]s and [[corpse]]s (1×1 [[stockpile]]s are an easy way to replace destroyed items and corpses).&lt;br /&gt;
&lt;br /&gt;
The advantage of adding rotting/dessicated human corpses is that it gives enemies who pass the '[[Mood#Observed rotting corpse|Observed rotting corpse]] ×5' debuff -12 (also using 1×1 stockpiles, placing 5 corpses is sometimes not enough, but 10 are), the downside is that it gives the same debuff to your pawns if they're within four tiles (unless they are [[bloodlust]]; [[cannibal]]s and [[psychopath]]s don't care about fresh corpses, but corpses rot pretty quickly). Animal corpses can also be used, but they're often more useful as meat.&lt;br /&gt;
&lt;br /&gt;
One drawback is that it is not possible to target a [[fire]] in a door with the [[Waterskip]] psycast, but on the other hand, [[Temperature#Heat transfer between rooms|heat]] spreads slower as every door creates its own room (although temperature gets quickly extreme as the 'room' is tiny).&lt;br /&gt;
&lt;br /&gt;
In the early game, using only chunks every two tiles is a good option, as they cost nothing and can be quickly replaced using the stockpile trick.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{{Stub|section=1|reason=General Version history}}&lt;br /&gt;
&lt;br /&gt;
{{Nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Small_shelves&amp;diff=154899</id>
		<title>Small shelves</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Small_shelves&amp;diff=154899"/>
		<updated>2024-10-29T07:46:43Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: #REDIRECT Small shelf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Small shelf]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf4vh2sczcbbb6mc&amp;topic_revId=yf4vh2sczcbbb6mc&amp;action=single-view</id>
		<title>Topic:Yf2z2b60puan3ex0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf4vh2sczcbbb6mc&amp;topic_revId=yf4vh2sczcbbb6mc&amp;action=single-view"/>
		<updated>2024-10-29T08:30:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;amp;topic_showPostId=yf4vh2sczcbbb6mc#flow-post-yf4vh2sczcbbb6mc&quot;&gt;commented&lt;/a&gt; on &quot;Would this test be useful on the wiki?&quot; (&lt;em&gt;I wrote the section Move Speed#Slowing down attackers which has to be approved. I don&amp;#039;t really know all the articles on this wiki, but li...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Speed_in_cluttered_corridor.mp4&amp;diff=154877</id>
		<title>File:Speed in cluttered corridor.mp4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Speed_in_cluttered_corridor.mp4&amp;diff=154877"/>
		<updated>2024-10-28T14:15:55Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: == Summary ==
Video showing the different constructions and items that can be placed in a corridor to slow down attackers.

== License ==
{{Copyright game}}

Category:Videos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Video showing the different constructions and items that can be placed in a corridor to [[Move Speed#Slowing down attackers|slow down attackers]].&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Videos]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf36lj841thl5zr8&amp;topic_revId=yf3ks05hdc3y066c&amp;action=single-view</id>
		<title>Topic:Yf2z2b60puan3ex0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf36lj841thl5zr8&amp;topic_revId=yf3ks05hdc3y066c&amp;action=single-view"/>
		<updated>2024-10-28T18:32:01Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;amp;topic_showPostId=yf36lj841thl5zr8#flow-post-yf36lj841thl5zr8&quot;&gt;post&lt;/a&gt; on &quot;Would this test be useful on the wiki?&quot;&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf36lj841thl5zr8&amp;topic_revId=yf36u0rkawvs3gas&amp;action=single-view</id>
		<title>Topic:Yf2z2b60puan3ex0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf36lj841thl5zr8&amp;topic_revId=yf36u0rkawvs3gas&amp;action=single-view"/>
		<updated>2024-10-28T14:21:38Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;amp;topic_showPostId=yf36lj841thl5zr8#flow-post-yf36lj841thl5zr8&quot;&gt;post&lt;/a&gt; on &quot;Would this test be useful on the wiki?&quot;&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf36lj841thl5zr8&amp;topic_revId=yf36lj841thl5zr8&amp;action=single-view</id>
		<title>Topic:Yf2z2b60puan3ex0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf36lj841thl5zr8&amp;topic_revId=yf36lj841thl5zr8&amp;action=single-view"/>
		<updated>2024-10-28T14:17:24Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;amp;topic_showPostId=yf36lj841thl5zr8#flow-post-yf36lj841thl5zr8&quot;&gt;commented&lt;/a&gt; on &quot;Would this test be useful on the wiki?&quot; (&lt;em&gt;I didn&amp;#039;t know it was possible to download MP4s here. It&amp;#039;s better to keep it as an MP4 as the best FPS I can get for an WEBP is 12 FPS, an...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf349katwvrjsfno&amp;topic_revId=yf349katwvrjsfno&amp;action=single-view</id>
		<title>Topic:Yf2z2b60puan3ex0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf349katwvrjsfno&amp;topic_revId=yf349katwvrjsfno&amp;action=single-view"/>
		<updated>2024-10-28T13:35:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;amp;topic_showPostId=yf349katwvrjsfno#flow-post-yf349katwvrjsfno&quot;&gt;commented&lt;/a&gt; on &quot;Would this test be useful on the wiki?&quot; (&lt;em&gt;I&amp;#039;ll make a section in Move speed that is a rather short article, then it can be linked elsewhere or even moved if necessary. I&amp;#039;m also as...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=yf2z547mtez6e72c&amp;topic_revId=yf2z547mtez6e72c&amp;action=single-view</id>
		<title>Topic:Xyl9gdprmk5cgr44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=yf2z547mtez6e72c&amp;topic_revId=yf2z547mtez6e72c&amp;action=single-view"/>
		<updated>2024-10-28T12:03:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=yf2z547mtez6e72c#flow-post-yf2z547mtez6e72c&quot;&gt;commented&lt;/a&gt; on &quot;Dark theme&quot; (&lt;em&gt;A bit late, but my issues seem to have been fixed.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf2z2b60py8pbiv8&amp;topic_revId=yf2z2b60py8pbiv8&amp;action=single-view</id>
		<title>Topic:Yf2z2b60puan3ex0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;topic_postId=yf2z2b60py8pbiv8&amp;topic_revId=yf2z2b60py8pbiv8&amp;action=single-view"/>
		<updated>2024-10-28T12:02:07Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf2z2b60puan3ex0&amp;amp;topic_showPostId=yf2z2b60py8pbiv8#flow-post-yf2z2b60py8pbiv8&quot;&gt;commented&lt;/a&gt; on &quot;Would this test be useful on the wiki?&quot; (&lt;em&gt;Hello Harakoni I recently made a test to see how to slow down attackers in corridors, depending on the constructions and objects used. It...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Yf0r5z2liiiowk04&amp;topic_postId=yf0r5z2limgr4nyc&amp;topic_revId=yf0r5z2limgr4nyc&amp;action=single-view</id>
		<title>Topic:Yf0r5z2liiiowk04</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Yf0r5z2liiiowk04&amp;topic_postId=yf0r5z2limgr4nyc&amp;topic_revId=yf0r5z2limgr4nyc&amp;action=single-view"/>
		<updated>2024-10-27T12:07:26Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Yf0r5z2liiiowk04&amp;amp;topic_showPostId=yf0r5z2limgr4nyc#flow-post-yf0r5z2limgr4nyc&quot;&gt;commented&lt;/a&gt; on &quot;Error in the table on Floors&quot; (&lt;em&gt;Hello Harakoni I noticed errors in the table on Floors#Comparison table in the &amp;#039;Flesh&amp;#039; row, but I don&amp;#039;t know how to fix it. Regards, Şÿℵד...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat_Amount&amp;diff=148352</id>
		<title>Meat Amount</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat_Amount&amp;diff=148352"/>
		<updated>2024-07-27T00:09:50Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Optimum meat amount per animal */ + insects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}{{Stat&lt;br /&gt;
| default base value = 140&lt;br /&gt;
| to string style = Integer&lt;br /&gt;
| description = The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The actual amount of meat gained from butchering is also affected by [[Butchery Efficiency]] and the [[Work Efficiency Factor]] of the production station used to do the butchering. [[Butcher spot]]s have a factor of 70%, while [[butcher table]]s have a factor of 100%.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
The base value of Meat Amount is 140, other than for [[dryads]], which have a base value of 2. This is multiplied by the following factors:&lt;br /&gt;
* [[Body Size]]&lt;br /&gt;
* Remaining [[body parts]]&lt;br /&gt;
* [[Animal husbandry#Slaughtering|Not carefully slaughtered:]] ×0.66&lt;br /&gt;
* Butcher yield from [[difficulty]]&lt;br /&gt;
* [[Malnutrition]]: 100% malnutrition is ×0.4, scales linearly&lt;br /&gt;
&lt;br /&gt;
== Optimum meat amount per animal ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Meat amount per animal&lt;br /&gt;
! Animal !! Meat&amp;lt;br&amp;gt;amount&lt;br /&gt;
|-&lt;br /&gt;
| [[Alpaca]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Alphabeaver]] || style=&amp;quot;text-align: center;&amp;quot; | 63&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear]] (any) || style=&amp;quot;text-align: center;&amp;quot; | 301&lt;br /&gt;
|-&lt;br /&gt;
| [[Bison]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomalope]] || style=&amp;quot;text-align: center;&amp;quot; | 280&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Caribou]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassowary]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || style=&amp;quot;text-align: center;&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| [[Chicken]] || style=&amp;quot;text-align: center;&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || style=&amp;quot;text-align: center;&amp;quot; | 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || style=&amp;quot;text-align: center;&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| [[Cougar]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Cow]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Deer]] || style=&amp;quot;text-align: center;&amp;quot; | 168&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || style=&amp;quot;text-align: center;&amp;quot; | 196&lt;br /&gt;
|-&lt;br /&gt;
| [[Dromedary]] || style=&amp;quot;text-align: center;&amp;quot; | 294&lt;br /&gt;
|-&lt;br /&gt;
| [[Duck]] || style=&amp;quot;text-align: center;&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant]] || style=&amp;quot;text-align: center;&amp;quot; | 560&lt;br /&gt;
|-&lt;br /&gt;
| [[Elk]] || style=&amp;quot;text-align: center;&amp;quot; | 294&lt;br /&gt;
|-&lt;br /&gt;
| [[Emu]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Fox]] (any) || style=&amp;quot;text-align: center;&amp;quot; | 77&lt;br /&gt;
|-&lt;br /&gt;
| [[Gazelle]] || style=&amp;quot;text-align: center;&amp;quot; | 98&lt;br /&gt;
|-&lt;br /&gt;
| [[Goat]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Goose]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || style=&amp;quot;text-align: center;&amp;quot; | 120&lt;br /&gt;
|-&lt;br /&gt;
| [[Ibex]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || style=&amp;quot;text-align: center;&amp;quot; | 56&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Lynx]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Megascarab]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Megasloth]] || style=&amp;quot;text-align: center;&amp;quot; | 560&lt;br /&gt;
|-&lt;br /&gt;
| [[Megaspider]] || style=&amp;quot;text-align: center;&amp;quot; | 168&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || style=&amp;quot;text-align: center;&amp;quot; | 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Muffalo]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Ostrich]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Panther]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig]] || style=&amp;quot;text-align: center;&amp;quot; | 238&lt;br /&gt;
|-&lt;br /&gt;
| [[Raccoon]] || style=&amp;quot;text-align: center;&amp;quot; | 56&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhinoceros]] || style=&amp;quot;text-align: center;&amp;quot; | 420&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheep]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Spelopede]] || style=&amp;quot;text-align: center;&amp;quot; | 112&lt;br /&gt;
|-&lt;br /&gt;
| [[Squirrel]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrumbo]] || style=&amp;quot;text-align: center;&amp;quot; | 560&lt;br /&gt;
|-&lt;br /&gt;
| [[Tortoise]] || style=&amp;quot;text-align: center;&amp;quot; | 70&lt;br /&gt;
|-&lt;br /&gt;
| [[Turkey]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || style=&amp;quot;text-align: center;&amp;quot; | 196&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild boar]] || style=&amp;quot;text-align: center;&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolf]] (any) || style=&amp;quot;text-align: center;&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || style=&amp;quot;text-align: center;&amp;quot; | 294&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || style=&amp;quot;text-align: center;&amp;quot; | 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Post-Process Curve ==&lt;br /&gt;
Meat Amount is then affected by a post-process curve with points:&lt;br /&gt;
* (0,0)&lt;br /&gt;
* (5,14)&lt;br /&gt;
* (40,40)&lt;br /&gt;
* (100000,100000)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meat Amount by Body Size&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Body Size|yAxisTitle=Meat Amount|type=line|x=0, {{#expr:5/140}}, {{#expr:40/140}}, {{#expr:10000/140}}|y2=0, 14, 40, 10000|x2=0, 1|y1=0, 5, 40, 10000|yType=number|yAxisMax=140|xAxisMax=1|linewidth=1|colors=red, black|legend=|y1Title=Pre-curve|y2Title=Post-curve}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Traits&amp;diff=148217</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Traits&amp;diff=148217"/>
		<updated>2024-07-24T13:20:54Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: line breaks for easier code reading; etc -&amp;gt; etc. ; precision on cannibal eating corpses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{{Stub|reason=Creepjoiner traits, likely in their own section due to unique mechanics}}&lt;br /&gt;
{{Recode|reason= 1) Use of [[Template: Thought]] 2) add links to genes that force traits from the traits that they force - dealer's choice as to hoe thats implemented (e.g. new column vs wffect entry etc.)}}&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
[[File:traits_preview.png|right]]'''Traits''' personalize and add flavor to your colonists by granting a wide variety of special bonuses or conditions to their day to day activities, and so encourage more complex player-conceived stories based on those individual characters.  Traits provide physical or psychological abilities or limitations, likes/dislikes, behavior tendencies, personality quirks, and so on.  Some are beneficial, some are harmful to the colonist or your colony as a whole.  Some are constant, some only rarely triggered.  Some can be more or less easily negated or manipulated to your advantage by catering to them (or denying them), others are more problematic or outright dangerous.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
{{Stub|section=1|reason=How traits work, when and how they're selected, how they work with genes, limits, etc.}}&lt;br /&gt;
&lt;br /&gt;
== General traits ==&lt;br /&gt;
These traits are generalized into groups, organized roughly by topic but there are no such groupings laid out formally in the game. There are no relations or prohibitions between traits grouped together here unless noted (e.g. a colonist cannot be both &amp;quot;ascetic&amp;quot;, wanting a minimal bedroom, ''and'' &amp;quot;jealous&amp;quot; of those with better bedrooms).&lt;br /&gt;
&lt;br /&gt;
=== Lifestyle ===&lt;br /&gt;
One likes what one likes...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Night owl&amp;quot;&lt;br /&gt;
! Night owl&lt;br /&gt;
| NAME likes to work at night. S/He gets a mood bonus if awake at night and mood loss if awake during the day. S/He doesn't get a mood penalty for being in the dark.&lt;br /&gt;
| {{--|10}} [[mood]] penalty if awake during day (11:00 - 18:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|16}} mood bonus if awake during night (23:00 - 06:00)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No mood penalty from being in the dark&lt;br /&gt;
| -&lt;br /&gt;
| 1.3&lt;br /&gt;
|- id=&amp;quot;Undergrounder&amp;quot;&lt;br /&gt;
! Undergrounder&lt;br /&gt;
| NAME has no need to experience the outdoors or light. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays inside, and is not bothered by darkness.&lt;br /&gt;
| {{Good|+}} ''':''' Mood not affected by Darkness&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No [[Outdoors]] or Space [[need]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Added [[Indoors (need)|Indoors]] need&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}} mood when indoors / {{+|4}} when underground&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|3}} mood when outdoors&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Nudist&amp;quot;&lt;br /&gt;
! Nudist&lt;br /&gt;
| NAME enjoys the feeling of freedom that comes from being nude. They can handle clothing, but will be happier without it.&lt;br /&gt;
| {{+|20}} mood bonus when naked&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|3}} mood penalty for wearing any apparel, except headgear and [[utility]] items&lt;br /&gt;
| -&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Masochist&amp;quot;&lt;br /&gt;
! Masochist&lt;br /&gt;
| For NAME, there's something exciting about getting hurt. S/He doesn't know why, S/He's just wired differently.&lt;br /&gt;
| {{+|5}} [[mood]] bonus for being in a little [[pain]], replacing default {{--|5}} and {{+|3}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|10}} mood bonus for being in medium pain, replacing default {{--|10}} and {{+|5}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|15}} mood bonus for being in severe pain, replacing default {{--|15}} and {{+|7}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|20}} mood bonus for being in mind-shattering pain, replacing default {{--|20}} and {{+|9}} from [[Ideoligion#Pain|Pain:Idealized]]{{IdeologyIcon}}. '''Note:''' Mind-shattering pain causes pain shock at the default [[pain shock threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}} mood bonus for wearing a [[slave body strap]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|2}} mood bonus for wearing a [[slave collar]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Negates all mood effects for both [[Ideoligion#Skullspike|Skullspike:Desired and Disapproved]]{{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Negates the {{--|5}} mood penalty and -20 [[social|opinion]] malus for being fed on by a [[Bloodfeeder]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Wimp|Wimp]]&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; id=&amp;quot;Body modder&amp;quot;&lt;br /&gt;
! Body modder&lt;br /&gt;
| NAME feels limited in POSSESSIVE feeble human body. NAME often dreams of being enhanced by artificial body parts.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| 0.9&lt;br /&gt;
|- id=&amp;quot;Body purist&amp;quot;&lt;br /&gt;
! Body purist&lt;br /&gt;
| NAME believes the human body is limited for a reason. To her/him, artificial body parts are unethical and disgusting.&lt;br /&gt;
| {{--|10}} to {{--|35}} [[mood]] for having [[artificial body parts]] and [[xenogenes]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|8}} to {{--|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body modder|Body modder]]&lt;br /&gt;
| 0.7&lt;br /&gt;
|- id=&amp;quot;Gourmand&amp;quot;&lt;br /&gt;
! Gourmand&lt;br /&gt;
| NAME's life revolves around food. S/He gets hungry quickly, and if s/he is in a bad mood, s/he will often satisfy her/his-self by eating.&lt;br /&gt;
| {{++|50%}} hunger rate&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Skills#Cooking|Cooking]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' So long as there is &amp;gt;10 human-edible nutrition worth of food in storage, the only possible minor mental break is food binge&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Food binges randomly occur with an MTB of 50 days&lt;br /&gt;
| [[#Ascetic|Ascetic]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Living space ===&lt;br /&gt;
{{Stub|section=1|reason=Pyromaniac &amp;quot;beautiful fire&amp;quot; mechanical details. Once found and collated, templatize a summary of the effect and add it [[fire]], [[torch lamp]]s, [[campfire]] and any other sources of the buff (potentially: [[Brazier]], [[Darklight brazier]], [[Blood torch]], [[Darktorch]], [[Fungus darktorch]])}}&lt;br /&gt;
How a colonist perceives the walls that they call &amp;quot;home&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Ascetic&amp;quot;&lt;br /&gt;
! Ascetic&lt;br /&gt;
| NAME has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. S/He will become unhappy if s/he has a bedroom that's too impressive. S/He also dislikes fancy food and prefers to eat raw. S/He never judges others by their appearance.&lt;br /&gt;
| {{+|5}} mood bonus for having an awful bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|5}} mood penalty for having a somewhat impressive or better bedroom&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Good|+}}''':''' No mood penalty for ate without table&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; '''+/- :''' Mood not affected by quality of [[meal]], including [[raw food]], [[nutrient paste meal]]s, and [[baby food]]{{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Pawn beauty of others does not change pawn's social opinion on that pawn&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by quality of crib (as a baby){{BiotechIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Mood unaffected by gaining a royal title; losing a title; or, if currently titled, whether or not apparel, bedroom, and/or throneroom is appropriate to the title {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|Gains}} the [[Psycasts#Minimal|Minimal]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|Loses}} the [[Psycasts#Artistic|Artistic]] meditation focus type, if they had it {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''×50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Greedy|Greedy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gourmand|Gourmand]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 0.7&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Greedy&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Greedy&lt;br /&gt;
| NAME needs a really impressive bedroom. S/He gets a mood loss if they don't get what they want.&lt;br /&gt;
