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	<updated>2026-04-06T01:05:02Z</updated>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144599</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144599"/>
		<updated>2024-04-27T03:09:13Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Distractions */ Plural link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = 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;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||0-4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with devastating combat capabilities.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a sound indicating its arrival. It will spawn in a docile state where it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack.&lt;br /&gt;
&lt;br /&gt;
Study will reveal it can be used as a weapon on the local map. Extended study will reveal that it is becoming unstable; Suppression will eventually become ineffective. Even if not studied, it will become unstable with time. A warning [[letter]] will notify the player 10 days before suppression will no longer lower the nociosphere's activity.&lt;br /&gt;
&lt;br /&gt;
If sent out to attack, it will be active from 90-115 seconds depending on the stage of study{{Check Tag|Verify}}, starting from 115 seconds down to 90 seconds. Once this timer expires, the entity will reappear in a dormant state wherever the origin of the attack was initiated.&lt;br /&gt;
&lt;br /&gt;
If the nociosphere has less than 10 days before it becomes unstable, and is not destroyed during an attack, it will depart and cannot be looted.&lt;br /&gt;
&lt;br /&gt;
The sphere cannot be sent to a ''Pocket Map'' [[site]], even if that site originated within the same home tile the nociosphere occupies.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Before becoming unstable, there are no downsides to farming from a nociosphere as it will not destabilize faster and cannot escape unless its activity reaches 100%. Be sure to always have a pawn available for suppression to avoid an early escape.&lt;br /&gt;
&lt;br /&gt;
The nociosphere is ''incredibly'' strong. Extreme care should be taken when being deployed as an offensive or defensive weapon to avoid friendly casualties. If possible, it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. &lt;br /&gt;
&lt;br /&gt;
Once the point is reached where it can no longer be stabilized, it is imperative to get rid of the sphere before it can attack the entire colony that houses it. There are multiple strategies for doing so{{Check Tag|Add Details|Compile any other useful strategies below}}:&lt;br /&gt;
&lt;br /&gt;
{{Rewrite|reason=Verify, reorganize and represent information within professionally}}&lt;br /&gt;
&lt;br /&gt;
The author of this note conducted several real-world tests in order to assess the combat effectiveness of the nociosphere.&lt;br /&gt;
Although the health parameters indicate that each part of the sphere withstands 12,500 damage, in fact it is destroyed much earlier. According to tests in developer mode, she can withstand 1,500 damage, which is 10 times more than a human. It also has protection no worse than that of marine armor.&lt;br /&gt;
Extremely effective against melee opponents due to constant teleportation and the inability to be surrounded by more than eight opponents. It can be continuously stunned by EMP grenades, which are often found among pirates. Due to its large size, it takes x200% damage from machine guns.&lt;br /&gt;
Uses attacks:&lt;br /&gt;
1)Agony pulse- adds +100% pain. The effect is weakened against pain-resistant Neanderthals and piggies. useless against mentally deaf creatures and mechanoids.&lt;br /&gt;
2)Heatspikes- machine gun fire with 18 damage. &lt;br /&gt;
3)Fleshmelter bolt- it looks like a Diabolus weapon, but it shoots instantly. Reduced damage to the mechanoids.&lt;br /&gt;
The nociosphere was able to repel the attack of the impids with a number of 60 people, for 5,000 raid points, but failed to repel a Gorehulk attack of similar size. It may have been able to defeat 60 Gorehulks grouped tightly together, but if its opponents are distributed over the map, the nociosphere's attacks become way less efficient and its onslaught timer will run out before it was able to kill all its opponents. So beware if you are sending the nociosphere to defeat a single group of enemies, like a siege raid: it may be able to cause the raiders to flee with just a few attacks and then it has plenty of time left to teleport back to your base and end your run.&lt;br /&gt;
&lt;br /&gt;
=== Colony Defense ===&lt;br /&gt;
Whenever the colony might be raided, or otherwise have hostile creatures within the home tile, the nociosphere can be sent to dispatch them. Even low threat raids should be considered a target for the sphere, as each fight will weaken the sphere for subsequent raids. This may allow the sphere's loot to be obtained before it is able to disappear permanently.&lt;br /&gt;