| {{--|8}}/{{--|8}}/{{--|8}}/{{--|6}}/{{--|4}} [[mood]] penalty for not having a bedroom of [[Room stats#Levels of impressiveness|Slightly Impressive]] or better&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Jealous|Jealous]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Jealous&amp;quot;&lt;br /&gt;
! Jealous&lt;br /&gt;
| For NAME, it's degrading to have a [[Room stats#Levels of impressiveness|less impressive]] bedroom than someone else. NAME gets a mood loss if any colonist has a more impressive bedroom.&lt;br /&gt;
| {{--|8}} [[mood]] penalty for not having the best bedroom.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| [[#Ascetic|Ascetic]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Greedy|Greedy]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyromaniac&amp;quot;&lt;br /&gt;
! Pyromaniac&lt;br /&gt;
| NAME loves fire. S/He will never extinguish fires, and will occasionally go on random fire starting sprees. S/He will be happy around flames, and happier when wielding an incendiary weapon.&lt;br /&gt;
| {{+|2}} mood bonus for having an incendiary weapon equipped&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt; {{+|8}} mood bonus for using an incendiary weapon on an enemy.{{Check Tag|Detail}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=The sinuous flame dances, warm like love, bright like freedom, all-consuming.|label=beautiful fire|value=+2|stack=4}} Grants +2 mood per [[fire]] or lit buildings capable of having a 'fire overlay' ([[torch lamp]], [[campfire]]; {{BiotechIcon}}[[blood torch]]; {{IdeologyIcon}}[[darktorch]], [[fungus darktorch]], [[effigy]], [[pyre]], [[sacrificial flag]]; {{RoyaltyIcon}}[[brazier]]; or {{IdeologyIcon}}{{RoyaltyIcon}}[[darklight brazier]]) within 8 cells, within the same room, and not in a 'fogged' region of the map invisible to the player. Fire not from a lit building, and not on a pawn, grants 2 stacks of this mood bonus; each cell occupied by a lit pyre counts as 1 fire, granting up to 4 stacks in total.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;!-- &lt;br /&gt;
--&amp;gt;{{Bad|Incapable of firefighting}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Only possible [[Mental_break#Extreme_break|extreme mental break]] is [[fire starting spree]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Fire starting sprees randomly occur with an MTB of 50 days&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''−20%''' reduction in market value&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|Gains}} the [[Psycasts#Flame|Flame]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Social views ===&lt;br /&gt;
In a brutal world, what otherwise might be socially unacceptable or even unthinkable can be a positive survival trait for both you and your fellow colonists... See [[Human resources]] for comparative analysis. &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Bloodlust&amp;quot;&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| NAME gets a rush from hurting people, and never minds the sight of blood or death.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Observing rotting corpses, Human butchering, Organ harvesting, Executions, Colonist/innocent prisoner deaths, Wearing tainted clothes; {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], or Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} mood bonus for witnessing a stranger's death&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|13}} mood bonus for killing strangers&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Four times as likely to start a social fight&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Harvests an organ, Executes a prisoner, or {{BiotechIcon}}Kills a child&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| ''Requires pawn to be [[Incapable|capable of Violence]]''&lt;br /&gt;
| 0.8&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! Cannibal&lt;br /&gt;
| NAME was taught that eating human meat is wrong and horrible. But one time, long ago, S/He tried it... and S/He liked it.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Guest or guilty prisoner deaths, Cannibalism; {{BiotechIcon}}Ingesting hemogen packs; or {{IdeologyIcon}} Eating meat from [[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|3}}/{{+|5}}/{{+|7}}/{{+|8}} mood bonus for wearing clothing made out of human skin&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|15}} mood bonus after eating meal made with human flesh&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|20}} mood bonus after eating raw [[human meat]] (but eating a corpse will cause {{--|12}} [[Mood#Ate corpse|Ate corpse]] [[mood]]let and 5% chance of [[food poisoning]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;All mood buffs stack&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who Eats meat ([[Ideoligion#Meat_eating|Abhorrent, Horrible, or Disapproved]]) {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|- id=&amp;quot;Psychopath&amp;quot;&lt;br /&gt;
! Psychopath&lt;br /&gt;
| NAME has no empathy. The suffering of others doesn't bother them at all. They don't mind if others are butchered, left unburied, imprisoned, or sold to slavery - unless it affects them. NAME also feels no mood boost from socializing.&lt;br /&gt;
| {{Good|+}} ''':''' No mood penalty for: Observing fresh corpses, Human butchering, Organ harvesting, Executions, Unburied colonists, Prisoners sold into slavery, Relative/colonist/friend/innocent prisoner deaths, Not being a bonded animal's master, Loss/death/release of bonded pets, Wearing [[human leather]] or [[dread leather]]{{AnomalyIcon}}; [[Child]]{{BiotechIcon}} killing, Being in a colony with sad youngsters, Having a sad/enslaved/sick/growth vat-interred child, Not having had enough play (as a baby); {{IdeologyIcon}}Blinding ceremonies from [[Ideoligion#Blindness|Blindness:Horrible]], Scarification ceremonies from [[Ideoligion#Scarification|Scarification:Horrible]], or Killing innocent animals from [[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' No opinion loss of someone who {{BiotechIcon}}Kills a child or {{IdeologyIcon}}Kills an innocent animal ([[Ideoligion#Killing_innocent_animals|Killing innocent animals:Abhorrent, Horrible, or Disapproved]])&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No mood bonuses from: Being nuzzled, Being a bonded animal's master; {{BiotechIcon}}Being in a colony with happy youngsters, Having happy children, Having happy parents (as a child), or Having had lots of play (as a baby)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' No opinion gain from Chitchat, Deep talk (still loses opinion from hostile interactions); {{BiotechIcon}}Teaching a child, or Taking a lesson (as a child)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from executing prisoners or attacking innocent animals {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type {{RoyaltyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Kind|Kind]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
When it's us or them...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Nimble&amp;quot;&lt;br /&gt;
! Nimble&lt;br /&gt;
| NAME has remarkable kinesthetic intelligence. S/He seems to dance around danger with preternatural grace.&lt;br /&gt;
| {{+|15}} [[Melee Dodge Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|x10%}} [[Trap Spring Chance]]&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brawler&amp;quot;&lt;br /&gt;
! Brawler&lt;br /&gt;
| NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon.&lt;br /&gt;
| {{+|4}} [[Skills#Melee|Melee]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} [[Skills#Shooting|Shooting]] skill&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|4}} [[Melee Hit Chance]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|10}} mood penalty for wielding a ranged weapon&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Disallows [[Skills#Shooting|shooting]] [[Skills#Passion|passions]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''+/- :''' Disallows Shoot Frenzy [[Inspiration]]&lt;br /&gt;
| [[#Trigger-happy|Trigger-happy]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Careful shooter|Careful Shooter]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Wimp|Wimp]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tough&amp;quot;&lt;br /&gt;
! Tough&lt;br /&gt;
| NAME has thick skin, dense flesh, and durable bones. S/He takes much less damage than other people from the same blows. S/He is extremely hard to kill.&lt;br /&gt;
| {{Good|x50%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details.&lt;br /&gt;
| [[#Delicate|Delicate]]&lt;br /&gt;
| 1.1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wimp&amp;quot;&lt;br /&gt;
! Wimp&amp;lt;ref&amp;gt;With the exception of [[Genies]], hostiles cannot spawn with the Wimp trait.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| NAME is weak and cowardly. Even a little pain will immobilize her/him.&lt;br /&gt;
| {{--|50%}} [[Pain Shock Threshold]].&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''−15%''' [[market value]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Bad|−}} ''':''' Negates [[Pain]] mood buffs from [[Ideoligion#Pain|Pain:Idealized]],{{IdeologyIcon}} reverting them to the default values.&lt;br /&gt;
&lt;br /&gt;
| [[#Brawler|Brawler]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Masochist|Masochist]]&lt;br /&gt;
| 1&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate {{BiotechIcon}}&lt;br /&gt;
| NAME has fragile skin and bones. She/He takes more damage than other people from the same blows.&lt;br /&gt;
| {{Bad|x115%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
* Stacks multiplicatively with other Incoming Damage Multiplier factors. See that page for further details. Note that the [[Genes#Delicate|Delicate]] gene that can add this trait is incompatible with the [[Robust]] gene.{{BiotechIcon}} &lt;br /&gt;
| [[#Tough|Tough]]&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* and see also [[Trigger-happy]] and [[Careful shooter]], below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
When your colonists are ''not'' fighting for their lives...&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Too smart&amp;quot;&lt;br /&gt;
! Too smart&lt;br /&gt;
| NAME is too smart for her/his own good. S/He learns everything much faster than everyone, but can be quite eccentric.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{++|12%}} [[Mental Break Threshold]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Nerves|Nerves spectrum traits]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn be capable of [[Skills|Intellectual]]''&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| NAME has a knack for learning. S/He picks things up much faster than others.&lt;br /&gt;
| {{+|75%}} [[Global Learning Factor]]&lt;br /&gt;
| [[#Slow learner|Slow Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&lt;br /&gt;
| NAME is slow on the uptake. S/He picks things up much slower than others.&lt;br /&gt;
| {{--|75%}} [[Global Learning Factor]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Fast learner|Fast Learner]]&lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Quick sleeper&amp;quot;&lt;br /&gt;
! Quick sleeper&lt;br /&gt;
| NAME doesn't need as much sleep as the average person. Whether s/he's sleeping on a bed or on the ground, s/he will be fully rested in about two thirds the usual time.&lt;br /&gt;
| {{+|50%}} [[Rest Rate Multiplier]]&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Great memory&amp;quot;&lt;br /&gt;
! Great memory&lt;br /&gt;
| NAME has a fantastic memory for detail. S/He will lose unused skills at half the rate of other people.&lt;br /&gt;
| {{Good|x50%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 1.1&lt;br /&gt;
|- id=&amp;quot;Perfect Memory&amp;quot;&lt;br /&gt;
! Perfect Memory{{AnomalyIcon}}&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| {{Good|x0%}} Skill loss rate&lt;br /&gt;
| -&lt;br /&gt;
| 0&lt;br /&gt;
|- id=&amp;quot;Tortured artist&amp;quot;&lt;br /&gt;
! Tortured artist&lt;br /&gt;
| NAME feels alienated and misunderstood by other human beings. S/He will get a constant mood debuff, but gain a chance (50%) to get a creativity inspiration after a mental break.&lt;br /&gt;
| {{--|8}} Permanent mood&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|50%}} chance of receiving the [[mental inspiration]] &amp;quot;[[Inspired Creativity]]&amp;quot; after a [[mental break]] ends. Note that this does not include breaks from [[psychic insanity lance]]s, the [[berserk]] psycast,{{RoyaltyIcon}} [[pyrophobia]],{{BiotechIcon}} or [[Void terror]]{{AnomalyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Gains the [[Psycasts#Morbid|Morbid]] meditation focus type.{{RoyaltyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
So... are you new on this rimworld?...&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Commonality&lt;br /&gt;
|- id=&amp;quot;Kind&amp;quot;&lt;br /&gt;
! Kind&lt;br /&gt;
| NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. S/He also never judges people by their appearance.&lt;br /&gt;
| {{Good|+}} ''':''' Sometimes tells others Kind Words&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|5}} mood bonus for anyone who has been told Kind Words by this colonist&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Will not Slight or Insult others&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Good|+}} ''':''' Opinion of other pawns not changed by [[beauty]], Annoying voice, Creepy breathing or [[disfigurement]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x200%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&lt;br /&gt;
| [[#Abrasive|Abrasive]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Psychopath|Psychopath]]&lt;br /&gt;
| 2&lt;br /&gt;
|- id=&amp;quot;Abrasive&amp;quot;&lt;br /&gt;
! Abrasive&lt;br /&gt;
| NAME always says exactly what's on their mind, especially if it's bugging him/her. That tends to rub people the wrong way.&lt;br /&gt;
| {{Bad|−}} ''':''' Has a tendency to slight and insult people&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|15%}} of the market value&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''x50%''' [[Global Certainty Loss Factor]] {{IdeologyIcon}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| [[#Kind|Kind]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;''Requires pawn be capable of [[Skills#Social|Social]].'' &lt;br /&gt;
| 1&lt;br /&gt;
|- id=&amp;quot;Annoying voice&amp;quot;&lt;br /&gt;
! Annoying voice&lt;br /&gt;
| NAME's voice has a particularly grating, nasal quality to it, and tends to talk in barked, garbled phrases. This predisposes others to dislike them.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''-20%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Creepy breathing&amp;quot;&lt;br /&gt;
! Creepy breathing&lt;br /&gt;
| NAME breathes heavily all the time, and sweats constantly. People find it creepy.&lt;br /&gt;
| {{--|25}} [[Social|opinion]] from other colonists. No opinion loss from kind or [[hearing|deaf]] pawns.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''-10%''' of the market value&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|- id=&amp;quot;Misandrist&amp;quot;&lt;br /&gt;
! Misandrist&lt;br /&gt;
| NAME really dislikes and distrusts men.&lt;br /&gt;
| {{--|25}} opinion of men.&lt;br /&gt;
| &lt;br /&gt;
| 0.3 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;1.7 for women&lt;br /&gt;
|- id=&amp;quot;Misogynist&amp;quot;&lt;br /&gt;
! Misogynist&lt;br /&gt;
| NAME really dislikes and distrusts women.&lt;br /&gt;
| {{--|25}} opinion of women.&lt;br /&gt;
| &lt;br /&gt;
| 1.7 for men&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;0.3 for women&lt;br /&gt;
|- id=&amp;quot;Asexual&amp;quot;&lt;br /&gt;
! Asexual&lt;br /&gt;
| NAME has no sexual attraction to anyone at all.&lt;br /&gt;
| '''+/- :''' Will not have romantic relationships with people.&lt;br /&gt;
| [[#Gay|Gay]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Gay&amp;quot;&lt;br /&gt;
! Gay&lt;br /&gt;
| NAME is romantically attracted to people of their own gender.&lt;br /&gt;
| '''+/- :''' Will only have romantic relationships with people of the same gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Bisexual|Bisexual]]&lt;br /&gt;
| 0.3&lt;br /&gt;
|- id=&amp;quot;Bisexual&amp;quot;&lt;br /&gt;
! Bisexual&lt;br /&gt;
| NAME is romantically attracted to both men and women.&lt;br /&gt;
| '''+/- :''' Will have romantic relationships with people from either gender.&lt;br /&gt;
| [[#Asexual|Asexual]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[#Gay|Gay]]&lt;br /&gt;
| 0.2&lt;br /&gt;
|- id=&amp;quot;Recluse&amp;quot;&lt;br /&gt;
! Recluse {{BiotechIcon}}&lt;br /&gt;
| The fewer people in NAME's faction, the happier she/he is. Being alone is best of all.&lt;br /&gt;
| Mood buff or debuff from the number of human pawns, children, guests, or prisoners in the colony. Mechanoids, [[ghoul|ghouls]] {{AnomalyIcon}} and pets do not count. 100% chance for starting colonist in solo mechanitor scenario. Additionally, they will not get a mood debuff when pawns are rejected from joining the colony.&lt;br /&gt;
| -&lt;br /&gt;
| 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Uniquely to them, Gay/Bisexual/Asexual sexuality traits are the only ones that can generate after 3 traits limit, resulting in rare pawns with 4 traits. &lt;br /&gt;
* And see also the [[Traits#Beauty|Beauty]] category of traits, below.&lt;br /&gt;
&lt;br /&gt;
==== Recluse Mood {{BiotechIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Count !! Mood  !! Count !! Mood&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Good|+12}} || 11 || {{--|2}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Good|+8}} || 12 || {{--|3}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Good|+6}} || 13 || {{--|4}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Good|+4}} || 15 || {{--|6}}&lt;br /&gt;
|-&lt;br /&gt;
| 5-10 || 0 || 16+ || {{--|8}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spectrum traits ==&lt;br /&gt;
Theses are groups of related traits, that are inter-related and grouped by degree, creating a &amp;quot;spectrum&amp;quot; of good/bad/better/worse in that specific sphere of behaviour. A colonist can only have one trait from any single related spectrum for these traits, defining whether they are notably outside the norm for, for example, movement speed, or drug interest, or their physical (un)attractiveness.&lt;br /&gt;
&lt;br /&gt;
=== Drug desire ===&lt;br /&gt;
These traits affect a colonist's likelihood to consume drugs.&lt;br /&gt;
&lt;br /&gt;
Note that despite the common misconception, chemical fascination and interest pawns no longer randomly go on [[mental break|drug binges]] independent of [[mood]]. &amp;lt;!-- Dated but important to clarify that it was previously true so reliable evidence in the past doesn't show it as wrong, just since outdated. --&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Chemical fascination&amp;quot;&lt;br /&gt;
! Chemical fascination&lt;br /&gt;
| NAME is utterly fascinated with chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possibly drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|6}}) when satisfied and mood debuff (up to {{--|12}}) when not&lt;br /&gt;
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Chemical interest&amp;quot;&lt;br /&gt;
! Chemical interest&lt;br /&gt;
| NAME has an unusual interest in chemical sources of enjoyment. Consuming recreational drugs will create a good mood, while abstaining will lead to increasing frustration over time and possible drug binges. S/He will ignore directives to not use recreational drugs, and will consume more than a normal person.&lt;br /&gt;
| Has [[Chemical need]], mood buff (up to {{+|3}}) when satisfied and mood debuff (up to {{--|6}}) when not&lt;br /&gt;
For Beer, Smokeleaf Joints, and Ambrosia only: functions as if &amp;quot;Take for Recreation&amp;quot; and &amp;quot;Take for Addiction&amp;quot; are checked on the Drug Assignment tab regardless of the players choices. They will otherwise follow the Drug Policy regarding drugs carried and scheduled.&lt;br /&gt;
&lt;br /&gt;
NOTE: The colonist will still respect allowed areas and will not use forbidden stacks of any drug regardless of chemical need&lt;br /&gt;
&lt;br /&gt;
{{IdeologyIcon}} Unaffected by ideoligious prohibitions that would ordinarily prevent a pawn from taking or administering drugs&lt;br /&gt;
|- id=&amp;quot;Teetotaler&amp;quot;&lt;br /&gt;
! Teetotaler&lt;br /&gt;
| NAME abhors the idea of gaining pleasure from chemicals. S/He strictly avoids alcohol and recreational drugs.&lt;br /&gt;
| Will not go on binges&lt;br /&gt;
Cannot be directed to take non-medical drugs; force administering the drug will cause a {{--|20}} mood penalty&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{--|25}} opinion of any pawns with chemical interest or fascination&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industriousness ===&lt;br /&gt;
These traits affect the colonist's [[Global Work Speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Industrious&amp;quot;&lt;br /&gt;
! Industrious&lt;br /&gt;
| NAME has an easy time staying on-task and focused, and gets things done much faster than the average person.&lt;br /&gt;
| [[Global Work Speed]] {{+|35%}}&lt;br /&gt;
-5 opinion of all colonists without the same trait&lt;br /&gt;
|- id=&amp;quot;Hard worker&amp;quot;&lt;br /&gt;
! Hard worker&lt;br /&gt;
| NAME is a natural hard worker and will finish tasks faster than most.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
-5 opinion of all colonists without the same or industrious trait&lt;br /&gt;
|- id=&amp;quot;Lazy&amp;quot;&lt;br /&gt;
! Lazy&lt;br /&gt;
| NAME is a little bit lazy.&lt;br /&gt;
| [[Global Work Speed]] {{--|20%}}&lt;br /&gt;
|- id=&amp;quot;Slothful&amp;quot;&lt;br /&gt;
! Slothful&lt;br /&gt;
|NAME loves idleness and hates anything productive. S/He moves slowly and rarely stays focused on a task.&lt;br /&gt;
| [[Global Work Speed]] {{--|35%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Speed traits ===&lt;br /&gt;
These traits affect a colonist's walk speed.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Jogger&amp;quot;&lt;br /&gt;
! Jogger&lt;br /&gt;
| NAME always moves with a sense of urgency - so much so that others often fail to keep up.&lt;br /&gt;
| [[Move speed]] {{+|0.4}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Fast walker&amp;quot;&lt;br /&gt;
! Fast walker&lt;br /&gt;
| NAME likes to be where s/he's going. S/He walks quicker than most people.&lt;br /&gt;
| [[Move speed]] {{+|0.2}} {{CS}}&lt;br /&gt;
|- id=&amp;quot;Slowpoke&amp;quot;&lt;br /&gt;
! Slowpoke&lt;br /&gt;
| NAME is always falling behind the group whenever s/he goes anywhere.&lt;br /&gt;
| [[Move speed]] {{--|0.2}} {{CS}}&lt;br /&gt;
Disallows [[inspiration#Go frenzy|Go Frenzy inspiration]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Base mood ===&lt;br /&gt;
These traits affect the colonist's natural, constant mood.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&lt;br /&gt;
| NAME is just naturally upbeat about HER/HIS situation, pretty much all the time, no matter what it is.&lt;br /&gt;
| Permanent {{+|12}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;&amp;gt;Specific value not listed in flavor text.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| NAME is naturally optimistic about life. It's hard to get HER/HIM down.&lt;br /&gt;
| Permanent {{+|6}} mood bonus&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&lt;br /&gt;
| NAME tends to look on the bad side of life.&lt;br /&gt;
| Permanent {{--|6}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&lt;br /&gt;
| NAME is perennially unhappy. S/He has trouble sustaining a good mood even when everything is fine.&lt;br /&gt;
| Permanent {{--|12}} mood penalty&amp;lt;ref name=&amp;quot;NotListed&amp;quot;/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nerves ===&lt;br /&gt;
These traits affect the colonist's mental break threshold.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Iron-willed&amp;quot;&lt;br /&gt;
! Iron-willed&lt;br /&gt;
| NAME's will is an iron shield. S/He keeps going through thick and thin, when others broke down long before.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|18%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x25%'''&lt;br /&gt;
|- id=&amp;quot;Steadfast&amp;quot;&lt;br /&gt;
! Steadfast&lt;br /&gt;
| NAME is mentally tough and won't break down under stresses that would crack most people.&lt;br /&gt;
| [[Mental Break Threshold]] {{---|9%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x50%'''&lt;br /&gt;
|- id=&amp;quot;Nervous&amp;quot;&lt;br /&gt;
! Nervous&lt;br /&gt;
| NAME tends to crack under pressure.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x200%'''&lt;br /&gt;
|- id=&amp;quot;Volatile&amp;quot;&lt;br /&gt;
! Volatile&lt;br /&gt;
| NAME is on a hair-trigger all the time. S/He is the first to break in any tough situation.&lt;br /&gt;
| [[Mental Break Threshold]] {{++|15%}}&lt;br /&gt;
[[Global Certainty Loss Factor]]{{IdeologyIcon}} '''x300%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Neurotic ===&lt;br /&gt;
These traits affect the colonist's [[Mental Break Threshold|mental break threshold]] and their [[Global Work Speed|global work speed]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Neurotic&amp;quot;&lt;br /&gt;
! Neurotic&lt;br /&gt;
| NAME likes to have things squared away. S/He will work harder than most to attain this state of affairs, but HER/HIS nerves can get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|20%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|8%}}&lt;br /&gt;
|- id=&amp;quot;Very neurotic&amp;quot;&lt;br /&gt;
! Very neurotic&lt;br /&gt;
| NAME feels constantly nervous about everything that has to get done. S/He will work extremely hard to attain this state of affairs, but HER/HIS nerves can easily get the better of HER/HIM.&lt;br /&gt;
| [[Global Work Speed]] {{+|40%}}&lt;br /&gt;
[[Mental Break Threshold]] {{++|14%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shooting accuracy ===&lt;br /&gt;
These traits affect the colonist's [[Shooting Accuracy|accuracy]] in ranged combat, as well as [[Aiming Time|aiming time]]. Mutually exclusive with brawler.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Careful shooter&amp;quot;&lt;br /&gt;
! Careful shooter&lt;br /&gt;
| NAME takes more time to aim when shooting. S/He shoots less often than others, but with more accuracy.&lt;br /&gt;
| [[Aiming Time]] {{++|25%}}&lt;br /&gt;
[[Shooting Accuracy]] {{+|5}}&lt;br /&gt;
|- id=&amp;quot;Trigger-happy&amp;quot;&lt;br /&gt;
! Trigger-happy&lt;br /&gt;
| Pew! Pew! Pew! NAME just likes pulling the trigger. S/He shoots faster than others, but less accurately.&lt;br /&gt;
| [[Aiming Time]] {{---|50%}}&lt;br /&gt;
[[Shooting Accuracy]] {{--|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beauty ===&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
These traits influence a colonist's appearance and how it affects other colonists' opinions of them - as well as sexual attractiveness.&lt;br /&gt;
&lt;br /&gt;
Each point of beauty corresponds to +20 opinion from other colonists, e.g. a colonist with 2 beauty will have +40 opinion, while another with -1 beauty will have -20.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width:100px&amp;quot; | Effect&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&lt;br /&gt;
| NAME is exceptionally beautiful, with an exotic-yet-familiar facial structure and an arresting gaze. People are attracted to her/him before s/he even opens her/his mouth.&lt;br /&gt;
| {{+|2}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&lt;br /&gt;
| NAME has a pretty face, which predisposes people to like her/him.&lt;br /&gt;
| {{+|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| NAME is somewhat ugly. This subtly repels others during social interactions.&lt;br /&gt;
| {{--|1}} pawn beauty&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.&lt;br /&gt;
| {{--|2}} pawn beauty&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psychic sensitivity ===&lt;br /&gt;
These traits influence how much a colonist is affected by psychic phenomena.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Psychically hypersensitive&amp;quot;&lt;br /&gt;
! Psychically hypersensitive&lt;br /&gt;
| NAME's mind is like a psychic tuning fork. S/He is extremely sensitive to psychic phenomena.&lt;br /&gt;
| '''+80%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically sensitive&amp;quot;&lt;br /&gt;
! Psychically sensitive&lt;br /&gt;
| NAME's mind is unusually sensitive to psychic phenomena.&lt;br /&gt;
| '''+40%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| NAME's mind is psychically out of tune with others. S/He isn't as affected by psychic phenomena.&lt;br /&gt;
| '''-50%''' [[Psychic Sensitivity]]&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&lt;br /&gt;
| NAME's mind works on a psychic frequency different from everyone else. S/He just isn't affected by psychic phenomena.&lt;br /&gt;
| '''-100%''' [[Psychic Sensitivity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Immunity ===&lt;br /&gt;
These traits influence how often colonists are infected by a disease.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Super-immune&amp;quot;&lt;br /&gt;
! Super-immune&lt;br /&gt;
| NAME has a naturally powerful immune system. S/He will gain immunity much faster than a normal person would, and can survive illnesses that would kill others.&lt;br /&gt;
| [[Immunity Gain Speed]] {{+|30%}}&lt;br /&gt;
|- id=&amp;quot;Sickly&amp;quot;&lt;br /&gt;
! Sickly&lt;br /&gt;
| NAME has an awful immune system. S/He gets sick more often than usual, frequently with illnesses that nobody in the colony has been afflicted by.&lt;br /&gt;
| [[Skills#Medicine|Medicine skill]] {{+|4}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Randomly catch diseases independently from rest of the colony, on average once every 30 days&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creepjoiner traits ==&lt;br /&gt;
{{Anomaly|section=1}}&lt;br /&gt;
These traits are never randomly assigned to pawns. They are normally found on [[creepjoiner]]s, and therefore have powerful positive or negative effects to balance out the other strengths and weaknesses creepjoiners have.&lt;br /&gt;
&lt;br /&gt;
=== Positive traits ===&lt;br /&gt;
These traits are considered benefits, to compensate whatever mysterious downside haunts the creepjoiner.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Perfect memory&amp;quot;&lt;br /&gt;
! Perfect Memory&lt;br /&gt;
| NAME has outstanding memory, both in terms of retaining information but also muscle memory. His/Her skills will never decay.&lt;br /&gt;
| Skills cannot decay&lt;br /&gt;
|- id=&amp;quot;Occultist&amp;quot;&lt;br /&gt;
! Occultist&lt;br /&gt;
| NAME has deep knowledge of the twisted patterns of dark psychic energy. S/He can study unnatural entities faster than others. S/He will also periodically teach this inhuman knowledge to others when S/He gets the chance.&lt;br /&gt;
| [[Study Efficiency]] {{+|100%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;[[Entity Study Rate]] {{+|50%}}&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Can share occult teachings during normal social interactions, giving +1 dark research per day&lt;br /&gt;
|- id=&amp;quot;Joyous&amp;quot;&lt;br /&gt;
! Joyous&lt;br /&gt;
| NAME has the ability to make everyone feel better and inspire them to be the best version of themselves.&lt;br /&gt;
| {{+|20}} opinion from other pawns&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;While not imprisoned or enslaved, {{+|3}} mood to all other non-prisoner colonists on the same map who are not currently in a mental break. The effect does not stack even if there are multiple Joyous pawns present. Pawns not of the player's faction cannot receive the mood buff. A Joyous pawn will not grant its mood bonus to anyone it is currently hostile to.&lt;br /&gt;
|- id=&amp;quot;Body mastery&amp;quot;&lt;br /&gt;
! Body Mastery&lt;br /&gt;
| NAME doesn't have basic needs like eating, sleeping, or comfort. His/Her body is driven by some unknown mechanism, which has turned His/Her eyes completely white.&lt;br /&gt;
| [[Saturation|Food]], [[Sleep]], and [[Comfort]] needs disabled&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Negative traits ===&lt;br /&gt;
These traits are downsides, meant to counterblance the creepjoiner's powerful benefits. Note that, unlike most other creepjoiner drawbacks, these traits are never hidden; as such, you be assured there are no other nasty surprises waiting for you.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 }}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|- id=&amp;quot;Disturbing&amp;quot;&lt;br /&gt;
! Disturbing&lt;br /&gt;
| NAME is a peculiar person who seems fixated on horrendous ideas. Talking to {PAWN_objective} is often upsetting.&lt;br /&gt;
| When randomly interacting with other pawns, will perform a disturbing chat instead of any other interaction type, giving the recipient {{--|4}} mood and {{--|3}} opinion of the disturbing pawn for 24 hours (stacks up to 10 times)&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Unlocks Morbid meditation&lt;br /&gt;
|- id=&amp;quot;Void fascination&amp;quot;&lt;br /&gt;
! Void Fascination&lt;br /&gt;
| NAME is strangely intrigued by unnatural entities and is easily enthralled by them.&lt;br /&gt;
| Unlocks Void meditation&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Disables Artistic meditation&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;The only allowed extreme mental break is Entity Liberator&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Will attempt to release captured entities (regardless of mood) once per year, on average&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Obsolete traits ==&lt;br /&gt;
These are no longer found as-is in the current game version, though many of them have been renamed or reworked into one of the traits found above.&lt;br /&gt;
{| {{STDT| sortable c_03 }}&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Name&lt;br /&gt;
! Description&lt;br /&gt;
! style=&amp;quot;width: 500px;&amp;quot; | Effect&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Conflicting Traits&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Fate&lt;br /&gt;
|- id=&amp;quot;Prosthophile&amp;quot;&lt;br /&gt;
! Prosthophile&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|14}} mood bonus for having a bionic body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having a bionic body part&lt;br /&gt;
| Body purist&lt;br /&gt;
| Replaced by [[#Transhumanist|Transhumanist]]&lt;br /&gt;
|- id=&amp;quot;Prosthophobe&amp;quot;&lt;br /&gt;
! Prosthophobe&lt;br /&gt;
| NAME believes the human body is limited for a reason. To them, bionic body parts are unethical.&lt;br /&gt;
| {{--|10}} mood penalty for having a bionic body part&lt;br /&gt;
| body modder&lt;br /&gt;
| Replaced by [[#Body purist|Body purist]]&lt;br /&gt;
|- id=&amp;quot;Green thumb&amp;quot;&lt;br /&gt;
! Green thumb&lt;br /&gt;
| NAME has a passion for gardening. They get a mood bonus for every plant they sow.&lt;br /&gt;
| {{+|1}} mood bonus from sowing a plant. Stackable up to 20 times.&lt;br /&gt;
| -&lt;br /&gt;
| Removed in Beta 19&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! Tunneler&lt;br /&gt;
| NAME has no need for space. S/He will never feel cooped up or get cabin fever, no matter how long s/he stays indoors.&lt;br /&gt;
| {{Good|+}} ''':''' No Outdoors need&lt;br /&gt;
| -&lt;br /&gt;
| Replaced by [[#Undergrounder|Undergrounder]]&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot; &lt;br /&gt;
! Transhumanist&lt;br /&gt;
| NAME feels limited in their feeble human body. NAME often dreams of going bionic.&lt;br /&gt;
| {{+|4}} to {{+|13}} [[mood]] bonus for having [[artificial body parts]]&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{--|4}} mood penalty for not having an artificial body part&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{+|8}} to {{+|40}} opinion of other colonists for each part installed on them&lt;br /&gt;
| [[#Body purist|Body purist]]&lt;br /&gt;
| Replaced by [[#Body modder|Body modder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.0.245|0.0.245]] - Traits hidden as they did nothing.  &lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Brawler, prosthophile, and more added.&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Teetotaller and Chemical Fascination traits added&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Greedy, Jealous, Ascetic, Night Owl traits added.&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - Wimp trait added.&lt;br /&gt;
* [[Version/0.19.2009|0.19.2009]] - Undergrounder, Great memory, Tough, Gourmand, Sickly, Quick sleeper traits added&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Asexual trait added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Transhumanist trait renamed to Body Modder. Kind description changed &amp;quot;''NAME is a nice person. They have a tendency to brighten everyone else's day and never insult others.''&amp;quot; -&amp;gt; ''&amp;quot;NAME is an exceptionally agreeable and giving person. S/He never insults others and will sometimes offer kind words to brighten the moods of those around her/him. {PAWN_pronoun} also never judges people by their appearance.&amp;quot;''. Undergrounders have a new Need_Indoors, which is increased by spending time indoors, especially inside mountains.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Pyromaniacs are happier around fires and get a stacking (up to 4x) mood buff for nearby fires. This includes torches and campfires. “Wimp” trait’s pain shock threshold has been increased from 50% to 60%. [[Ascetic]]s no longer get a negative mood debuff when eating nutrient paste meals. [[Plasmasword]]s and [[persona plasmasword]]s now provide the mood bonus to [[pyromaniac]]s like other incendiary weapons.&lt;br /&gt;
&lt;br /&gt;
* After [[Version/1.4.3542|1.4.3542]] but pre [[Version/1.5.4062|1.5.4062]] - Chemical Fascination and Interest now only randomly take beer, ambrosia and smokeleaf joints, instead of any drug &lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Xenogenes]] count as artificial enhancements for [[body modder]]s and [[body purist]]s.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Fix typo: &amp;quot;yielding&amp;quot; -&amp;gt; &amp;quot;wielding&amp;quot; in pyromaniac trait description.&lt;br /&gt;
* 1.5 or prior - Pyromaniac thought mood effect reduced from {{+|5}} to {{+|2}} and description changed from ''&amp;quot;It makes me think of flame and fire. I'm so happy&amp;quot;'' to ''&amp;quot;It makes me think of flame and fire. I can't wait to use it.&amp;quot;'' New thought added for using a flame weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anomaly_(DLC)&amp;diff=147921</id>
		<title>Anomaly (DLC)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anomaly_(DLC)&amp;diff=147921"/>
		<updated>2024-07-15T22:06:50Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: links to wikipedia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ &amp;quot;The monolith speaks in my mind. Such beautiful promises.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;youtube&amp;gt;https://www.youtube.com/watch?v=59ooT57Lo3g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
'''Anomaly''' is a horror-themed [[DLC]] for RimWorld that adds mysterious threats, containment facilities, and a new endgame. Many of the events are inspired by classics like ''[[wikipedia:The Cabin in the Woods|The Cabin in the Woods]]'', ''[[wikipedia:The Thing (character)|The Thing]]'', ''[[wikipedia:Cthulhu Mythos|Cthulhu Mythos]]'', ''[[wikipedia:Hellraiser|Hellraiser]]'', and many more. It was released on April 11, 2024.&lt;br /&gt;
&lt;br /&gt;
== Monolith ==&lt;br /&gt;
{{Main|Void monolith}} &lt;br /&gt;
The Monolith is a structure that is found on the map at the start of the game, or after the quest '''Strange Signal''' if the monolith is not currently present on any player map tile. It starts off deactivated, and becomes activated once a pawn is assigned to investigate it and all warnings are ignored. &lt;br /&gt;
&lt;br /&gt;
After the monolith becomes activated, more [[entities]] are able to appear. The player is given access to view the entity codex. Activation sets the monolith to level 1. Increasing monolith level is accomplished by discovering entities of the current Entity Codex Tier and then interacting with the monolith.&lt;br /&gt;
&lt;br /&gt;
There are 8 entities to discover at level 1, 17 at level 2, and 2 at level 3. Reaching level 2 monolith requires discovering 7 of 8 level 1 entities. Level 3 monolith requires discovering 12 of 17 level 1 or 2 entities.&lt;br /&gt;
&lt;br /&gt;
== Entities ==&lt;br /&gt;
{{Main|Entities}}&lt;br /&gt;
Entities are the major threats of the Anomaly DLC. Most Entities will not appear until a colonist has finished investigating the [[monolith]]. Entities will appear in the Entity Codex after being discovered. A higher level monolith will cause more dangerous entities to appear.&lt;br /&gt;
&lt;br /&gt;
Entities can be studied by incapacitating them and placing them within a containment cell. Colonists will be automatically set to study them with the Dark Research job, which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
== Ambient Horror ==&lt;br /&gt;
The monolith does not appear. Any Anomaly threat can occur, but Anomaly threats will be rare by default. Good if you want to interact with Anomaly expansion content without it being the focus. NOTE: The monolith endgame cannot occur in this mode.&lt;br /&gt;
&lt;br /&gt;
== Anomaly settings ==&lt;br /&gt;
The frequency of anomaly major threats can be adjusted in the custom difficulty options. The default settings are 7.5% Anomaly Threats while the monolith is inactive and 30% Anomaly Threats after the monolith has been investigated. These sliders do not affect Minor anomaly incidents like Small Shambler Swarm, Creepy Joiner Arrival, and Distress Calls.&lt;br /&gt;
&lt;br /&gt;
Ambient Horror is only selectable before the game starts and cannot be changed thereafter. &lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Void monolith.png|72px|link=Void monolith|Void monolith]]&lt;br /&gt;
![[Void monolith]]&lt;br /&gt;
|A monolith of unknown age, purpose, and construction. Its smooth surface is etched with lines that twist and writhe in unsettling patterns.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Harbinger tree.png|72px|link=Harbinger tree|Harbinger tree]]&lt;br /&gt;
![[Harbinger tree]]&lt;br /&gt;
|A gnarled tree that grows a flesh-like covering. Harbinger trees are capable of feeding on corpses and raw meat, and will consume those placed nearby. If well fed, the grove will continue to grow.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;In a tribal myth, these trees are the emissaries of a mad, shapeless god who rules an endless black ocean. The myth ends after the shapeless god reaches up from the water and tears down the sky.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fleshbeast.png|72px|link=Fleshbeast|Fleshbeast]]&lt;br /&gt;
![[Fleshbeast]]&lt;br /&gt;
|Hideous creatures composed of masses of cancerous flesh. Some contain multiple nervous systems, allowing them to split into smaller fleshbeasts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sightstealer.png|72px|link=Sightstealer|Sightstealer]]&lt;br /&gt;
![[Sightstealer]]&lt;br /&gt;
|Emaciated and misshapen humanoids. Their arms end in sharp, curled claws formed from bioferrite. Sightstealers are fragile, but use psychic influence to render themselves invisible until they get close to their victims. They are known to emit haunting screams as they gather on their terrible hunts.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shambler.png|72px|link=Shambler|Shambler]]&lt;br /&gt;
![[Shambler]]&lt;br /&gt;
|Corpses reanimated by microscopic archites. Shamblers are slow, mindless, and will attack relentlessly. Unless captured, shamblers die from metabolic exhaustion after several days.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghoul.png|72px|link=Ghoul|Ghoul]]&lt;br /&gt;
![[Ghoul]]&lt;br /&gt;
|A person implanted with an archotech shard and twisted by dark psychic influences into a jittering murder machine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gorehulk.png|72px|link=Gorehulk|Gorehulk]]&lt;br /&gt;
![[Gorehulk]]&lt;br /&gt;
|A monstrous creature that resembles a massive, painfully swollen human with randomly reconfigured body parts. Near its top is a stretched face that watches its victim with dead eyes.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Hundreds of sharp keratin spines protrude from the gorehulk's skin. It can launch these spines to spear its victims at a distance. However, its awkward fleshy body is less effective at causing harm up close.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's hard to know whether this is a human that was horribly distorted by the influence of the void or a poor imitation of humanity created from scratch by some evil intelligence.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Deathpall.png|72px|link=Death pall|Death pall]]&lt;br /&gt;
![[Death pall]]&lt;br /&gt;
|A corpse-gray cloud composed of microscopic self-powered archites created by some unknown superintelligence. When they land on dead flesh, they enter the body and reanimate it to create a shambling imitation of life.&lt;br /&gt;
|}&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pit gate.png|72px|link=Pit gate|Pit gate]]&lt;br /&gt;
![[Pit gate]]&lt;br /&gt;
|A massive, foreboding hole that connects the surface with a dark network of underground caves. It is possible to climb down into the caverns below.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dreadmeld.png|72px|link=Dreadmeld|Dreadmeld]]&lt;br /&gt;