&lt;br /&gt;
=== Distractions ===&lt;br /&gt;
The entity is hostile to ALL creatures{{Check Tag|Verify|Entities?}}, including mechanoids and wildlife.&lt;br /&gt;
&lt;br /&gt;
In the event there are no enemies, the sphere can be sent near [[animals]] to distract it until the end of its onslaught. Faster animals can sometimes kite the nociosphere until its onslaught mode deactivates. Be careful that these animals do not bring the sphere back towards the colony.&lt;br /&gt;
&lt;br /&gt;
Active or inactive [[mechanoid cluster]]s{{RoyaltyIcon}} can also be a prime target for the sphere, sometimes allowing the entire cluster to be wiped out. Note that this method will likely destroy any valuable resources from the cluster, such as the [[mech node]] and [[unstable power cell]].&lt;br /&gt;
&lt;br /&gt;
A skilled animal handler or a [[mechanitor]]{{BiotechIcon}} can use disposable animals or [[mechanoids]] to either kite or distract the sphere. The use of allowed [[zones]] can be helpful in keeping your trainer or mechanitor at a distance while the bait keeps the sphere away from the colony.&lt;br /&gt;
&lt;br /&gt;
The use of [[psychic rituals]] can also serve as a nice distraction, provided the colony has the resources and manpower to conduct one.&lt;br /&gt;
&lt;br /&gt;
=== Direct Combat ===&lt;br /&gt;
Rarely, or within certain biomes, a large amount of disposable pawns may not be readily available on the home tile. Attacking the sphere and obtaining the loot stashed within should be considered secondary to protecting the colony and the structures within.&lt;br /&gt;
&lt;br /&gt;
EMP weaponry does affect the nociosphere and the acquisition of such weapons should considered a priority if direct combat with the sphere is warranted. Directly attacking the nociosphere without EMP weaponry is ill-advised without end-game gear and/or highly skilled colonists. and/or a large amount of disposable creatures.&lt;br /&gt;
&lt;br /&gt;
Deploying the sphere at the farthest possible point can delay the attack by a precious few seconds, although the sphere's teleportation ability will quickly make up this distance if no targets are available nearby.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;nocere&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144592</id>
		<title>Nociosphere</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Nociosphere&amp;diff=144592"/>
		<updated>2024-04-26T19:40:34Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Trivia */ Italicize foreign word, bounding box trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| name = Nociosphere&lt;br /&gt;
| description = 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;
| image = Nociosphere.png&lt;br /&gt;
| type = Entity &lt;br /&gt;
| destroyyield = {{Icon small|Shard||2}} + {{Icon small|Steel||200}} + {{Icon small|Plasteel||100}} + {{Icon small|Steel slag chunk||4}} + {{Icon small|Bioferrite||35}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Nociosphere''' is an initially-dormant mechanical [[entity]] with devastating combat capabilities.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The nociosphere will randomly appear on the map, playing a soundbyte, spawning in a docile state. Here it can be easily captured. Having a holding requirement of 0 makes this even easier, as it will never randomly escape or attack.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The nociosphere is a black sphere with red highlights. It can be suppressed, and should it reach 100% instability, it will become hostile &amp;amp; attack. Study will reveal it can be used as a weapon on your local map. Extended study will reveal that it is unstable and suppression will soon become impossible (10 days). Even if not studied, it will become unstable with time. &lt;br /&gt;
&lt;br /&gt;
If sent out it will be active from 90-115 seconds depending on what stage of study, starting from 115 down to 90&lt;br /&gt;
&lt;br /&gt;
Even if you don't study it, it will become unstable with time so you cannot leave it be to keep as a weapon so be careful. Depending on how long you have it, study deepens on at what stage it is, how long it's active, all from 115 from the start down to 90 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The nociosphere yields 7.2 [[bioferrite]] and 720W per day.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It is ''incredibly'' strong, and should be treated with '''extreme''' care when being deployed as an offensive or defensive weapon. When deployed it goes into an &amp;quot;onslaught mode&amp;quot; which lasts 90-115 seconds during which it will attack everything and teleport to get closer to its targets. This means also, if deployed carelessly, that it can easily wipe out an even midgame colony due to its extremely powerful attacks. The nociosphere IS affected by EMP weapons and can be brought down with ease.&lt;br /&gt;