![[Dreadmeld]]&lt;br /&gt;
|A gargantuan amalgamation of dozens of smaller fleshbeasts linked together by a loosely shared central nervous system. It uses its massive claws to dig tunnels through solid rock. Fleshbeast dreadmelds are rarely seen above ground, instead sheltering in caverns built from living flesh. They share a psychic connection with the flesh used to create their burrow.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass heart.png|72px|link=Fleshmass heart|Fleshmass heart]]&lt;br /&gt;
! [[Fleshmass heart]]&lt;br /&gt;
| The primary organ of a fleshmass infestation. The heart gathers material through roots extended into the ground. Once it has collected enough, it spreads fleshmass around itself in a spurt of cancer-like growth. It will keep growing until it consumes everything.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The heart grows fleshmass spitters. These defensive organs can spit acid long distances. The heart will also generate fleshbeast defenders to protect itself.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Ultra-rapid regeneration makes the heart nearly invulnerable. It can only be killed by analyzing samples taken from the nerve bundles that form within its growing mass.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Fleshmass nucleus.png|72px|link=Fleshmass nucleus|Fleshmass nucleus]]&lt;br /&gt;
! [[Fleshmass nucleus]]&lt;br /&gt;
| The archotech core of a fleshmass heart. It is a chaotic lattice of fluid-smeared metal. Solid chunks of jagged metal appear here and there, packed with archotechnology. The whole structure slowly twists and bends under its own power.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It constantly grows meat on its surface, which occasionally erupts violently. If too much meat builds up, it will regrow into a fleshmass heart.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Chimera.png|72px|link=Chimera|Chimera]]&lt;br /&gt;
! [[Chimera]]&lt;br /&gt;
| A huge creature that resembles a disfigured combination of a bear and other animals. It is vicious without limit.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;It's not known if this is a combination of natural animals or a poor imitation of animal life created by an insane machine mind.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Devourer.png|72px|link=Devourer|Devourer]]&lt;br /&gt;
! [[Devourer]]&lt;br /&gt;
| A massive monster with a gaping toothed maw and a stubby, snake-like body. The devourer can leap several times its body length to swallow a person whole. Powerful stomach acids rapidly digest the still-living victim. The remains are regurgitated soon after.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctolith.png|72px|link=Noctolith|Noctolith]]&lt;br /&gt;
! [[Noctolith]]&lt;br /&gt;
| A twisted pillar of jagged blade-like structures made of dark, oily metal. It pulses with energy, powered by dark archotechnology at its core.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;If you destroy the pillar, you can recover a shard of dark archotech.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Noctol.png|72px|link=Noctol|Noctol]]&lt;br /&gt;
! [[Noctol]]&lt;br /&gt;
| A large, chittering creature covered with an oily black carapace and armed with claws formed from bioferrite. While it is deadly in the dark, exposure to light irritates its eyes and flesh, slowing it down considerably.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Revenant.png|72px|link=Revenant|Revenant]]&lt;br /&gt;
! [[Revenant]]&lt;br /&gt;
| A spindly figure of desiccated skin stretched over an impossibly tall humanoid frame. The revenant's name comes from its pattern of returning to hypnotize new people each night.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Outlander folklore describes an invisible spectre that captures the minds of sinners, placing them in a living hell. In the story, the victims can only be returned to life by hunting the creature as it sleeps and killing it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;A hidden revenant can be revealed with disruptor flares, explosives, EMP, firefoam, or by being lit on fire.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Metalhorror.png|72px|link=Metalhorror|Metalhorror]]&lt;br /&gt;
! [[Metalhorror]]&lt;br /&gt;
| A horrific shifting mass of metal filaments, blades, and instruments. This metal is maintained and regenerated by a circulating dark fluid.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;While dormant, fluid metalhorrors are hidden in a host body. They use their host to infect others, creating more metalhorrors. If detected or endangered, the metalhorror will form a jagged exoskeleton and cut its way out of the host's flesh.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;An emerged metalhorror will eventually enter a low-energy hibernating state if left undisturbed.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Nociosphere.png|72px|link=Nociosphere|Nociosphere]]&lt;br /&gt;
! [[Nociosphere]]&lt;br /&gt;
| A dark metallic sphere covered with curved and jagged grooves. The sphere emanates sensations of pain. It hurts to be near it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The sphere thrums with a mysterious energy. It appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity. However, if you capture it, you can decrease its activity by suppressing it.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Blood rain.png|72px|link=Blood rain|Blood rain]]&lt;br /&gt;
! [[Blood rain]]&lt;br /&gt;
| A turgid blood-like psychofluid that falls from the sky. Anyone exposed to it feels a growing anger that eventually becomes a berserk rage.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Twisted obelisk.png|72px|link=Twisted obelisk|Twisted obelisk]]&lt;br /&gt;
! [[Twisted obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Corrupted obelisk.png|72px|link=Corrupted obelisk|Corrupted obelisk]]&lt;br /&gt;
! [[Corrupted obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Warped obelisk.png|72px|link=Warped obelisk|Warped obelisk]]&lt;br /&gt;
! [[Warped obelisk]]&lt;br /&gt;
| A large metallic pillar that emanates a putrid psychic energy. The pillar hums ominously and appears to be increasing in activity. It's not clear what will happen when it reaches its full capacity.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can send colonists to suppress the obelisk to prevent it from activating. You can also mark the obelisk for study to try to learn its purpose and perhaps make use of it.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;You can attack the obelisk to destroy it, but doing so may unleash unnatural and dangerous phenomena.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Golden cube.png|72px|link=Golden cube|Golden cube]]&lt;br /&gt;
! [[Golden cube]]&lt;br /&gt;
| A cube that fits snugly in the hand. Golden in color, it is always invitingly warm to the touch, like a trusted pet or a hug from a good friend. Those that look closely are rewarded for their attention, by the delightful way light plays across its welcoming surface.&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;The cube seems impervious to most damage.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Unnatural corpse.png|72px|link=Unnatural corpse|Unnatural corpse]]&lt;br /&gt;
! [[Unnatural corpse]]&lt;br /&gt;
| An odd corpse that feels waxy and warm to the touch. Something is deeply unsettling about it.&lt;br /&gt;
|}&lt;br /&gt;
=== Ultimate ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=2|Entity&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void structure.png|72px|link=Void structure|Void structure]]&lt;br /&gt;
! [[Void structure]]&lt;br /&gt;
| A warped structure made of jagged oily metallic-like pieces. This is an element of the void itself which has manifested into our reality. It emanates a disturbing psychic throbbing and kills the plant life around it by some unnatural influence. The structure is linked to the void monolith, though the exact nature of the connection is beyond human understanding.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Void node.png|72px|link=Void node|Void node]]&lt;br /&gt;
! [[Void node]]&lt;br /&gt;
| A roiling sphere of twisted psychic energy. Powered by nearby archotech machinery, it is one part of a bridge from our world into the black void.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Containment ==&lt;br /&gt;
&lt;br /&gt;
== Ideologies ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
&lt;br /&gt;
If [[Ideology]]{{IdeologyIcon}} is active alongside Anomaly{{AnomalyIcon}}, the following [[Memes]] become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2|Meme &lt;br /&gt;
! Impact !! Incompatible Memes !! Required Precepts !! Styles&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||data-sort-value=2|Medium || None || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||data-sort-value=3|High|| None || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Canibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* [[Hellcat rifle]]&lt;br /&gt;
* [[Incinerator]]&lt;br /&gt;
* [[Nerve spiker]]&lt;br /&gt;
&lt;br /&gt;
=== Utility ===&lt;br /&gt;
* [[Turret pack]]&lt;br /&gt;
* [[Disruptor flare pack]]&lt;br /&gt;
* [[Deadlife pack]]&lt;br /&gt;
* [[Biomutation lance]]&lt;br /&gt;
* [[Shard shock lance]]&lt;br /&gt;
* [[Shard insanity lance]]&lt;br /&gt;
&lt;br /&gt;
=== Serums ===&lt;br /&gt;
* [[Voidsight serum]]&lt;br /&gt;
* [[Metalblood serum]]&lt;br /&gt;
* [[Juggernaut serum]]&lt;br /&gt;
* [[Mind-numb serum]]&lt;br /&gt;
* [[Ghoul resurrection serum]]&lt;br /&gt;
&lt;br /&gt;
== Psychic rituals ==&lt;br /&gt;
{{Main|Psychic rituals}}&lt;br /&gt;
[[File:Psychic ritual spot.png|120px|left]]&lt;br /&gt;
Psychic rituals are actions that produce a wide variety of effects introduced by Anomaly. They are independent of the [[Ideology DLC]] despite working in a similar manner. &lt;br /&gt;
&lt;br /&gt;
All rituals require a [[psychic ritual spot]], an invoker, and most require [[bioferrite]] or a [[shard]] as payment. &lt;br /&gt;
&lt;br /&gt;
Ritual quality is determined by a mix of factors, with higher quality rituals having more pronounced effects or reduced downsides.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Monolith ending ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DLC]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xymu59c3l2e0crb8&amp;topic_revId=xymu59c3l2e0crb8&amp;action=single-view</id>
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		<updated>2024-02-05T16:27:18Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xymu59c3l2e0crb8#flow-post-xymu59c3l2e0crb8&quot;&gt;commented&lt;/a&gt; on &quot;Dark theme&quot; (&lt;em&gt;I don&amp;#039;t seem to be able to put an exception on Firefox&amp;#039;s automatic or dark theme.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
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		<updated>2024-02-05T16:24:56Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xymtx07s69pv1744#flow-post-xymtx07s69pv1744&quot;&gt;post&lt;/a&gt; on &quot;Dark theme&quot;&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xymtx07s69pv1744&amp;topic_revId=xymtx07s69pv1744&amp;action=single-view</id>
		<title>Topic:Xyl9gdprmk5cgr44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xymtx07s69pv1744&amp;topic_revId=xymtx07s69pv1744&amp;action=single-view"/>
		<updated>2024-02-05T16:23:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xymtx07s69pv1744#flow-post-xymtx07s69pv1744&quot;&gt;commented&lt;/a&gt; on &quot;Dark theme&quot; (&lt;em&gt;Sorry for the images, I really don&amp;#039;t know how to just put a link (I hate Flow...)&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xymtuwfkll7gk404&amp;topic_revId=xymtuwfkll7gk404&amp;action=single-view</id>
		<title>Topic:Xyl9gdprmk5cgr44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xymtuwfkll7gk404&amp;topic_revId=xymtuwfkll7gk404&amp;action=single-view"/>
		<updated>2024-02-05T16:22:08Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xymtuwfkll7gk404#flow-post-xymtuwfkll7gk404&quot;&gt;commented&lt;/a&gt; on &quot;Dark theme&quot; (&lt;em&gt;I have a dark mode on Firefox (or rather automatic, aligning on system dark theme), and I had Dark Vector also. Going back to Vector stop...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xyl9gdprmo3eov2c&amp;topic_revId=xyl9hun6mpu759ac&amp;action=single-view</id>
		<title>Topic:Xyl9gdprmk5cgr44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xyl9gdprmo3eov2c&amp;topic_revId=xyl9hun6mpu759ac&amp;action=single-view"/>
		<updated>2024-02-04T23:30:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xyl9gdprmo3eov2c#flow-post-xyl9gdprmo3eov2c&quot;&gt;post&lt;/a&gt; on &quot;Dark theme&quot;&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xyl9gdprmo3eov2c&amp;topic_revId=xyl9h0kk72yw9c1w&amp;action=single-view</id>
		<title>Topic:Xyl9gdprmk5cgr44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xyl9gdprmo3eov2c&amp;topic_revId=xyl9h0kk72yw9c1w&amp;action=single-view"/>
		<updated>2024-02-04T23:29:39Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; edited a &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xyl9gdprmo3eov2c#flow-post-xyl9gdprmo3eov2c&quot;&gt;post&lt;/a&gt; on &quot;Dark theme&quot;&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xyl9gdprmo3eov2c&amp;topic_revId=xyl9gdprmo3eov2c&amp;action=single-view</id>
		<title>Topic:Xyl9gdprmk5cgr44</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;topic_postId=xyl9gdprmo3eov2c&amp;topic_revId=xyl9gdprmo3eov2c&amp;action=single-view"/>
		<updated>2024-02-04T23:29:20Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xyl9gdprmk5cgr44&amp;amp;topic_showPostId=xyl9gdprmo3eov2c#flow-post-xyl9gdprmo3eov2c&quot;&gt;commented&lt;/a&gt; on &quot;Dark theme&quot; (&lt;em&gt;Hello Harakoni. Have tyou recently modified the dark theme ? The light grey is really too bright, and on some pages, like this one the te...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wall&amp;diff=136227</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wall&amp;diff=136227"/>
		<updated>2023-09-02T10:08:09Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: layout ; typo ; style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About|the constructable building only|natural and smoothed walls|Structure#Walls{{!}}Structure}}&lt;br /&gt;
{{infobox main|structure|&lt;br /&gt;
 | name               = Wall&lt;br /&gt;
 | image              = Wall.png&lt;br /&gt;
 | imagesize          = 128px&lt;br /&gt;
 | description        = An impassable wall. Capable of holding up a roof.&lt;br /&gt;
 | type               = Building&lt;br /&gt;
 | type2              = Structure&lt;br /&gt;
 | placeable          = true&lt;br /&gt;
 | passability        = impassable&lt;br /&gt;
 | blockswind         = true&lt;br /&gt;
 | cover              = 1&lt;br /&gt;
 | minifiable         = false&lt;br /&gt;
 | size               = 1 × 1&lt;br /&gt;
 | flammability       = 1&lt;br /&gt;
 | hp                 = 300&lt;br /&gt;
 | terrain affordance = depends on materials&lt;br /&gt;
 | work to make       = 135&lt;br /&gt;
 | stuff tags         = Metallic, Woody, Stony&lt;br /&gt;
 | resource 1         = Stuff&lt;br /&gt;
 | resource 1 amount  = 5&lt;br /&gt;
 | destroyyield       = nothing&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Walls''' are impassable structures primarily used to create [[room roles|rooms]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Walls are built and repaired by colonists assigned to [[Work#Construct|construct]]. Walls are constructed with {{Required Resources}} and take {{Ticks|{{P|Work To Make}}}} to build.&lt;br /&gt;
&lt;br /&gt;
Wall construction may sometimes fail and waste the materials, more often with lower construction skill.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Walls are impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, [[door]]s, or other impassible objects like [[cooler]]s is considered a [[room]]. Each room has its own [[room stats]] - consisting of cleanliness, beauty, wealth, and spaciousness. [[Power conduit]]s can be constructed below a wall, negating the conduit's [[beauty]] penalty. [[Floor]]s under a wall are also negated for room stats.&lt;br /&gt;
&lt;br /&gt;
Walls can also support [[roof]]ing, up to 6 tiles away in all directions. If walls, [[column]]s, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, [[collapsed rocks]] do not.&lt;br /&gt;
&lt;br /&gt;
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms.  Pawns cannot travel or shoot through diagonal gaps. However, [[fire]] ''can'' go through diagonals. If there is an open [[door]] on the other side of the diagonal, then pawns can [[melee]] attack through.&lt;br /&gt;
&lt;br /&gt;
Walls also provide excellent [[cover]] from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will &amp;quot;lean&amp;quot; around the wall to shoot at enemies on the other side.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Certain [[damage type]]s are designed to deal more damage to impassible terrain, and to walls specifically:&lt;br /&gt;
* Walls take 8× damage from [[Damage Type#Bomb|Bomb]] type damage; 4× from being an impassable, and 2× for being a wall&lt;br /&gt;
* Walls take 30× damage from [[Damage Type#Thump|Thump]] type damage; 15× from being an impassable, and 2× for being a wall&lt;br /&gt;
* Walls take 7.5× damage from [[Damage Type#Breach|Breach]] type damage; 10× from being impassable, but 0.75× for being a wall&lt;br /&gt;
&lt;br /&gt;
===Meditation===&lt;br /&gt;
{{Royalty|section=1}}&lt;br /&gt;
[[Ascetic]]s can [[psyfocus|meditate]] at a wall for a Meditation Focus Strength of 22%.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Walls, or natural rock, are practically essential to create rooms and defensive structures. It's certainly possible to create a room of [[door]]s or [[cooler]]s, but that is just more expensive. As impassible structures, they are important when controling enemy flow and creating [[killbox]]es. Sapper and breach [[raid]]s will explicitly try and break them, but other raiders will path around so long as ''any'' target can be reached.&lt;br /&gt;
&lt;br /&gt;
=== Material choice ===&lt;br /&gt;
Wall materials each have their own advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
==== Wood ====&lt;br /&gt;
[[Wood]] is easily obtainable in a vast majority of [[biome]]s, and are the fastest wall to create. They are very helpful when first starting a Crashlanded [[scenario]], and often essential for Lost Tribe and Naked Brutality starts. However, wood is [[fire|flammable]]. Other than [[raider]]s lighting it on fire, a bad [[weather|dry thunderstorm]] or [[Events#Zzztt...|conduit explosion]] could end up engulfing your entire base in flames. Especially by the time you get to using [[Research#Electricity|Electricity]], you should replace wood with another material.&lt;br /&gt;
&lt;br /&gt;
==== Stone ====&lt;br /&gt;
Stone is very abundant, but very time consuming. In addition to actually creating the wall, cutting up [[stone block]]s takes quite a bit of work. However, stone is a fairly hardy material, and is completely fire-proof. Strategically placed sections of stone walls will act as a &amp;quot;fire break&amp;quot; to limit the spread of a fire while your colonists fight it.&lt;br /&gt;
* [[Granite]] is the most durable wall material. [[Limestone blocks|Limestone]] is the 2nd most durable. Limestone and [[slate blocks|slate]] have no redeeming qualities as walls over granite, unless your biome happens to lack the harder stone.&lt;br /&gt;
* [[Marble blocks|Marble]] walls give +1 [[beauty]] to a room and colonists looking at it. They are otherwise the least durable stone wall.&lt;br /&gt;
* [[Sandstone blocks|Sandstone]] walls are the quickest stone wall to build, which can save a lot of time for large bases.&lt;br /&gt;
&lt;br /&gt;
==== Metal ====&lt;br /&gt;
[[Steel]] isn't as durable as stone, but is much quicker to make. Steel may be a necessity in stone-scare biomes like the [[Biomes#Ice sheet|ice sheet]]. Steel walls are also flammable, unlike [[concrete]] and the actual steel item. Overall, it's useful as a quick installation when creating defensive fortifications.&lt;br /&gt;
&lt;br /&gt;
[[Plasteel]] and [[Uranium]] are even bulkier than stone, but these materials shouldn't be wasted except on the most important of wall sections, like the entrance of a [[killbox]].&lt;br /&gt;
&lt;br /&gt;
[[Gold]] and [[Jade]] walls are more beautiful than regular walls, but are inferior to [[sculpture]]s when increasing room stats.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table|Wall||Terrain affordance}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - '''Wood wall''' and '''metal wall''' merged into '''wall''' with the introduction of the [[stuff]] system. &lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Increase psyfocus gain of wall from 11 to 22.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - [[Damage types#Thump|Thump damage]] multiplier versus walls reduced from 4× to 2×.&lt;br /&gt;
&lt;br /&gt;
{{nav|structure|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Structure]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Forage&amp;diff=136170</id>
		<title>Forage</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Forage&amp;diff=136170"/>
		<updated>2023-08-21T14:25:36Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: Redirected page to Caravan#Foraging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Caravan#Foraging]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/wiki/Topic:Xnigex6cbn3eyfk4</id>
		<title>Topic:Xnigex6cbn3eyfk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Topic:Xnigex6cbn3eyfk4"/>
		<updated>2023-08-11T03:58:31Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; created topic summary on Wooden &amp;#039;small&amp;#039; throne satisfies emperor&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&amp;topic_revId=xnl5qb60wbttcj7o&amp;action=single-view</id>
		<title>Topic:Xnigex6cbn3eyfk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&amp;topic_revId=xnl5qb60wbttcj7o&amp;action=single-view"/>
		<updated>2023-08-11T03:56:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; marked the &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/wiki/Topic:Xnigex6cbn3eyfk4&quot;&gt;topic&lt;/a&gt; &quot;Wooden &amp;#039;small&amp;#039; throne satisfies emperor&quot; as resolved (&lt;em&gt;marked as resolved&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Wooden_Throne_for_Emperor.jpg&amp;diff=136096</id>
		<title>File:Wooden Throne for Emperor.jpg</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Wooden_Throne_for_Emperor.jpg&amp;diff=136096"/>
		<updated>2023-08-09T22:47:00Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: == Summary ==
See Talk:Grand meditation throne.

== License ==
{{Copyright game}}

Category:Images - Screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
See [[Talk:Grand meditation throne]].&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&amp;topic_postId=xnigex6cbr1h6jic&amp;topic_revId=xnigex6cbr1h6jic&amp;action=single-view</id>
		<title>Topic:Xnigex6cbn3eyfk4</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&amp;topic_postId=xnigex6cbr1h6jic&amp;topic_revId=xnigex6cbr1h6jic&amp;action=single-view"/>
		<updated>2023-08-09T22:48:46Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:SyntaxTerror&quot; class=&quot;mw-userlink&quot; title=&quot;User:SyntaxTerror&quot;&gt;&lt;bdi&gt;SyntaxTerror&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:SyntaxTerror&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:SyntaxTerror&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/SyntaxTerror&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/SyntaxTerror&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Xnigex6cbn3eyfk4&amp;amp;topic_showPostId=xnigex6cbr1h6jic#flow-post-xnigex6cbr1h6jic&quot;&gt;commented&lt;/a&gt; on &quot;Wooden &amp;#039;small&amp;#039; throne satisfies emperor&quot; (&lt;em&gt;Hello. This page and Meditation throne state that &amp;quot;Barons or higher will need a grand meditation throne&amp;quot; (the nobility title is also ment...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alphabeaver&amp;diff=136091</id>
		<title>Alphabeaver</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alphabeaver&amp;diff=136091"/>
		<updated>2023-08-09T12:38:44Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Analysis */ correcting link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|Alphabeavers event|Events#Beavers!{{!}}Events}}{{infobox main|animal|&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Alphabeaver&lt;br /&gt;
| image = AlphaBeaver.png&lt;br /&gt;
| description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.7&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 0.45&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 3&lt;br /&gt;
| diet = dendrovorous&lt;br /&gt;
| leathername = lightleather&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 8.5&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 2&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| attack1dmg = 7.2&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 7.2&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 3&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
}}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}}&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]].&lt;br /&gt;
&lt;br /&gt;
In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, and [[polux tree]]s{{BiotechIcon}}. Alphabeavers will not and cannot eat the {{icon small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. ​Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this.&lt;br /&gt;
&lt;br /&gt;
Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the &amp;quot;super&amp;quot; trees you may be relying on. The best protection is to create temporary walls around any important trees.&lt;br /&gt;
&lt;br /&gt;
There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, [[lightleather]], is also yielded by many other animals that don't hunger as quickly.&lt;br /&gt;
&lt;br /&gt;
However, as they are assigned to an [[allowed area]], not a [[pen]], they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take [[cover]]. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Body part !!Health&lt;br /&gt;
|-&lt;br /&gt;
|Head ||21&lt;br /&gt;
|-&lt;br /&gt;
|Skull ||21&lt;br /&gt;
|-&lt;br /&gt;
|Brain ||7&lt;br /&gt;
|-&lt;br /&gt;
|Nose ||7&lt;br /&gt;
|-&lt;br /&gt;
|Neck ||21&lt;br /&gt;
|-&lt;br /&gt;
|Jaw ||7&lt;br /&gt;
|-&lt;br /&gt;
|Eye &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||7&lt;br /&gt;
|-&lt;br /&gt;
|Ear&amp;lt;br&amp;gt;(left, right) ||7&lt;br /&gt;
|-&lt;br /&gt;
|Body ||28&lt;br /&gt;
|-&lt;br /&gt;
|Kidney&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||14&lt;br /&gt;
|-&lt;br /&gt;
|Lung&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||14&lt;br /&gt;
|-&lt;br /&gt;
|Liver&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||14&lt;br /&gt;
|-&lt;br /&gt;
|Heart&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||14&lt;br /&gt;
|-&lt;br /&gt;
|Spine&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||14&lt;br /&gt;
|-&lt;br /&gt;
|Stomach&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||18&lt;br /&gt;
|-&lt;br /&gt;
|Legs&amp;lt;br&amp;gt;(left, right, rear, front) ||21&lt;br /&gt;
|-&lt;br /&gt;
|Tail ||7&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beaver east.png|Alphabeaver facing east&lt;br /&gt;
Beaver north.png|Alphabeaver facing north&lt;br /&gt;
Beaver south.png|Alphabeaver facing south&lt;br /&gt;
Dessicated beaver east.png|Alphabeaver decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
* Beta 19/1.0 - Alphabeavers incident now only occurs in biomes with sparse plants ([[arid shrubland]] and [[tundra]]), body size 0.6 -&amp;gt; 0.45&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Alphabeaver event will only happen even if the outdoor temperature is above their minimum comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Area&amp;diff=136082</id>
		<title>Area</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Area&amp;diff=136082"/>
		<updated>2023-08-07T19:29:43Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: redirect to the proper section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zone/Area#Areas]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Alphabeaver&amp;diff=136081</id>
		<title>Alphabeaver</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Alphabeaver&amp;diff=136081"/>
		<updated>2023-08-07T19:54:39Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Analysis */ +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|Alphabeavers event|Events#Beavers!{{!}}Events}}{{infobox main|animal|&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Alphabeaver&lt;br /&gt;
| image = AlphaBeaver.png&lt;br /&gt;
| description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.7&lt;br /&gt;
| min comfortable temperature = -40&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 250&lt;br /&gt;
| filth rate = 8&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 0.45&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 3&lt;br /&gt;
| diet = dendrovorous&lt;br /&gt;
| leathername = lightleather&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 8.5&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 2&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| attack1dmg = 7.2&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 7.2&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 3&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
}}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}}&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]].&lt;br /&gt;
&lt;br /&gt;
In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, and [[polux tree]]s{{BiotechIcon}}. Alphabeavers will not and cannot eat the {{icon small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood.&lt;br /&gt;
&lt;br /&gt;
They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]].&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. ​Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this.&lt;br /&gt;
&lt;br /&gt;
Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the &amp;quot;super&amp;quot; trees you may be relying on. The best protection is to create temporary walls around any important trees.&lt;br /&gt;
&lt;br /&gt;
There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, [[lightleather]], is also yielded by many other animals that don't hunger as quickly.&lt;br /&gt;
&lt;br /&gt;
However, as they are assigned to an [[authorized area]], not a [[pen]], they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take [[cover]]. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Body part !!Health&lt;br /&gt;
|-&lt;br /&gt;
|Head ||21&lt;br /&gt;
|-&lt;br /&gt;
|Skull ||21&lt;br /&gt;
|-&lt;br /&gt;
|Brain ||7&lt;br /&gt;
|-&lt;br /&gt;
|Nose ||7&lt;br /&gt;
|-&lt;br /&gt;
|Neck ||21&lt;br /&gt;
|-&lt;br /&gt;
|Jaw ||7&lt;br /&gt;
|-&lt;br /&gt;
|Eye &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||7&lt;br /&gt;
|-&lt;br /&gt;
|Ear&amp;lt;br&amp;gt;(left, right) ||7&lt;br /&gt;
|-&lt;br /&gt;
|Body ||28&lt;br /&gt;
|-&lt;br /&gt;
|Kidney&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||14&lt;br /&gt;
|-&lt;br /&gt;
|Lung&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||14&lt;br /&gt;
|-&lt;br /&gt;
|Liver&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||14&lt;br /&gt;
|-&lt;br /&gt;
|Heart&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||14&lt;br /&gt;
|-&lt;br /&gt;
|Spine&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||14&lt;br /&gt;
|-&lt;br /&gt;
|Stomach&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||18&lt;br /&gt;
|-&lt;br /&gt;
|Legs&amp;lt;br&amp;gt;(left, right, rear, front) ||21&lt;br /&gt;
|-&lt;br /&gt;
|Tail ||7&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Beaver east.png|Alphabeaver facing east&lt;br /&gt;
Beaver north.png|Alphabeaver facing north&lt;br /&gt;
Beaver south.png|Alphabeaver facing south&lt;br /&gt;
Dessicated beaver east.png|Alphabeaver decaying&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
* Beta 19/1.0 - Alphabeavers incident now only occurs in biomes with sparse plants ([[arid shrubland]] and [[tundra]]), body size 0.6 -&amp;gt; 0.45&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Alphabeaver event will only happen even if the outdoor temperature is above their minimum comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Tynan,_Game_dev_(dead).png&amp;diff=135784</id>
		<title>File:Tynan, Game dev (dead).png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Tynan,_Game_dev_(dead).png&amp;diff=135784"/>
		<updated>2023-07-25T17:20:13Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: == Summary ==
Frozen body of Shadow Nukes raider &amp;quot;Tynan, Game dev&amp;quot;, used to feed the colony's cougars.

== License ==
{{Copyright game}}

Category:Images - Screenshots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Frozen body of Shadow Nukes raider &amp;quot;Tynan, Game dev&amp;quot;, used to feed the colony's cougars.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
{{Copyright game}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Images - Screenshots]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=EMP_grenades&amp;diff=135770</id>
		<title>EMP grenades</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=EMP_grenades&amp;diff=135770"/>
		<updated>2023-07-24T22:23:09Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Weapon */ link to stomach implants (the space inside the brackets is there on purpose to make a link to stomach showing &amp;quot;stomach implants&amp;quot; in blue)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = EMP grenades&lt;br /&gt;
| image = EMP grenades.png&lt;br /&gt;
| description = Electromagnetic pulse grenades damaging to electronic equipment.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Modern&lt;br /&gt;
| damage = 50&lt;br /&gt;
| damage type = EMP&lt;br /&gt;
| range = 12.9&lt;br /&gt;
| accuracy = -&lt;br /&gt;
| mode = Single Thrown&lt;br /&gt;
| warmup = 90&lt;br /&gt;
| cooldown = 160&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| blastRadius = 3.5&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 12&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Microelectronics&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| marketvalue = 315&lt;br /&gt;
| work to make = 24000&lt;br /&gt;
| mass base = 1&lt;br /&gt;
| has quality = False&lt;br /&gt;
| weaponTags = GrenadeEMP&lt;br /&gt;
}}&lt;br /&gt;
'''EMP grenades''' are short ranged, thrown [[weapons]] that have a forced miss radius but deal EMP damage in a small radius around their target, allowing them to stun mechanical targets and deplete shields. They are not consumed on use and do not use any ammo.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
EMP grenades can be crafted at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
They can also be [[Trade|purchased]] from orbital pirate merchants and orbital combat suppliers, [[outlander]] [[faction base]]s, and can be recovered after defeating the following [[raider]] types:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Raider Kind !! Chance !! Average Quality !! Health&lt;br /&gt;
|-&lt;br /&gt;
| EMP Grenadier || 100% || Normal || 70-230%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
{{For|a full exploration of the effects of EMP damage|EMP}}&lt;br /&gt;
EMP grenades are weapons. They take up the weapon slot and will not run out of ammo. Grenades are blocked by walls, but the blast ignores [[cover]]. When choosing a target, a circular zone will generate to indicate range, then another 3x3 indicator with a circular center will become the aiming spot.&lt;br /&gt;
&lt;br /&gt;
EMP grenades deal {{P|Damage Base}} [[EMP]] damage in a {{P|Blast Radius}} tile radius. They are thrown from a very short range of {{P|Range}} tiles, and have moderate aiming time. Once landed, grenades have a {{ticks|100}} delay before exploding. With a forced miss radius of 1.9 tiles, an unobstructed grenade always lands within 1 grid tile (including diagonals) of the target. Therefore, the blast will always hit the intended tile. This means [[Skills#Shooting|Shooting]] skill, [[shooting accuracy]], and health of the grenadier is irrelevant. [[Aiming time]] effects still apply, however. &lt;br /&gt;
&lt;br /&gt;
EMP does not deal physical damage. Instead, EMP grenades stun [[turret]]s, [[mechanoid]]s, and [[mortar]]s for 50 EMP damage, or 25 seconds. After being stunned, mechanoids become &amp;quot;Adapted&amp;quot; and gain immunity against further stuns for {{Ticks|2200}}. Immunity is applied on stun, and further EMPs won't extend adaptation. EMP also disables [[shield belt]]s, causes [[brain shock]] on humanoids with brain implants, and vomiting on those with certain [[stomach ]]implants.&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
When damaged with [[Damage Types#Flame|Flame]] damage{{Check Tag|How much?|Any damage? Below a certain threshold? What threshold?}}, the grenade item may explode. The grenades will spark and emit a hissing sound shortly before exploding some time later. The explosion deals 50 EMP damage in a 2.66 tile radius around itself.&lt;br /&gt;
&lt;br /&gt;
EMP grenades have no [[quality]] - every set of grenades will have the same stats, regardless of the skill of the crafter.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
While harmless against most organic life, EMP weaponry is incredibly useful against mechanoids, like [[centipede]]s, a decisive advantage against some of the toughest enemies in the game. Due to the forced miss radius, EMP grenades are a viable combat alternative for those with health issues or low shooting skill. [[Trigger-happy]] is beneifical, while the [[careful shooter]] trait is strictly detrimental.&lt;br /&gt;
&lt;br /&gt;
Usage without oversight is prone to vulnerable positioning, inefficiency against moving target, and unwanted collateral damage. It therefore is a good idea to manually aim EMP grenades instead of relying on the colonists' AI to do that. They will not lead a moving target and will not attack targets which can only be hit by area of effect (e.g. well behind the corner of a wall). Repeated throwing will not stun mechs for any longer.&lt;br /&gt;
&lt;br /&gt;
When throwing a grenade down an 1-tile wide alley, a pawn can consistently throw a grenade 4 tiles, not including the tile the pawn is standing on, without intersecting the two side walls. Beyond 4 tiles, there is a risk of hitting the wall and dropping short.&lt;br /&gt;
&lt;br /&gt;
With the [[Royalty DLC]] active, they also play a vital role in suppressing [[low-shield pack]]s {{RoyaltyIcon}} and downing [[mech low-shield]]s {{RoyaltyIcon}}, ensuring that colonists can maintain damage output. [[Mech cluster]]s{{RoyaltyIcon}} are another great target of EMPs, even if their [[proximity activator]]s prevent the best firing angle. There are also niche uses in [[brain shock]]ing pawns with certain implants to safely down them as a method of safely downing [[Mental break#Beserk|berserking]] supersoldier colonists or rebellious [[slaves]].{{IdeologyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Comparison to EMP launchers ===&lt;br /&gt;
{{See also|EMP launcher}}&lt;br /&gt;
The key differences between EMP grenades and launchers are: Range, Rate of Fire, Blast Radius, and Quality. &lt;br /&gt;
&lt;br /&gt;
While both have the same miss radius, grenades have a significantly larger blast radius. This means that grenades will always hit their intended tile, while the launcher may miss. Grenades are also faster to throw, which is a key advantage in most practical situations. &lt;br /&gt;
&lt;br /&gt;
Launchers have a higher range, which may be useful with good terrain/[[cover]] or against [[low shield pack]]s{{RoyaltyIcon}} or [[mech low-shield|mechanoid shields]]{{RoyaltyIcon}}. However, most [[mechanoid]]s will still outrange the launcher, including all mechanoids without the [[Biotech DLC]]. The [[militor]]{{BiotechIcon}} and [[diabolus]]{{BiotechIcon}} in particular are vulnerable to the launcher's extra range - the rest really aren't.&lt;br /&gt;
&lt;br /&gt;
Unlike grenades, launchers are affected by [[quality]]. Masterwork and Legendary launchers in particular see an increase in damage (i.e. stun duration). Legendary launchers will stun for long enough that it's technically possible to 100% stun lock those without EMP resistance. In practice, it is almost impossible to get the timing perfect even before accounting for the risk of missed shots, unless you have multiple colonists with legendary launchers. Conversely, this makes grenades relatively better if you don't have good crafters - Awful launchers are worse at their job.&lt;br /&gt;
&lt;br /&gt;
Overall, grenades are often the stronger and more practical choice. Their higher blast radius and faster fire rate make up for the range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Source !! Damage !! Stun Duration !! Post-Stun Adaption Duration !! Ideal Stun Uptime&lt;br /&gt;
|-&lt;br /&gt;
| Awful EMP launcher                            ||  45  ||{{ticks|{{#expr: 30*45 }} }}    || {{ticks|{{#expr: 2200-(30*45)}}}}    || {{#expr: 100* (30*45) / ((30*45)+(2200-(30*45))) round 2}}%&lt;br /&gt;
|-&lt;br /&gt;
| EMP Grenades, Poor/Norm/Good/Exc EMP launcher || 50   || {{ticks|{{#expr: 30*50 }} }}   || {{ticks|{{#expr: 2200-(30*50)}}}}    || {{#expr: 100* (30*50) / ((30*50)+(2200-(30*50))) round 2}}%&lt;br /&gt;
|-&lt;br /&gt;
| Masterwork EMP launcher                       || 62.5 || {{ticks|{{#expr: 30*62.5 }} }} || {{ticks|{{#expr: 2200-(30*62.5)}}}} || {{#expr: 100* (30*62.5) / ((30*62.5)+(2200-(30*62.5))) round 2}}%&lt;br /&gt;
|-&lt;br /&gt;
| Legendary EMP launcher                        || 75   || {{ticks|{{#expr: 30*75 }} }}   ||  {{ticks|0}} (''{{ticks|{{#expr: 2200-(30*75)}}}}'') || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.6.532|0.6.532]] -  Added.&lt;br /&gt;
* On or before 1.0.2096 - Texture updated.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Grenade throws are rendered in an arc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
EMP grenades old.png|Old texture  &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|weapon|wide}}&lt;br /&gt;
[[Category:Equipment]] [[Category:Weapons]] [[Category:Industrial Weapons]] [[Category:EMP Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single Thrown Weapons]] [[Category:Grenades]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=135749</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=135749"/>
		<updated>2023-07-21T15:33:01Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Mood table (Core) */ &amp;quot;an organ is harvested&amp;quot; is different from &amp;quot;harvests organ&amp;quot;, for the latter, a +4 mood is given to bloodlust colonists, nothing to others (tested in each case) + only butchering humans is colony-wide, others are worldwide + layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.&lt;br /&gt;
&lt;br /&gt;
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]].&lt;br /&gt;
&lt;br /&gt;
== Mood penalties ==&lt;br /&gt;
&amp;quot;Normal&amp;quot; colonists in base game (Core RimWorld) receive penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.&lt;br /&gt;
&lt;br /&gt;
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed [[psychic drone]] on top could seriously mess with your colony.&lt;br /&gt;
&lt;br /&gt;
A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Mood table (Core) ===&lt;br /&gt;
With [[ideoligion]] disabled:&lt;br /&gt;
{| class=&amp;quot;wikitable center&amp;quot;&lt;br /&gt;
! Trait !! [[Mood#Observed corpse|Observes corpse]] !! [[Mood#Observed rotting corpse|Observes rotting corpse]] !! [[Mood#I butchered humanlike|Butchers human]] !! [[Mood#We butchered humanlike|Somebody butchers human (colony-wide)]] !! [[Mood#Raw cannibalism|Eats raw human flesh]] !! [[Mood#Cooked cannibalism|Eats meal with human flesh]] !! Wears human skin clothing !! Trades human flesh or leather !! [[Mood#A prisoner was sold|A slave is sold]] (world-wide) !! [[Mood#Someone's organ harvested|An organ is harvested]] (world-wide) !! Harvests organ&lt;br /&gt;
|-&lt;br /&gt;
! None&amp;lt;br&amp;gt;(average&amp;lt;br&amp;gt;colonist)&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br&amp;gt;(0.5 days,&amp;lt;br&amp;gt; 3 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || {{--|6 Mood}}&amp;lt;br&amp;gt;(0.5 days,&amp;lt;br&amp;gt; 5 stacks,&amp;lt;br&amp;gt; 0.5 stack multiplier) || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days,&amp;lt;br&amp;gt; 4 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || {{--|6 Mood}}&amp;lt;br&amp;gt;(6 days,&amp;lt;br&amp;gt; 1 stack) || {{--|20 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{--|15 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}&amp;lt;br&amp;gt;(4 days,&amp;lt;br&amp;gt; 5 stacks) || {{--|5 Mood}}&amp;lt;br&amp;gt;(7.5 days,&amp;lt;br&amp;gt; 5 stacks,&amp;lt;br&amp;gt; 0.75 stack multiplier) || –&lt;br /&gt;
|-&lt;br /&gt;
! [[Psychopath]]&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloodlust]]&lt;br /&gt;
| – || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || {{+|4 Mood}}&amp;lt;br&amp;gt;(1 stack)&lt;br /&gt;
|-&lt;br /&gt;
! [[Cannibal]]&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || {{+|20 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{+|15 Mood}}&amp;lt;br&amp;gt;(1 day,&amp;lt;br&amp;gt; 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || –&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that the &amp;quot;[[Mood#Someone's organ harvested|Someone's organ harvested]]&amp;quot; debuff does not affect the colonist performing the operation, nor the patient, that will have the &amp;quot;[[Mood#My organ harvested|My organ harvested]]&amp;quot; debuff instead.&lt;br /&gt;
&lt;br /&gt;
All [[Ideoligion]]s{{IdeologyIcon}} have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option &amp;quot;Classic-like&amp;quot;, provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. See [[Human resources#Ideoligion Table]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psychopath]]''': No issue with slavery or organ harvesting&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:*No issue with seeing corpses (even rotten) or butchering corpses&lt;br /&gt;
:* does '''NOT''' like cannibalism or slavery&lt;br /&gt;
&lt;br /&gt;
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Humans and their corpses can be used for many valuable services:&lt;br /&gt;
&lt;br /&gt;
== Unprocessed corpses ==&lt;br /&gt;
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but [[Carrier]] [[dryad]]s {{IdeologyIcon}} and [[Lifter]] mechs {{BiotechIcon}} don't even mind (set a [[zone]] so that human haulers won't go to the corpse area).&lt;br /&gt;
&lt;br /&gt;
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Organ harvesting ==&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s,  [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:&lt;br /&gt;
&lt;br /&gt;
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.&lt;br /&gt;
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value. &lt;br /&gt;
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.&lt;br /&gt;
*If the pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 6 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money. &lt;br /&gt;
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.&lt;br /&gt;
*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.&lt;br /&gt;
&lt;br /&gt;
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} +  {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. If the organ &amp;quot;donor&amp;quot; is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.&lt;br /&gt;
&lt;br /&gt;
Pawns with [[bionic]]s or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.&lt;br /&gt;
&lt;br /&gt;
Their default &amp;lt;u&amp;gt;market&amp;lt;/u&amp;gt; value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
To the entire colony:&lt;br /&gt;
*{{--|5}} - Any organ harvested. This moodlet &amp;quot;stacks&amp;quot; dimminishingly; 5 organs give -15 mood.&lt;br /&gt;
*{{--|6}} - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.&lt;br /&gt;
&lt;br /&gt;
To the harvester:&lt;br /&gt;
*{{--|5}} - I harvested organ. 5 organs give -15 mood.&lt;br /&gt;
*Mood penalties for seeing [[corpse]]s&lt;br /&gt;
*Social penalty.&lt;br /&gt;
&lt;br /&gt;
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.&lt;br /&gt;
&lt;br /&gt;
== Human butchering ==&lt;br /&gt;
By default, &amp;quot;humanlike corpses&amp;quot; is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]]. &lt;br /&gt;
&lt;br /&gt;
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s  provides an average of {{Icon Small|silver||338}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.&lt;br /&gt;
&lt;br /&gt;
=== Human meat ===&lt;br /&gt;
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.&lt;br /&gt;
&lt;br /&gt;
*Raw human meat inflicts a massive mood penalty. This can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]]. &lt;br /&gt;
*The action of cooking human meat has no penalty, but eating the meat is another story. It can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties, beyond the initial butchering. &lt;br /&gt;
*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.&lt;br /&gt;
&lt;br /&gt;
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.&lt;br /&gt;
&lt;br /&gt;
=== Human leather ===&lt;br /&gt;
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}&lt;br /&gt;
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[Cannibal (Trait)|cannibal]] traits and a mood penalty to those without.&lt;br /&gt;
&lt;br /&gt;
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.&lt;br /&gt;
&lt;br /&gt;
Corpses provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
To the colony:&lt;br /&gt;
* {{--|6}} - Butchering a corpse at all. This does ''not'' stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.&lt;br /&gt;
* {{--|3}} - Seeing a corpse.&lt;br /&gt;
&lt;br /&gt;
To the butcher&lt;br /&gt;
* {{--|6}} - I butchered corpse. This does stack, up to 4 corpses.&lt;br /&gt;
&lt;br /&gt;
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.&lt;br /&gt;
&lt;br /&gt;
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.&lt;br /&gt;
&lt;br /&gt;
== Selling slaves ==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
&lt;br /&gt;
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and [[faction base]]s, and only the last of which is reliably available for trade but requires [[caravan]]ing.&lt;br /&gt;
&lt;br /&gt;
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}+{{Q|Heart|Market Value Base #}}}}}}, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn ''is'' highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them instead.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ({{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}}}}}), then convert the prisoner into honor. Like slavers, the empire only comes every so often.&lt;br /&gt;
* Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a [[Skills#Social|Social]] skill 0 pawn would still only need to sell items with a total ''base'' market value of {{Icon Small|silver||{{#expr:375/0.6}}}} to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.&lt;br /&gt;
* Significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
Selling slaves incurs a smaller mood decrease than organ harvest.  Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.&lt;br /&gt;
&lt;br /&gt;
== Slaves (Ideology DLC) ==&lt;br /&gt;
{{Main|Slavery#Ideology}}&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].&lt;br /&gt;
&lt;br /&gt;
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.&lt;br /&gt;
&lt;br /&gt;
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.&lt;br /&gt;
&lt;br /&gt;
== Prisoners == &lt;br /&gt;
There are several reasons to keep [[prisoner]]s long term or even permanently. These include [[#Selling slaves|keeping slaves]] while waiting to sell them for silver or honor when [[cryptosleep casket]]s are unavailable or untenable, [[#Hemogen|Hemogen farming]], [[#Genetic extraction|Genetic extraction]], and [[#Subcore production|Subcore production]]. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.&lt;br /&gt;
&lt;br /&gt;
Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or [[nutrient paste dispenser]]s meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the [[Genes#Dead calm|Dead Calm]]{{BiotechIcon}} gene, or imprisoning a xenotype that already has it, such as [[Genies]],{{BiotechIcon}} will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.&lt;br /&gt;
&lt;br /&gt;
[[Deathrest]] {{BiotechIcon}} can also be used.&lt;br /&gt;
&lt;br /&gt;
=== Hemogen ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pawns can be kept for [[hemogen pack]] production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth {{Icon small|Silver||{{Q|Hemogen pack|Market Value Base}}}} [[silver]] per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of [[medical]] skill.&lt;br /&gt;
&lt;br /&gt;
=== Genetic extraction ===&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[Gene]] extractions and extract [[Ovum|ova]] from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them. &lt;br /&gt;
&lt;br /&gt;
Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.&lt;br /&gt;
&lt;br /&gt;
[[Sanguophages]] can also be forced to spread their xenotype.&lt;br /&gt;
&lt;br /&gt;
=== Subcore production === &lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=Are subcores ever profitable?}} &lt;br /&gt;
Prisoners can be kept to continually scan in a [[Subcore softscanner]] to prevent dealing with scanning sickness in your colonists while producing [[standard subcore]]s or ripscanned killed in [[subcore ripscanner]] to create [[high subcore]]s. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.&lt;br /&gt;
&lt;br /&gt;
For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. This is still less than a [[heart]] or [[liver]], however.&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}&lt;br /&gt;
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:&lt;br /&gt;
*'''Cannibalism: '''&lt;br /&gt;
:*Cannibalism: Acceptable - Negates penalties for butchering humans and eating human flesh.&lt;br /&gt;
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather&lt;br /&gt;
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.&lt;br /&gt;
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.&lt;br /&gt;
*'''Slavery:'''&lt;br /&gt;
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor&lt;br /&gt;
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion table ===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Abhorrent&lt;br /&gt;
| {{--|12 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Horrible&lt;br /&gt;
| {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|3 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|12 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Disapproved&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|1 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Acceptable&lt;br /&gt;
| – || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Preferred&lt;br /&gt;
| – || – || {{+|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Strong)&lt;br /&gt;
| – || – || {{+|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Ravenous)&lt;br /&gt;
| – || – || {{+|6 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Ugly&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Don't care&lt;br /&gt;
| – || –&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Organ Use: Acceptable*&lt;br /&gt;
*Slavery*&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mood&amp;diff=135742</id>
		<title>Mood</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mood&amp;diff=135742"/>
		<updated>2023-07-21T15:03:22Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Someone's organ harvested */ the colonist performing the operation doesn't get this debuff (tested)&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
{{Split|destination=Thoughts|reason=Split this back into Mood and [[Thoughts]]. Page is unworkably large, and needs a TOC which it can't have without being massive.}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:mood_preview.png|right]]|30px}}&lt;br /&gt;
Mood is a game mechanic that describes a colonists feelings based on thier environment and experiences, represented by a blue bar in the [[Needs|Needs tab]] tab ranging from 0 to 100%. Low moods cause [[mental break|mental breaks]], while high moods may trigger [[Mental inspiration|inspirations]]. Mood is affected by game difficulty, a colonists [[traits]] and environment, and whether or not the pawn is assigned to work they have [[skills|Passion]] for.&lt;br /&gt;
&lt;br /&gt;
Prisoners with high mood are easier to recruit and less likely to break out or go berserk, colonists with a low enough mood for a long enough time may leave your colony. &lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Colonist needs beauty.png|frame|right|The Needs tab.]]Colonists have a &amp;quot;Mood (%)&amp;quot; and a &amp;quot;Mood Target&amp;quot;, shown in the [[Needs|Needs tab]]. A &amp;quot;Mood Target&amp;quot;, shown as a white triangle below the mood bar, is a representation of all the positive and negative [[thoughts]] held by a colonist and changes instantly depending on the colonists exact situation, while &amp;quot;Mood&amp;quot; is a blue bar that represents a colonist's mood in that exact moment. The Mood bar moves towards the Mood Target indicator by ~2% of the mood bar every 2 seconds at normal game speed. For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the mood target immediately jump to the right as the Hungry effect disappears, but the mood bar takes some time to inch its way toward the triangle.&lt;br /&gt;
&lt;br /&gt;
Three dividing lines on the mood bar, called the [[Mental Break Threshold]], represent mental danger zones- if the mood bar falls below these markers, there is a risk of a colonist having a [[Mental break]], where you will lose control over them and they will wander around and act against thier and the colony's best interests. For a normal colonist, these lines are placed at 5% for an extreme break risk, 20% for a major break risk, and 35% for a minor break risk, although these thresholds can can changed by a colonist's [[traits]].&lt;br /&gt;
When a colonist is sleeping or otherwise unconscious, the mood bar stays in place, and any risk of a mental break is paused. &lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Mood as a percentage is calculated by adding the overall difference between positive and negative thoughts to the &amp;quot;Base mood&amp;quot;, a stat which is defined by your difficulty. For example, a pawn with ''Low expectations (+18)'' and ''Hungry (-6)'' on ''Peaceful'' difficulty will have a mood target of 54%. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_25}}&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Difficulty !! Base Mood&lt;br /&gt;
|-&lt;br /&gt;
| Peaceful          || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Community builder || align=&amp;quot;center&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| Adventure story   || align=&amp;quot;center&amp;quot; | 37&lt;br /&gt;
|-&lt;br /&gt;
| Strive to survive || align=&amp;quot;center&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Blood and dust    || align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
The difficulty can be changed at any time during gameplay.&lt;br /&gt;
&lt;br /&gt;
==Mood management==&lt;br /&gt;
There are various ways of increasing mood, which generally fall into two self-explanatory categories: Remove the bad things and add more good things. There are a lot of mood-influencing [[Thoughts]]. &lt;br /&gt;
&lt;br /&gt;
Managing mood shows similarities to Maslow's Hierarchy of Needs:&lt;br /&gt;
&lt;br /&gt;
===Basic Needs===&lt;br /&gt;
Keeping colonists fed, sheltered, well-rested, clothed, and as far from death as possible is the most important aspect of your colony. Food paste is disgusting but the penalty for a hungry colonist is much greater, otherwise make sure your colony is more than a sleeping spot on an open field- walls and roofs are your friend. Be sure to pay close attention to the traits of your colonists, some hate being outdoors and would rather be kept in a small room, some demand the freedom of nudity, and some are just miserable people. Otherwise your own choices as a player can have a significant impact- making your colonists commit cannibalism, steal people's organs, or forcing everyone to wear cowboy hats made of human skin usually outweigh giving them an extra hour of rest every day.&lt;br /&gt;
&lt;br /&gt;
===Safety needs===&lt;br /&gt;
Sickness and pain are going to be some of the greatest influences to the mood of your colony. Some colonist suffer from pre-existing scars or injuries which naturally lower their mood and you will have to overcompensate for these using other means. Providing clean, spacious, and well decorated bedrooms for each individual colonist, as well as a conformable place to eat and spend time when not working or sleeping, are generally some of the best ways to provide positive mood. The difference between the best and worst of environments can be as much as 60 mood points.&lt;br /&gt;
&lt;br /&gt;
===Social needs===&lt;br /&gt;
Having a lover or a pet, allowing colonists to socialize, and allotting time for recreational actives (time alone, entertainment, drugs) are all great sources of consistent positive mood. Beware that the death of a loved one, negative social interaction, and unfulfilled drug addictions can all result in negative mood. Providing beautiful work spaces with clean floors and [[quality]] furniture also passively increase mood. Consider spreading recreation time over the day to keep colonists' recreation need topped up at all times.&lt;br /&gt;
&lt;br /&gt;
===Passion===&lt;br /&gt;
Assigning colonists to work they are passionate for cause them to learn that specific skill faster and gain a significant boost to mood. &lt;br /&gt;
&lt;br /&gt;
Investing in a large, comfortable and impressive combined recreation and dining room pays off dividends. For a relatively low investment, the entire colony can get a substantial mood boost from simply eating a fine meal at a [[table]] and playing some horseshoes. An impressive bedroom only benefits one or two people, but the mood effects are permanent.&lt;br /&gt;
&lt;br /&gt;
[[Lavish meal]]s, [[drugs]] or [[Psychic soothe pulser|artifacts]] can greatly increase mood in the short term, which helps keeping things running during stressful times. They are generally a challenge to keep up in the long-term.&lt;br /&gt;
&lt;br /&gt;
===Extreme measures===&lt;br /&gt;
&lt;br /&gt;
Sometimes, an unlucky pawn has enough combined negative modifiers (scar pain, drug withdrawal, deaths of family members, psychic drone) that they'll still be in the extreme break risk zone even if given the very best. If you don't want to deal with constant mental breaks, you have a few options.&lt;br /&gt;
&lt;br /&gt;
To have a mental break, a pawn must be awake and able to move.  This yields these strategies to prevent a mental break by inhibiting movement:&lt;br /&gt;
* Assigning the pawn to go to sleep (works for some hours until the rest bar fills up)&lt;br /&gt;
* Anesthetizing the pawn (decent for short periods, but costs medicine every time)&lt;br /&gt;
* Putting the pawn in a [[cryptosleep casket]] (drug withdrawal probably won't progress during stasis but most effects probably will)&lt;br /&gt;
* Using the level 2 [[psycast]] Neural heat dump to put the pawn in a psychic coma for one day (Another neural heat-generating psycast must be casted prior in order to use Neural heat dump) {{RoyaltyIcon}}&lt;br /&gt;
* The famous/infamous &amp;quot;cut their legs off&amp;quot; approach (install peg legs, then remove them).&lt;br /&gt;
&lt;br /&gt;
The [[Joywire]] implant gives +30 mood—at the significant cost of -20% consciousness, and it cannot be removed. Thus, it should be used as a permanent solution to permanent problems.&lt;br /&gt;
&lt;br /&gt;
'''Below is a list of the thoughts that human characters can experience, including how it affects their mood'''&lt;br /&gt;
&lt;br /&gt;
== Moodlet Table of Contents ==&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse; padding:5px; outline: 1px #E0E0E0 solid;&amp;quot; align=center &lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Expectations| Expectations]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Death| Death]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Debug| Debug]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Drugs| Drugs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Exotic| Exotic]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Eating| Eating]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Gatherings| Gatherings]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Misc| Misc]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Room Stats| Room Stats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Social| Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation General| Situation General]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Needs| Situation Needs]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation RoomStats| Situation RoomStats]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Social| Situation Social]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Special| Situation Special]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation Traits| Situation Traits]]&lt;br /&gt;
| style=&amp;quot;border: 1px #A0A0A0 solid; background-color: #eee; padding: 5px 10px;&amp;quot; | [[Mood#Situation TraitsPerm| Situation TraitsPerm]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Expectations}}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; = Disabled with Rough Living from [[Ideology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Death.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Death}}&lt;br /&gt;
{{Royalty}}&lt;br /&gt;
{{:Thoughts/Memory_Death (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debug ==&lt;br /&gt;
These are used only for code-checking by creators and [[mod]]ders.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Debug.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Debug}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from the drug defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Drugs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Exotic==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from their source defs'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Exotic}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eating==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Eating.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Eating}}{{Royalty|no category}}{{:Thoughts/Memory Eating (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gatherings==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Gatherings.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Gatherings}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_Misc.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Misc}}{{Royalty|no category}}{{:Thoughts/Memory Misc (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Room Stats==&lt;br /&gt;
These thoughts occur when a colonist personally uses a room (and not just passes through it). [[Mods]] can create additional moods that are triggered by other room types, but in vanilla the only rooms are:&lt;br /&gt;
* Bedroom/Barracks&lt;br /&gt;