&lt;br /&gt;
Once it reached the point where it can no longer be stabilised it is imperative to get rid of it as fast as possible. If possible it should be released against a threat that can keep it busy for most of its 90-115 seconds of onslaught mode. If it destabilises it will enter its onslaught mode and go after everything living (not entities) until the onslaught mode is over. Once it has been released for one last time it will disappear. In the event there are no enemies, you can set it down near animals for it to target, faster animals can sometimes kite the Nociosphere until its onslaught mode deactivates.&lt;br /&gt;
&lt;br /&gt;
There are NO DOWNSIDES to farming from a Nociosphere as it will not destabilise faster, even when farmed. It yields 7.2 bioferrite and 720W of electricity per day when harvested. This makes it great for farming, as long as the player is aware of the risks.&lt;br /&gt;
&lt;br /&gt;
A possible way of dealing with the Nociosphere is to use Summon Shamblers and/or Summon Fleshbeasts, this will create a large number of high HP/Regenerating foes for the Nociosphere to defeat, in an ideal world the Nociosphere will be distracted for the entire 110 seconds, and the enemies left can be cleared out by your Pawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The author of this note conducted several real-world tests in order to assess the combat effectiveness of the nociosphere.&lt;br /&gt;
Although the health parameters indicate that each part of the sphere withstands 12,500 damage, in fact it is destroyed much earlier. According to tests in developer mode, she can withstand 1,500 damage, which is 10 times more than a human. It also has protection no worse than that of marine armor.&lt;br /&gt;
Extremely effective against melee opponents due to constant teleportation and the inability to be surrounded by more than eight opponents. It can be continuously stunned by EMP grenades, which are often found among pirates. Due to its large size, it takes x200% damage from machine guns.&lt;br /&gt;
Uses attacks:&lt;br /&gt;
1)Agony pulse- adds +100% pain. The effect is weakened against pain-resistant Neanderthals and piggies. useless against mentally deaf creatures and mechanoids.&lt;br /&gt;
2)Heatspikes- machine gun fire with 18 damage. &lt;br /&gt;
3)Fleshmelter bolt- it looks like a Diabolus weapon, but it shoots instantly. Reduced damage to the mechanoids.&lt;br /&gt;
The nociosphere was able to repel the attack of the impids with a number of 60 people, for 5,000 raid points, but failed to repel a Gorehulk attack of similar size. It may have been able to defeat 60 Gorehulks grouped tightly together, but if its opponents are distributed over the map, the nociosphere's attacks become way less efficient and its onslaught timer will run out before it was able to kill all its opponents. So beware if you are sending the nociosphere to defeat a single group of enemies, like a siege raid: it may be able to cause the raiders to flee with just a few attacks and then it has plenty of time left to teleport back to your base and end your run.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Nociosphere's name likely comes from the words &amp;quot;[https://en.wikipedia.org/wiki/Nociception nocioception]&amp;quot;, which refers to the body's ability to feel pain, or &amp;quot;''nocere''&amp;quot; which is the latin word for harm/hurt.&lt;br /&gt;
* The Nociosphere has a bounding box that is 2x2 tiles in size, making it the only pawn with a box larger than 1x1.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Y3jt21kaiy0zkrwk&amp;topic_postId=y3juol2ivq9pkgg4&amp;topic_revId=y3juol2ivq9pkgg4&amp;action=single-view</id>
		<title>Topic:Y3jt21kaiy0zkrwk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Y3jt21kaiy0zkrwk&amp;topic_postId=y3juol2ivq9pkgg4&amp;topic_revId=y3juol2ivq9pkgg4&amp;action=single-view"/>
		<updated>2024-04-25T03:35:02Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Turnovus&quot; class=&quot;mw-userlink&quot; title=&quot;User:Turnovus&quot;&gt;&lt;bdi&gt;Turnovus&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Turnovus&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Turnovus&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Turnovus&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Turnovus&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:Y3jt21kaiy0zkrwk&amp;amp;topic_showPostId=y3juol2ivq9pkgg4#flow-post-y3juol2ivq9pkgg4&quot;&gt;commented&lt;/a&gt; on &quot;Drops / Info&quot; (&lt;em&gt;Nociospheres have a healing factor of 0, and never regenerate health otherwise. So it makes sense that it wouldn&amp;#039;t fare as well against t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144326</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144326"/>
		<updated>2024-04-24T01:35:32Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Analysis */ Granite is still weaker than most ore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc}}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors:&lt;br /&gt;
* '''Wall/door integrity''' - The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger structures having a higher contribution. Note that this relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed.&lt;br /&gt;
* '''Roof''' - Enclosing the containment room with a roof will increase its containment strength.&lt;br /&gt;
* '''Lighting''' - Ensuring that the light level around the entity is high enough will increase containment strength.&lt;br /&gt;
* '''Temperature''' - Some entities will be easier to contain in lower temperatures.{{Check Tag|Verify|I believe that this is mentioned at least once in-game, but I don't know which entities it applies to, if any.}}&lt;br /&gt;
* '''Flooring''' - Using any amount of [[bioferrite plating]] floor will increase the room's containment strength. Flooring the entire room will provide the full effect.&lt;br /&gt;
* '''Containment facilities''' - Each containment facility has its own impact on containment strength. Some facilities exist solely to raise containment strength, while others exploit entities for resources while lowering containment strength. See below for more details.&lt;br /&gt;
* '''Number of platforms''' - Having multiple holding spots or platforms in the same room will reduce their effectiveness, even if they are unoccupied.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Cost !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Entity containment]] || {{Required Resources|Electric inhibitor}} || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|64px]]&lt;br /&gt;
|| [[Entity containment]] || {{Required Resources|Shard inhibitor}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Bioferrite harvesting]] || {{Required Resources|Bioferrite harvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || {{Required Resources|Electroharvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible non-ore walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite_harvester&amp;diff=144325</id>
		<title>Bioferrite harvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite_harvester&amp;diff=144325"/>
		<updated>2024-04-24T01:11:17Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Infobox info, fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Bioferrite harvester&lt;br /&gt;
| image = BioferriteHarvester east.png&lt;br /&gt;
| description = When placed near to a holding platform, this device draws biomass from the held entity and converts it to bioferrite.&amp;lt;br/&amp;gt;Larger entities generally produce more bioferrite. However, for most creatures, the process causes extreme discomfort, making the entity harder to contain.&amp;lt;br/&amp;gt;Each holding platform can only support one harvester, however each harvester can link to up to four platforms.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.9&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 2&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 200&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| research = Bioferrite harvesting&lt;br /&gt;
| work to make = 4000&lt;br /&gt;
| power = -100&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
The '''bioferrite harvester''' is a building added by the [[Anomaly DLC]] that harvests [[bioferrite]] from nearby [[containment|contained]] [[entities]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Anomaly Research: &amp;quot;Bioferrite Harvesting.&amp;quot;  Basic tier, requires electricity.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
A bioferrite harvester takes 100W to power, and reduces containment strength of connected [[Holding spot|holding spots]] or [[Holding platform|platforms]] by 15 points. However, it generates a steady supply of [[Bioferrite|bioferrite]] when an entity is contained on the connected platform. The rate depends on the type of entity contained there, and depends both on the entity's innate 'bioferrite density' stat, as well as body size. In general, larger and more advanced entities will produce more bioferrite.&lt;br /&gt;
&lt;br /&gt;
The harvester will generate continuously, while colonists will periodically unload the collected bioferrite. It has an internal buffer capacity of 60 bioferrite, once this capacity has been reached, it will stop generating until the bioferrite has been unloaded.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Bioferrite Generation by Entity&lt;br /&gt;
|-&lt;br /&gt;