* Rec(reation) room&lt;br /&gt;
* Dining room&lt;br /&gt;
* Prison cell&lt;br /&gt;
* Hospital&lt;br /&gt;
* Throne room{{RoyaltyIcon}} ([[Royalty (DLC)|Royalty DLC]] only)&lt;br /&gt;
Note that most of these can be combined with others, although bedroom/barracks are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
Also, a general &amp;quot;[[space]]&amp;quot; thought can be triggered where a colonist spends much of their time, based on the size of that room.&lt;br /&gt;
&lt;br /&gt;
==== Intensities ====&lt;br /&gt;
Each of these thoughts have a range of intensities, listed here from worst to best. This is dependent on the room's [[Impressiveness]] stat. Most rooms don't have the full range listed.&lt;br /&gt;
#Awful&lt;br /&gt;
#Dull&lt;br /&gt;
#Mediocre&lt;br /&gt;
#Decent&lt;br /&gt;
#Slightly impressive&lt;br /&gt;
#Somewhat Impressive (/ Impressive*)&lt;br /&gt;
#Very impressive&lt;br /&gt;
#Extremely impressive&lt;br /&gt;
#Unbelievably impressive&lt;br /&gt;
#Wondrously impressive&lt;br /&gt;
&lt;br /&gt;
:: ''(* As listed in Mood effects for &amp;quot;bedrooms&amp;quot;, &amp;quot;cells&amp;quot; and &amp;quot;barracks&amp;quot;, below, this is simply &amp;quot;Impressive&amp;quot;.)''&lt;br /&gt;
&lt;br /&gt;
These thoughts are given by (only) these rooms. If a room fills more than one definition, it can give multiple thoughts:&lt;br /&gt;
* '''Bedrooms''': When a colonist is designated to sleep alone (or with a lover*) in a room.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Barracks''': When multiple* colonists are designated to sleep in the same room.&lt;br /&gt;
**Full range.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
** As a rule of thumb, a poor quality barracks gives a -5 to mood vs. the equivalent private bedroom, higher quality barracks give -4.&lt;br /&gt;
* '''Dining room''': When a colonist eats in a room. This can simply be any room with a table and chair.&lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Rec room''': When a colonist uses Recreation facilities in a room. &lt;br /&gt;
**Starts from Decent.&lt;br /&gt;
* '''Prison cell''': When a colonist sleeps alone in a room with a bed/spot designated as a prison bed.&lt;br /&gt;
**Full range except Dull and Mediocre.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Prison barracks''': When multiple colonists sleeps together in a room with beds/spots designated as prison beds.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
** Somewhat Impressive is listed as simply &amp;quot;Impressive&amp;quot;&lt;br /&gt;
* '''Hospital''': When a colonist stays at a hospital due to injury, illness or surgery.&lt;br /&gt;
**Full range except Mediocre and Decent.&lt;br /&gt;
&lt;br /&gt;
:: ''(* A pair of colonists who are [[Social#Lovers|lovers]] and sleep in the same bed do not count against each other when defining a barracks.)''&lt;br /&gt;
&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Memory_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_RoomStats}}{{Royalty|no category}}{{:Thoughts/Memory_RoomStats (Royalty)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Memory_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation General==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_General.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Note, although sky-high expectations does not affect mood, it still appears as a thought, and thus is shown here&lt;br /&gt;
{{:Thoughts/Situation_General}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Needs==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Needs.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Needs}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation RoomStats==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_RoomStats.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_RoomStats}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Situation Social==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Social.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Social}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Special==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Special.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Special}}{{Royalty|no category}}{{:Thoughts/Situation_Special (Royalty)}}{{Ideology|no category}}{{:Thoughts/Situation_Special (Ideology)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation Traits==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_Traits.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_Traits}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Situation TraitsPerm==&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Situation_TraitsPerm.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Situation_TraitsPerm}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts RoyalTitles==&lt;br /&gt;
{{Royalty|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_RoyalTitles.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts RoyalTitles}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thoughts Ideoligion==&lt;br /&gt;
{{Ideology|no category}}&lt;br /&gt;
[[Mood#Moodlet Table of Contents|&amp;lt;small&amp;gt;Back to ToC&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
'''Moodlets from Thoughts_Ideoligion.xml'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{:Thoughts/Thoughts Ideoligion}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thought Details==&lt;br /&gt;
====Justified execution====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; [[prisoner]] is killed by a colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Someone was organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a prisoner or guest. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====Justified execution of colonist====&lt;br /&gt;
This thought occurs in every colonist when a &amp;quot;guilty&amp;quot; colonist that is held prisoner is subsequently killed by another colonist. A prisoner is guilty for 24 hours after attacking the colony, killing/downing a colonist or attempting escape.&lt;br /&gt;
&lt;br /&gt;
====Colonist organ-harvested====&lt;br /&gt;
This thought occurs in every colonist when an organ is harvested from a colonist. This does not occur when the organ is harvested by the installation of a replacement, such as a [[bionic heart]], nor does it happen when removing an artificial body part. &lt;br /&gt;
&lt;br /&gt;
====A prisoner was sold====&lt;br /&gt;
This thought occurs in every colonist when a prisoner is sold into slavery.&lt;br /&gt;
&lt;br /&gt;
====Ate fine meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|fine meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate lavish meal====&lt;br /&gt;
This thought occurs when a humanoid eats a [[Meals|lavish meal]].&lt;br /&gt;
&lt;br /&gt;
====Ate nutrient paste====&lt;br /&gt;
This thought occurs when a humanoid eats [[Meals|nutrient paste]].&lt;br /&gt;
&lt;br /&gt;
====Ate without table====&lt;br /&gt;
This thought occurs when a humanoid eats without a table.&lt;br /&gt;
&lt;br /&gt;
It occurs frequently even if you have tables, for many times colonists aren't bothered to go long distances to a table to eat and will simply eat off the floor instead. This can be avoided by watching pawns who are far from base, and when they pull out food and start to eat, draft and immediately undraft them, then have them haul the dropped food back to storage.&lt;br /&gt;
&lt;br /&gt;
====Ate raw food====&lt;br /&gt;
This thought occurs when a humanoid eats [[raw food]].&lt;br /&gt;
&lt;br /&gt;
====[[Beauty]]====&lt;br /&gt;
These thoughts occur when a human's environment opinion rises above or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Hideous environment: When their opinion dips below 15.&lt;br /&gt;
*Very ugly environment: When their opinion dips below 30.&lt;br /&gt;
*Ugly environment: When their opinion dips below 42.&lt;br /&gt;
*Pleasant environment: When their opinion rises above 58.&lt;br /&gt;
*Very pleasant environment: when their opinion rises above 70.&lt;br /&gt;
*Gorgeous environment: When their opinion rises above 85.&lt;br /&gt;
&lt;br /&gt;
====Bionics====&lt;br /&gt;
These thoughts occur when a pawn with specific traits has bionic body parts installed on them.&lt;br /&gt;
&lt;br /&gt;
For Transhumanist pawns:&lt;br /&gt;
*Transhumanist frustrated: no parts.&lt;br /&gt;
*Transhumanist pleased: 1 part.&lt;br /&gt;
*Transhumanist quite pleased: 2 parts.&lt;br /&gt;
*Transhumanist delighted: 3 parts.&lt;br /&gt;
*Transhumanist enchanted: 4 parts.&lt;br /&gt;
*Transhumanist overjoyed: 5 parts.&lt;br /&gt;
*Machine body is complete: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
For Body purist pawns:&lt;br /&gt;
*Body purist squeamish: 1 part.&lt;br /&gt;
*Body purist disgusted: 2 parts.&lt;br /&gt;
*Body purist violated: 3 parts.&lt;br /&gt;
*Body purist horrified: 4 parts.&lt;br /&gt;
*Body purist nightmare: 5 parts.&lt;br /&gt;
*I have become what I hate: 6 or more parts.&lt;br /&gt;
&lt;br /&gt;
====Cabin Fever (outdated information)====&lt;br /&gt;
This thought occurs when a humanoid has spent a great amount of time inside. It has 2 stages:&lt;br /&gt;
*Mild: more than 140000 ticks (7 game days) inside.&lt;br /&gt;
*Serious: more than 280000 ticks (14 game days) inside.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when incapacitated (whether indoors or not) or imprisoned, but the timer for ticks inside is still active.&lt;br /&gt;
&lt;br /&gt;
====Cannibalism====&lt;br /&gt;
This thought occurs when a humanoid eats [[Raw food|human meat]] in various forms.&lt;br /&gt;
*Raw cannibalism: When the humanoid eats raw human meat, butchered or not. This happens concurrently with the 'Ate raw food' debuff.&lt;br /&gt;
*Cooked cannibalism: When the humanoid eats human meat cooked into meals.&lt;br /&gt;
&lt;br /&gt;
====Catharsis====&lt;br /&gt;
This thought occurs after a colonist has a [[Mood#Mental_breakdown|mental break]] due to poor [[mood]].&lt;br /&gt;
&lt;br /&gt;
For this thought to occur the mental break must be allowed to run its course. Interrupting the break, by downing or arresting the affected colonist, will cause this thought to not occur. Berserk breaks are an exception, being able to grant the Catharsis buff even if interrupted.&lt;br /&gt;
&lt;br /&gt;
====Cold====&lt;br /&gt;
This thought occurs when the outside temperature drops below a pawn's [[minimum comfortable temperature]]. There are 3 variations depending on how low the temperature is relative to this value&lt;br /&gt;
*Cold: {{Temperature|1|10|delta}} below comfort.&lt;br /&gt;
*Very cold: {{Temperature|11|20|delta}} below comfort.&lt;br /&gt;
*Shivering: {{Temperature|21||delta}} or lower below comfort.&lt;br /&gt;
&lt;br /&gt;
====My &amp;lt;relation&amp;gt; &amp;lt;name&amp;gt; died====&lt;br /&gt;
This thought occurs when a colonist's family member dies. The death need not happen in the player's colony to cause this mood. Severity is dependent on the closeness of the relation - with children and spouses being highest, and relations outside of their immediate family being lower.&lt;br /&gt;
&lt;br /&gt;
====Colonist banished====&lt;br /&gt;
This thought occurs when a colonist is banished from the colony or a caravan.&lt;br /&gt;
&lt;br /&gt;
====Colonist left to die====&lt;br /&gt;
This thought occurs when a colonist is abandoned from a caravan in conditions where he will most likely not survive. It usually occurs if the outside temperature is outside of the colonist's comfortable range, or the colonist is downed.&lt;br /&gt;
&lt;br /&gt;
If this colonist is a relative, friend or rival of another colonist, they will gain the thought relating to their deaths (eg &amp;quot;My son died&amp;quot; if a son is abandoned) on top of this thought.&lt;br /&gt;
&lt;br /&gt;
====Colonist left unburied====&lt;br /&gt;
This thought occurs when a colonist corpse is in the open for more than 80000 ticks (4 game days).&lt;br /&gt;
&lt;br /&gt;
====Comfort====&lt;br /&gt;
This thought occurs when a colonist's [[comfort]] rises above or falls below a certain value. It has various stages:&lt;br /&gt;
*Uncomfortable: When comfort falls below 10%.&lt;br /&gt;
*Comfortable: When comfort reaches 60% and above.&lt;br /&gt;
*Very comfortable: When comfort reaches 70% and above.&lt;br /&gt;
*Extremely comfortable: When comfort reaches 80% and above.&lt;br /&gt;
*Luxuriantly comfortable: When comfort reaches 90% and above.&lt;br /&gt;
&lt;br /&gt;
====Tainted apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel stripped from a corpse. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust pawns don't gain the debuff.&lt;br /&gt;
&lt;br /&gt;
====Defeated hostile leader====&lt;br /&gt;
This occurs when the colony kills an enemy faction leader.&lt;br /&gt;
&lt;br /&gt;
====Disturbed sleep====&lt;br /&gt;
This thought occurs when a humanoid or animal walks within seven squares (without walls in between) of a sleeping humanoid, or the humanoid is called to do work while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
These thoughts occur when a humanoid's rest level dips below certain values. See [[Rest]].&lt;br /&gt;
&lt;br /&gt;
*Drowsy: When rest level dips below 28%.&lt;br /&gt;
*Tired: When rest level dips below 14%.&lt;br /&gt;
*Exhausted: When rest level dips below 1%. Afterwards the pawn may collapse and start sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
====Forced to take drugs====&lt;br /&gt;
This thought occurs when you administer non-medical drugs to a [[teetotaler]] using a medical operation.&lt;br /&gt;
&lt;br /&gt;
Medical drugs such as [[penoxycyline]] do not trigger this thought.&lt;br /&gt;
&lt;br /&gt;
====Hot====&lt;br /&gt;
This thought occurs when the outside temperature is higher than the pawn's [[maximum comfortable temperature]]. There are 4 variations depending on high the temperature is relative to this value.&lt;br /&gt;
*Hot: {{Temperature|1|10|delta}} above comfortable temperature.&lt;br /&gt;
*Very hot: {{Temperature|11|20|delta}} above comfortable temperature.&lt;br /&gt;
*Extremely hot: {{Temperature|21|30|delta}} above comfortable temperature.&lt;br /&gt;
*Burning up: {{Temperature|31||delta}} or higher above comfortable temperature.&lt;br /&gt;
&lt;br /&gt;
====Human leather apparel====&lt;br /&gt;
This though occurs when a pawn is wearing apparel made using human leather. Mood effect ranges from -3 to -8 based on how many pieces the pawn's wearing. &amp;lt;br&amp;gt;&lt;br /&gt;
Bloodlust or Cannibal pawns instead gain a mood buff from +3 to +8.&lt;br /&gt;
&lt;br /&gt;
====Hungover (pounding)====&lt;br /&gt;
This thought is the first of three hangover stages that occurs after a humanoid has become drunk. It has a mood effect of -10. Consciousness is reduced by 18% and is accompanied by mild vomiting.&lt;br /&gt;
&lt;br /&gt;
====Hungover (strong)====&lt;br /&gt;
This thought is the second hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -5. Consciousness is reduced by 8%.&lt;br /&gt;
&lt;br /&gt;
====Hungover (slight)====&lt;br /&gt;
This thought is the third and final hangover stage that occurs after a humanoid has become drunk. It has a mood effect of -2. Consciousness is reduced by 3%.&lt;br /&gt;
&lt;br /&gt;
====Hunger====&lt;br /&gt;
These thoughts occurs when a humanoid is hungry and needs food. There are several severities depending on how long the pawn hasn't had access to food.  See [[Saturation]].&lt;br /&gt;
*Hungry: When saturation level dips below 0.3.&lt;br /&gt;
*Urgently hungry: When saturation level dips below 0.2.&lt;br /&gt;
*Starving: When saturation level reaches 0 and [[malnutrition]] kicks in, which will eventually kill the colonist.&lt;br /&gt;
**Trivial: 0 - 19% severity of malnutrition.&lt;br /&gt;
**Minor: 20 - 39% severity of malnutrition.&lt;br /&gt;
**Moderate: 40 - 59% severity of malnutrition.&lt;br /&gt;
**Severe: 60 - 79% severity of malnutrition.&lt;br /&gt;
**Extreme: 80 - 100% severity of malnutrition. After this, the unfortunate pawn dies.&lt;br /&gt;
&lt;br /&gt;
====I Butchered humanlike====&lt;br /&gt;
This thought occurs when a humanoid processes a humanlike corpse at a butcher table.&lt;br /&gt;
&lt;br /&gt;
====Imprisoned====&lt;br /&gt;
This thought occurs when a humanoid is kept as a [[Prisoner]].&lt;br /&gt;
&lt;br /&gt;
====Insulted====&lt;br /&gt;
This thought occurs when a humanoid is insulted by another humanoid.&lt;br /&gt;
&lt;br /&gt;
====In darkness====&lt;br /&gt;
This thought occurs when a humanoid has spent more than 4000 ticks (1/5 of a game day) away from any light source.&lt;br /&gt;
&lt;br /&gt;
The humanoid does not take on this thought when sleeping (whether in darkness or not), but the timer for ticks away from a light source is still active while sleeping.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (warm)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 10%. Pain level is reduced by 10%, while manipulation is reduced by 2%. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (tipsy)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 25%. Pain level is reduced by 20%, while consciousness is reduced by 10%.&lt;br /&gt;
&lt;br /&gt;
====Inebriated (drunk)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 40%. Pain level is reduced by 50%, while consciousness is reduced by 35%, accompanied by mild vomiting. At this level it triggers a tale that may show up in an art description; and the humanoid will soon start having a hangover. &lt;br /&gt;
&lt;br /&gt;
====Inebriated (hammered)====&lt;br /&gt;
This thought occurs after a humanoid consumes [[beer]] and their alcohol level reaches 70%. Pain level is reduced by 70%, while consciousness is reduced by 60%, accompanied by vomiting. Consuming more beer at this stage may trigger a blackout.&lt;br /&gt;
&lt;br /&gt;
==== Joywire ====&lt;br /&gt;
A pawn with a [[joywire|joywire implant]] has a permanent +30 mood buff. However, the implant also permanently reduces consciousness.&lt;br /&gt;
&lt;br /&gt;
====Expectation moodlets====&lt;br /&gt;
These thoughts occurs when total colony wealth is below certain thresholds. It has 6 stages at different wealth values, and also affects recreation tolerance loss (higher wealth colonies need more recreation variety). &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the normal expectations moodlet. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these additional moodlets are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these additional moodlets are defined in the Core game. Pawns enslaved into the colony will have expectations between extremely low and very low, ignoring the current Wealth Limit as long as they are enslaved.{{Check Tag|Fact Check|Seems outdated as there are now multiple ranks of slave expectations}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Mood !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || {{+|30}} || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || {{+|24}} || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || {{+|18}} || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || {{+|12}} || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || {{+|6}}  || 182,000 - 308,000        || 8%  || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || '''0'''  || 308,000 -  1,000,000,000 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || {{--|6}} || ''N/A''                  || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || {{--|12}} || ''N/A''                 || 7%  || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || {{--|6}}  || See above               || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| {{--|12}} || See above               || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. These expectations replace colonist expectations based on what the pawn's expectations would be if they were a colonist based on colony wealth and noble status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &amp;lt;!-- C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Data\Ideology\Defs\Misc\ExpectationDefs\Expectation.xml --&amp;gt;&lt;br /&gt;
! Expectation !! Mood Effect !! Replaces Colonist Expectation&lt;br /&gt;
|-&lt;br /&gt;
| Destitute slave expectations || {{+|46}} || Extremely low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Poor slave expectations || {{+|40}} || Very low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Meager slave expectations || {{+|34}} || Low expectations&lt;br /&gt;
|-&lt;br /&gt;
| Slave expectations || {{+|28}} || all other expectations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====My organ harvested====&lt;br /&gt;
This thought occurs when a pawn has an organ harvested. This stacks for every organ taken.&lt;br /&gt;
&lt;br /&gt;
====Naked====&lt;br /&gt;
This thought occurs when a non-nudist humanoid is not wearing any [[clothing]].&lt;br /&gt;
&lt;br /&gt;
====New colony hope====&lt;br /&gt;
Occurs once &amp;quot;New colony optimism&amp;quot; expires. This thought is the second stage of the start-of-game &amp;quot;boost&amp;quot; to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures. &lt;br /&gt;
&lt;br /&gt;
====New colony optimism====&lt;br /&gt;
A starting &amp;quot;boost&amp;quot;, this thought occurs at the start of the game to help the newly landed colonists keep their mood up while they set up beds, furniture, decorations, and other structures.&lt;br /&gt;
&lt;br /&gt;
====Observed corpse====&lt;br /&gt;
This thought occurs when a corpse is visible to a colonist - not buried or incinerated.&amp;lt;br&amp;gt;&lt;br /&gt;
Corpses can be seen within a radius of 4 tiles, but not if they are being carried by someone else.&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
These thoughts occur when a humanoid  is under [[pain]]. It has 4 stages depending on pain severity.&lt;br /&gt;
*Pain (little): When pain is between 1 - 14%.&lt;br /&gt;
*Pain (moderate): When pain reaches 15%.&lt;br /&gt;
*Pain (acute)： When pain reaches 40%.&lt;br /&gt;
*Pain (shock)：When pain reaches 80%. Colonists in this state are incapacitated.&lt;br /&gt;
&lt;br /&gt;
==== Passion (work)====&lt;br /&gt;
These thoughts occur when a pawn is doing work they have a passion for (see the bio).&lt;br /&gt;
*Minor passion: When a pawn does work they have a passion level of interested for.&lt;br /&gt;
*Burning passion: When a pawn does work they have a passion level of burning for.&lt;br /&gt;
&lt;br /&gt;