! Entity Name !! Bioferrite Generated per Day&lt;br /&gt;
|-&lt;br /&gt;
| Ghoul || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Shambler || 1.00&lt;br /&gt;
|-&lt;br /&gt;
| Fingerspike || 1.20&lt;br /&gt;
|-&lt;br /&gt;
| Sightstealer || 1.60&lt;br /&gt;
|-&lt;br /&gt;
| Toughspike || 2.00&lt;br /&gt;
|-&lt;br /&gt;
| Fleshmass nucleus || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| Shambler gorehulk || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| Devourer || 4.00&lt;br /&gt;
|-&lt;br /&gt;
| Revenant || 4.00&lt;br /&gt;
|-&lt;br /&gt;
| Shambler gorehulk || 3.00&lt;br /&gt;
|-&lt;br /&gt;
| Bulbfreak || 7.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard_inhibitor&amp;diff=144324</id>
		<title>Shard inhibitor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard_inhibitor&amp;diff=144324"/>
		<updated>2024-04-24T01:02:41Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Infobox info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Shard inhibitor&lt;br /&gt;
| description = A shard of dark archotechnology that resonates with psychic energy, increasing the containment strength of any holding platform or spot within its radius.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The effect does not stack.&lt;br /&gt;
| image = ShardInhibitor.png&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| hp = 100&lt;br /&gt;
| research = Entity containment&lt;br /&gt;
| work to make = 1000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 15&lt;br /&gt;
| resource 2 = Shard&lt;br /&gt;
| resource 2 amount = 1&lt;br /&gt;
| deconstruct yield = {{Icon Small|Steel||15}} + {{Icon Small|Shard||1}} &amp;lt;!-- &amp;lt;resourcesFractionWhenDeconstructed&amp;gt;1&amp;lt;/resourcesFractionWhenDeconstructed&amp;gt; --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144323</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144323"/>
		<updated>2024-04-24T00:51:33Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Containment facilities */ Image size, consistent punctuation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc}}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors:&lt;br /&gt;
* '''Wall/door integrity''' - The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger structures having a higher contribution. Note that this relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed.&lt;br /&gt;
* '''Roof''' - Enclosing the containment room with a roof will increase its containment strength.&lt;br /&gt;
* '''Lighting''' - Ensuring that the light level around the entity is high enough will increase containment strength.&lt;br /&gt;
* '''Temperature''' - Some entities will be easier to contain in lower temperatures.{{Check Tag|Verify|I believe that this is mentioned at least once in-game, but I don't know which entities it applies to, if any.}}&lt;br /&gt;
* '''Flooring''' - Using any amount of [[bioferrite plating]] floor will increase the room's containment strength. Flooring the entire room will provide the full effect.&lt;br /&gt;
* '''Containment facilities''' - Each containment facility has its own impact on containment strength. Some facilities exist solely to raise containment strength, while others exploit entities for resources while lowering containment strength. See below for more details.&lt;br /&gt;
* '''Number of platforms''' - Having multiple holding spots or platforms in the same room will reduce their effectiveness, even if they are unoccupied.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Cost !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Entity containment]] || {{Required Resources|Electric inhibitor}} || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|64px]]&lt;br /&gt;
|| [[Entity containment]] || {{Required Resources|Shard inhibitor}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Bioferrite harvesting]] || {{Required Resources|Bioferrite harvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || {{Required Resources|Electroharvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:ShardInhibitor.png&amp;diff=144322</id>
		<title>File:ShardInhibitor.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:ShardInhibitor.png&amp;diff=144322"/>
		<updated>2024-04-24T00:50:25Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: {{Anomaly}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144321</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144321"/>
		<updated>2024-04-24T00:45:57Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Containment facilities */ Add costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc}}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors:&lt;br /&gt;
* '''Wall/door integrity''' - The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger structures having a higher contribution. Note that this relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed.&lt;br /&gt;
* '''Roof''' - Enclosing the containment room with a roof will increase its containment strength.&lt;br /&gt;
* '''Lighting''' - Ensuring that the light level around the entity is high enough will increase containment strength.&lt;br /&gt;
* '''Temperature''' - Some entities will be easier to contain in lower temperatures.{{Check Tag|Verify|I believe that this is mentioned at least once in-game, but I don't know which entities it applies to, if any.}}&lt;br /&gt;
* '''Flooring''' - Using any amount of [[bioferrite plating]] floor will increase the room's containment strength. Flooring the entire room will provide the full effect.&lt;br /&gt;
* '''Containment facilities''' - Each containment facility has its own impact on containment strength. Some facilities exist solely to raise containment strength, while others exploit entities for resources while lowering containment strength. See below for more details.&lt;br /&gt;
* '''Number of platforms''' - Having multiple holding spots or platforms in the same room will reduce their effectiveness, even if they are unoccupied.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Cost !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Entity containment]] || {{Required Resources|Electric inhibitor}} || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform.&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|128px]]&lt;br /&gt;
|| [[Entity containment]] || {{Required Resources|Shard inhibitor}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Bioferrite harvesting]] || {{Required Resources|Bioferrite harvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || {{Required Resources|Electroharvester}} || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144320</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144320"/>
		<updated>2024-04-24T00:42:26Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Containment facilities */ Add table of facilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc}}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors:&lt;br /&gt;
* '''Wall/door integrity''' - The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger structures having a higher contribution. Note that this relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed.&lt;br /&gt;
* '''Roof''' - Enclosing the containment room with a roof will increase its containment strength.&lt;br /&gt;
* '''Lighting''' - Ensuring that the light level around the entity is high enough will increase containment strength.&lt;br /&gt;
* '''Temperature''' - Some entities will be easier to contain in lower temperatures.{{Check Tag|Verify|I believe that this is mentioned at least once in-game, but I don't know which entities it applies to, if any.}}&lt;br /&gt;
* '''Flooring''' - Using any amount of [[bioferrite plating]] floor will increase the room's containment strength. Flooring the entire room will provide the full effect.&lt;br /&gt;
* '''Containment facilities''' - Each containment facility has its own impact on containment strength. Some facilities exist solely to raise containment strength, while others exploit entities for resources while lowering containment strength. See below for more details.&lt;br /&gt;
* '''Number of platforms''' - Having multiple holding spots or platforms in the same room will reduce their effectiveness, even if they are unoccupied.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Research !! Limit !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Electric inhibitor]]&amp;lt;br/&amp;gt;[[File:ElectricInhibitor east.png|128px]]&lt;br /&gt;
|| [[Entity containment]] || - 6 per holding platform&amp;lt;br/&amp;gt;- Max distance: 4&amp;lt;br/&amp;gt;- Min distance: 1&amp;lt;br/&amp;gt;- Must be pointed at platform.&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{+|10}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Shard inhibitor]]&amp;lt;br/&amp;gt;[[File:ShardInhibitor.png|128px]]&lt;br /&gt;
|| [[Entity containment]] || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9 || - {{+|20}} containment strength&lt;br /&gt;
|-&lt;br /&gt;
! [[Bioferrite harvester]]&amp;lt;br/&amp;gt;[[File:BioferriteHarvester east.png|128px]]&lt;br /&gt;
|| [[Bioferrite harvesting]] || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|15}} containment strength&amp;lt;br/&amp;gt;- Produces [[bioferrite]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Electroharvester]]&amp;lt;br/&amp;gt;[[File:Electroharvester south.png|128px]]&lt;br /&gt;
|| [[Research#Electroharvester|Electroharvester]] || - 1 per holding platform&amp;lt;br/&amp;gt;- Max distance: 5.9&amp;lt;br/&amp;gt;- Requires line-of-sight || - {{--|25}} containment strength&amp;lt;br/&amp;gt;- {{Bad|x50%}} entity study rate&amp;lt;br/&amp;gt;- Periodically applies electrical burns to entities&amp;lt;br/&amp;gt;- Produces up to 2000W of power&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144319</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144319"/>