These work passions, especially burning, can help a colonist who does that work full time become much more likely to gain inspirations and much less likely to have mental breaks due to a much better mood most of the time. Combined with the exp boost to skills a pawn is passionate about, it makes passion in a desired field invaluable - a colonist with a moderate skill level but a burning passion is in many cases superior to a mid-high skill pawn due to the ability to become incredibly skilled in a comparatively short period of time.&lt;br /&gt;
&lt;br /&gt;
As dumb labor like hauling and cleaning are not tied to a skill, no one will ever gain happiness from them. Even thousands of years in the future, we still all have boring chores to do.&lt;br /&gt;
&lt;br /&gt;
====Psychic effects====&lt;br /&gt;
&lt;br /&gt;
Psychic drones occur during the [[Events#Psychic ship|psychic ship]] or [[Events#Psychic drone|psychic drone]] events.&lt;br /&gt;
*Low: Psychic drone event, or 0 - 2.5 days after the crash.&lt;br /&gt;
*Medium: Psychic drone event, or 2.5 - 5 days after the crash.&lt;br /&gt;
*High: Psychic drone event, or 5 - 7.5 days after the crash.&lt;br /&gt;
*Extreme: 7.5 days or later after the crash.&lt;br /&gt;
&lt;br /&gt;
Psychic soothes occur during the [[Events#Psychic soothe|psychic soothe event]].&lt;br /&gt;
&lt;br /&gt;
==== Recreation ====&lt;br /&gt;
{{main|Recreation}}&lt;br /&gt;
These thoughts occur when the recreation meter of a humanoid rises or falls below certain values.&lt;br /&gt;
&lt;br /&gt;
*Recreation-starved: When the recreation meter is at 0%.&lt;br /&gt;
*Recreation-deprived: When the recreation meter is between 1% and 14%.&lt;br /&gt;
*Recreation unfulfilled: When the recreation meter is between 15% and 29%.&lt;br /&gt;
*Recreation satisfied: When the recreation meter is between 70% and 84%.&lt;br /&gt;
*Recreation fully satisfied: When the recreation meter is at least 85%.&lt;br /&gt;
&lt;br /&gt;
====Sick====&lt;br /&gt;
This thought occurs when a colonist has an [[illness]].&lt;br /&gt;
&lt;br /&gt;
====Sleeping conditions====&lt;br /&gt;
These thoughts occur when a humanoid sleeps in various unfavorable conditions.&lt;br /&gt;
*Slept outside: When a humanoid sleeps in an outdoor space, or an incomplete room.&lt;br /&gt;
**This thought does not occur in unroofed rooms.&lt;br /&gt;
*Slept on ground: When a humanoid uses a sleeping spot or sleeps on the ground.&lt;br /&gt;
*Slept in cold: When a humanoid sleeps when the temperature falls below {{Temperature| {{Q|Human|Min Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
*Slept in heat: When a humanoid sleeps when the temperature raises above {{Temperature|{{Q|Human|Max Comfortable Temperature}} }}. (clothing doesn't change value)&lt;br /&gt;
&lt;br /&gt;
====Someone's organ harvested====&lt;br /&gt;
This thought occurs in every colonist, [[Thoughts list#My organ harvested|except for the patient]] and the one performing the operation, when an organ is harvested from a prisoner, guest, or colonist.&lt;br /&gt;
&lt;br /&gt;
====Strange feeling====&lt;br /&gt;
This thought occurs when a [[psychic soothe pulser]] is used.&lt;br /&gt;
&lt;br /&gt;
====Spacious interior====&lt;br /&gt;
This thought occurs when a humanoid has 41 or more tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Cramped interior====&lt;br /&gt;
This thought occurs when a humanoid has 4-10 tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Confined interior====&lt;br /&gt;
This thought occurs when a humanoid has 3 or less tiles accessible within radius 7 in the current room (objects that can be walked over do not affect this - see [[Space]]).&lt;br /&gt;
&lt;br /&gt;
====Was imprisoned====&lt;br /&gt;
This thought occurs after a [[prisoner]] is released.&lt;br /&gt;
It does not occur to newly recruited prisoners.&lt;br /&gt;
&lt;br /&gt;
====Ratty apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health between 21% and 50%.&lt;br /&gt;
&lt;br /&gt;
====Tattered apparel====&lt;br /&gt;
This thought occurs when a humanoid is wearing apparel which has health 20% or less.&lt;br /&gt;
&lt;br /&gt;
====We butchered humanlike====&lt;br /&gt;
This thought occurs when a human corpse is processed at a butcher table.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
If a colonist is resurrected using a [[Resurrector mech serum]], the various mood penalties from losing a spouse, friend, colonist and so forth are removed. If there were bonuses such as from a recent marriage, these will not return, either for the directly affected pawns or anybody else in the colony.&amp;lt;ref&amp;gt;[https://ludeon.com/forums/index.php?topic=49046.30 Topic about resurrection on the official Ludeon forum.]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.9.722|0.9.722]] - Tattered apparel thought added.&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Pain now creates unhappiness.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Crowded thought added. Added [[room stats|room quality]] related thoughts for doing Joy or Eating in them, and owning an impressive bedroom or barracks. Nuzzling added.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added ‘freed from slavery’ mood-boosting thought for pawns bought from a trader. Added mood boost when prisoner released.&lt;br /&gt;
* ? - &amp;quot;Slave sold&amp;quot; penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=135727</id>
		<title>Mental inspiration</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Mental_inspiration&amp;diff=135727"/>
		<updated>2023-07-19T13:39:33Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: /* Inspired taming */ + Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, increasing the meat amount by at least 33% compared to hunting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite|reason=Cleanup. Effects are written in descriptive language, but needs mechanical specifics. Needs an analysis section}}&lt;br /&gt;
[[File:IconsColonistBarInspired.png|thumb|right|Icon for inspired colonists.]]&lt;br /&gt;
[[File:Colonist icon with inspiration.png|thumb|right|An inspired colonist in the colonist bar.]]&lt;br /&gt;
Colonists with a high [[mood]] can randomly have '''mental inspirations''', giving a stat boost for some time or a special one time benefit. Unlike [[mental break]]s, you retain full control of the mentally inspired colonist.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Colonists have a chance dependent on their mood to have a random mental inspiration. There are 8 different types of inspirations that can strike, chosen at random from all the options for which the affected colonist meets the requirements. Colonists can only have one inspiration at a time. Having an inspiration prevents any others until the current inspiration ends. &lt;br /&gt;
&lt;br /&gt;
The mean number of days between inspirations is dependent on the current mood of the colonist, and is controlled by the following equation: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Inspiration MTB = If'''{Current Mood ≥ 50'''} Then {'''410 - (400 × (Current Mood/100)'''} Else {'''0'''}'''&lt;br /&gt;
|}&lt;br /&gt;
Where '''Current Mood''' is the mood of the colonist in question, expressed as real number between 0 and 100, inclusive.&lt;br /&gt;
&lt;br /&gt;
Therefore, inspirations cannot occur unless a colonist's mood is above 49%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mood !! MTB Inspirations !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|  50% || 210 Days || rowspan =6; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Mood|yAxisTitle = MTB Inspiration (Days)|x=50,100|y=210,10}}&lt;br /&gt;
|-&lt;br /&gt;
|  60% || 170 Days&lt;br /&gt;
|-&lt;br /&gt;
|  70% || 130 Days&lt;br /&gt;
|-&lt;br /&gt;
|  80% ||  90 Days&lt;br /&gt;
|-&lt;br /&gt;
|  90% ||  50 Days&lt;br /&gt;
|-&lt;br /&gt;
| 100% ||  10 Days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This can be a huge bonus to a colony, so if you find some of your colonists' moods are running pretty high, that might be a good time to rigorously enforce ''more'' recreation for them, to push them over the edge into inspiration.&lt;br /&gt;
&lt;br /&gt;
Some [[traits]] prevent certain types of inspirations. Additionally, the pawns with the [[Tortured artist]] trait have a 50% to gain an [[#Inspired Creativity|Inspired Creativity]] inspiration after a [[mental break]] ends, with a possible exception of &amp;quot;Run Wild&amp;quot; mental breaks.{{Check Tag|Verify}} These pawns can be manipulated to create [[Quality]] work of all types by intentionally giving them a generally poor environment such as through  awful accommodations, poor food, no access to recreation, and/or any other stressors.&lt;br /&gt;
&lt;br /&gt;
The [[Psycasts#Word of inspiration|Word of Inspiration]] psycast {{RoyaltyIcon}} gives the target an inspiration. This inspiration is selected randomly by the same rules as any other natural inspiration.&lt;br /&gt;
&lt;br /&gt;
== Inspirations ==&lt;br /&gt;
=== Go frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will move faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
* '''Incompatible Trait:''' [[Slowpoke]]&lt;br /&gt;
&lt;br /&gt;
A colonist's great mood lifts them up and makes them [[move speed|move]] 1.4x as fast, as long as they feels inspired.&lt;br /&gt;
&lt;br /&gt;
=== Inspired creativity ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items. The inspiration will end after 8 days, or when the creation is completed.}}&lt;br /&gt;
{{See also|Quality}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Artistic|Artistic]] 3 / [[Skills#Crafting|Crafting]] 3 / [[Skills#Construction|Construction]] 3&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonist insight on how to make a quality item. After it is completed, that item will be [[Quality#Quality with Inspired Creativity|2 Quality levels higher]] than it would otherwise be, allowing for the creation of legendary items. The inspiration is only good for the next single object created, after which the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Inspired recruitment ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully recruit the next prisoner regardless of difficulty or resistance. The inspiration will end after 8 days, or when the prisoner is recruited.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist gains insight on how to recruit prisoners into the colony. They will successfully recruit (or [[Slavery#Ideology|enslave]]) the next prisoner they attempt to recruit, regardless of difficulty or remaining resistance.&lt;br /&gt;
&lt;br /&gt;
To make the most out of the recruitment, you may manually have the warden prioritize the recruitment attempt on a specific prisoner. If the prisoner has been talked to recently, you will need to disable warden interactions for that prisoner, and wardening for the inspired warden, then wait a while before enabling them both.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a prisoner is recruited.&lt;br /&gt;
&lt;br /&gt;
=== Inspired surgery ===&lt;br /&gt;
{{Quote|The next time &amp;lt;NAME&amp;gt; performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies. The inspiration will end after 8 days, or when the surgery is performed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Medical|Medical]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist becomes more concentrated in surgeries after being inspired, and as a result, the success chance for the next surgery they perform will be doubled. '''Note''' however that the 98% success rate maximum still applies i.e. there will always be a 2% chance of failure. Thus high skill doctors operating in high quality hospitals can receive no benefit from this inspiration but it can make a great difference for those with lower Medicine skill who are not good surgeons yet, or operations such as [[carcinoma]] removal that have a lower chance of success.{{Check Tag|Fact Check|Carcinomas have high chances of bad outcomes but is it directly affecting the same stat?}}&lt;br /&gt;
&lt;br /&gt;
The inspiration ends after a surgery is performed, even if the surgery fails.&lt;br /&gt;
&lt;br /&gt;
=== Inspired taming ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will successfully tame the next animal regardless of difficulty. The inspiration will end after 8 days, or when an animal was tamed.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Animals|Animals]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to tame an animal. They will successfully tame the next animal regardless of difficulty. They will not be able to tame any animal that they do not have the requisite skill level to tame however.&lt;br /&gt;
&lt;br /&gt;
The inspiration ends when an animal is tamed.&lt;br /&gt;
&lt;br /&gt;
Even if no new tamed animals are required, this inspiration can be used to tame and then slaughter large animals, increasing the [[Meat Amount|meat amount]] by at least 33% compared to hunting.&lt;br /&gt;
&lt;br /&gt;
=== Inspired trade ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will get a significant trade price bonus when closing [PAWN_possessive] next trade deal. The inspiration will expire after 8 days, or when the deal is done.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' [[Skills#Social|Social]] 3&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to obtain a great deal. They will get a great 18% boost in [[Trade Price Improvement|trade prices]], essentially meaning 12 more levels of [[Skills#Social|Social skill]].&lt;br /&gt;
&lt;br /&gt;
After one successful trade deal, the inspiration ends.&lt;br /&gt;
&lt;br /&gt;
=== Shoot frenzy ===&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will shoot more accurately for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 days &lt;br /&gt;
* '''Minimum skill:''' None &lt;br /&gt;
* '''Incompatible Trait:''' [[Brawler]], non-violent&lt;br /&gt;
&lt;br /&gt;
A colonist is inspired to shoot more accurately and will shoot as if they have +8 additional levels in the [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
This is more useful if the colony frequently receives raids or if the inspired colonist is a hunter.&lt;br /&gt;
&lt;br /&gt;
=== Work frenzy ===&lt;br /&gt;
{{Stub|section=1|reason=Does this multiplication occur before or after the effect of traits such as Industrious?}}&lt;br /&gt;
{{Quote|&amp;lt;NAME&amp;gt; will work faster for the next 8 days.}}&lt;br /&gt;
* '''Base duration:''' 8 day &lt;br /&gt;
* '''Minimum skill:''' None&lt;br /&gt;
&lt;br /&gt;
A colonist suddenly becomes significantly more productive and will have their [[Global Work Speed]] multiplied by 1.8x for the duration of the inspiration. Global Work Speed is applied as a multiplier to the following stats:&lt;br /&gt;
{{#ask: [[Global Work Speed Factor::true]]&lt;br /&gt;
| format = ul&lt;br /&gt;
| limit  = 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Legacy inspirations ==&lt;br /&gt;
&lt;br /&gt;
These no longer exist in the current version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Inspired art ===&lt;br /&gt;
* '''Base duration:''' 8 days &amp;lt;br&amp;gt;&lt;br /&gt;
: '''Minimum skill:''' Artistic 6&lt;br /&gt;
&lt;br /&gt;
A sudden burst of inspiration gives colonists a great idea for a piece of art, and after it is completed, that piece of art will be 3 levels higher than it would otherwise be. The inspiration is only good for 1 piece of art. Replaced by [[Mental inspiration#Inspiredvcreativity|Inspired Creativity]] in Beta 19.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added with the following inspirations: Work frenzy, Go frenzy, Shoot frenzy, Inspired trade, Inspired recruitment, Inspired surgery, Inspired art. At the time, incapacitation would end the inspiration.&lt;br /&gt;
* Beta 19/ 1.0 - Inspired colonists now get a special icon in the colonist bar&lt;br /&gt;
* 1.1 - &amp;quot;Inspired taming&amp;quot; inspiration added.&lt;br /&gt;
&lt;br /&gt;
{{nav|status levels|wide}}&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat_Amount&amp;diff=135706</id>
		<title>Meat Amount</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat_Amount&amp;diff=135706"/>
		<updated>2023-07-18T20:11:25Z</updated>

		<summary type="html">&lt;p&gt;SyntaxTerror: + == Optimum meat amount per animal == (table)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=This page is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}{{Stat&lt;br /&gt;
| default base value = 140&lt;br /&gt;
| to string style = Integer&lt;br /&gt;
| description = The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The actual amount of meat gained from butchering is also affected by [[Butchery Efficiency]] and the [[Work Efficiency Factor]] of the production station used to do the butchering. [[Butcher spot]]s have a factor of 70%, while [[butcher table]]s have a factor of 100%.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
The base value of Meat Amount is 140, other than for [[dryads]], which have a base value of 2. This is multiplied by the following factors:&lt;br /&gt;
* [[Body Size]]&lt;br /&gt;
* Remaining [[body parts]]&lt;br /&gt;
* [[Animals#Slaughtering|Not carefully slaughtered:]] ×0.66&lt;br /&gt;
* Butcher yield from [[difficulty]]&lt;br /&gt;
* [[Malnutrition]]: 100% malnutrition is ×0.4, scales linearly&lt;br /&gt;
&lt;br /&gt;
== Optimum meat amount per animal ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Meat amount per animal&lt;br /&gt;
! Animal !! Meat&amp;lt;br&amp;gt;amount&lt;br /&gt;
|-&lt;br /&gt;
| [[Alpaca]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Alphabeaver]] || style=&amp;quot;text-align: center;&amp;quot; | 63&lt;br /&gt;
|-&lt;br /&gt;
| [[Bear]] (any) || style=&amp;quot;text-align: center;&amp;quot; | 301&lt;br /&gt;
|-&lt;br /&gt;
| [[Bison]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomalope]] || style=&amp;quot;text-align: center;&amp;quot; | 280&lt;br /&gt;
|-&lt;br /&gt;
| [[Boomrat]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Caribou]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassowary]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]] || style=&amp;quot;text-align: center;&amp;quot; | 45&lt;br /&gt;
|-&lt;br /&gt;
| [[Chicken]] || style=&amp;quot;text-align: center;&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]] || style=&amp;quot;text-align: center;&amp;quot; | 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobra]] || style=&amp;quot;text-align: center;&amp;quot; | 36&lt;br /&gt;
|-&lt;br /&gt;
| [[Cougar]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Cow]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Deer]] || style=&amp;quot;text-align: center;&amp;quot; | 168&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]] || style=&amp;quot;text-align: center;&amp;quot; | 196&lt;br /&gt;
|-&lt;br /&gt;
| [[Dromedary]] || style=&amp;quot;text-align: center;&amp;quot; | 294&lt;br /&gt;
|-&lt;br /&gt;
| [[Duck]] || style=&amp;quot;text-align: center;&amp;quot; | 42&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant]] || style=&amp;quot;text-align: center;&amp;quot; | 560&lt;br /&gt;
|-&lt;br /&gt;
| [[Elk]] || style=&amp;quot;text-align: center;&amp;quot; | 294&lt;br /&gt;
|-&lt;br /&gt;
| [[Emu]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Fox]] (any) || style=&amp;quot;text-align: center;&amp;quot; | 77&lt;br /&gt;
|-&lt;br /&gt;
| [[Gazelle]] || style=&amp;quot;text-align: center;&amp;quot; | 98&lt;br /&gt;
|-&lt;br /&gt;
| [[Goat]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Goose]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Guinea pig]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Husky]] || style=&amp;quot;text-align: center;&amp;quot; | 120&lt;br /&gt;
|-&lt;br /&gt;
| [[Ibex]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]] || style=&amp;quot;text-align: center;&amp;quot; | 56&lt;br /&gt;
|-&lt;br /&gt;
| [[Labrador]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Lynx]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Megasloth]] || style=&amp;quot;text-align: center;&amp;quot; | 560&lt;br /&gt;
|-&lt;br /&gt;
| [[Monkey]] || style=&amp;quot;text-align: center;&amp;quot; | 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Muffalo]] || style=&amp;quot;text-align: center;&amp;quot; | 336&lt;br /&gt;
|-&lt;br /&gt;
| [[Ostrich]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Panther]] || style=&amp;quot;text-align: center;&amp;quot; | 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig]] || style=&amp;quot;text-align: center;&amp;quot; | 238&lt;br /&gt;
|-&lt;br /&gt;
| [[Raccoon]] || style=&amp;quot;text-align: center;&amp;quot; | 56&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhinoceros]] || style=&amp;quot;text-align: center;&amp;quot; | 420&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheep]] || style=&amp;quot;text-align: center;&amp;quot; | 105&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowhare]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Squirrel]] || style=&amp;quot;text-align: center;&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrumbo]] || style=&amp;quot;text-align: center;&amp;quot; | 560&lt;br /&gt;
|-&lt;br /&gt;
| [[Tortoise]] || style=&amp;quot;text-align: center;&amp;quot; | 70&lt;br /&gt;
|-&lt;br /&gt;
| [[Turkey]] || style=&amp;quot;text-align: center;&amp;quot; | 84&lt;br /&gt;
|-&lt;br /&gt;
| [[Warg]] || style=&amp;quot;text-align: center;&amp;quot; | 196&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild boar]] || style=&amp;quot;text-align: center;&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolf]] (any) || style=&amp;quot;text-align: center;&amp;quot; | 119&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]] || style=&amp;quot;text-align: center;&amp;quot; | 294&lt;br /&gt;
|-&lt;br /&gt;
| [[Yorkshire terrier]] || style=&amp;quot;text-align: center;&amp;quot; | 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Post-Process Curve ==&lt;br /&gt;
Meat Amount is then affected by a post-process curve with points:&lt;br /&gt;
* (0,0)&lt;br /&gt;
* (5,14)&lt;br /&gt;
* (40,40)&lt;br /&gt;
* (100000,100000)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Meat Amount by Body Size&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Body Size|yAxisTitle=Meat Amount|type=line|x=0, {{#expr:5/140}}, {{#expr:40/140}}, {{#expr:10000/140}}|y2=0, 14, 40, 10000|x2=0, 1|y1=0, 5, 40, 10000|yType=number|yAxisMax=140|xAxisMax=1|linewidth=1|colors=red, black|legend=|y1Title=Pre-curve|y2Title=Post-curve}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{nav|stats|wide}}&lt;/div&gt;</summary>
		<author><name>SyntaxTerror</name></author>
	</entry>
</feed>