		<updated>2024-04-23T23:39:51Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Containment strength */ Add multiple holding platform penalty.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc}}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors:&lt;br /&gt;
* '''Wall/door integrity''' - The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger structures having a higher contribution. Note that this relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed.&lt;br /&gt;
* '''Roof''' - Enclosing the containment room with a roof will increase its containment strength.&lt;br /&gt;
* '''Lighting''' - Ensuring that the light level around the entity is high enough will increase containment strength.&lt;br /&gt;
* '''Temperature''' - Some entities will be easier to contain in lower temperatures.{{Check Tag|Verify|I believe that this is mentioned at least once in-game, but I don't know which entities it applies to, if any.}}&lt;br /&gt;
* '''Flooring''' - Using any amount of [[bioferrite plating]] floor will increase the room's containment strength. Flooring the entire room will provide the full effect.&lt;br /&gt;
* '''Containment facilities''' - Each containment facility has its own impact on containment strength. Some facilities exist solely to raise containment strength, while others exploit entities for resources while lowering containment strength. See below for more details.&lt;br /&gt;
* '''Number of platforms''' - Having multiple holding spots or platforms in the same room will reduce their effectiveness, even if they are unoccupied.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=144318</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=144318"/>
		<updated>2024-04-23T22:35:09Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Add stuff color sample square to the right of stuff category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
0. TESTING&lt;br /&gt;
--&amp;gt;{{#switch: {{lc:{{{set property|}}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#vardefine:setProperty | true }}&lt;br /&gt;
 | 0 | no | n | f | false = {{#vardefine:setProperty |}}&lt;br /&gt;
 | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1. HEAD&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}&lt;br /&gt;
  | furniture | medicine = c_01&lt;br /&gt;
  | structure = c_02&lt;br /&gt;
  | resource = c_03&lt;br /&gt;
  | weapon = c_06&lt;br /&gt;
  | animal | food = c_08&lt;br /&gt;
  | fabric = c_09&lt;br /&gt;
  | security = c_10&lt;br /&gt;
  | area | exotic = c_11&lt;br /&gt;
  | metallic | stony = c_12&lt;br /&gt;
  | plant = c_14&lt;br /&gt;
  | leathery = c_22&lt;br /&gt;
  | drug = c_24&lt;br /&gt;
  | production = c_25&lt;br /&gt;
  | psycast = c_09&lt;br /&gt;
}} }}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{#var:Name}}&amp;quot;&amp;gt;[[File:{{{image|{{#var:Name}} }}}|{{{imagesize|250x250px}}}|link = {{#var:Name}}|{{#var:Name}}]]{{#if: {{#var:setProperty}} | {{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}} }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 2. BASE STATS --&amp;gt;&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Base Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#if: {{{type2|}}} |&amp;amp;#32;–&amp;amp;#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|2}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|3}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|4}} }} }}&lt;br /&gt;
;Stuff Categories&lt;br /&gt;
:{{{stuff category|}}} {{#if: {{{color|}}} |&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{color|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{color|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{color|}}}|,|2}}|)}} }}&lt;br /&gt;
&amp;lt;abbr title=&amp;quot;Buildings and items made with this as stuff will have the color RGB: {{{color|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{tech level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Tech Level = {{{tech level|}}} }} }}&lt;br /&gt;
;Tech Level&lt;br /&gt;
:[[Tech levels|{{{tech level|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Class = {{{class|}}} Weapons}} }}&lt;br /&gt;
;Weapon Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--&amp;gt;&lt;br /&gt;
{{#if: {{{marketvalue|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{{marketvalue|}}} }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{{marketvalue|}}} }}&amp;amp;nbsp;{{Icon Small|silver}}&lt;br /&gt;
| {{#ifeq: {{lc:{{{constructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | Nutrition | |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{Market Value Calculator}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{Market Value Calculator}} }}&amp;amp;nbsp;{{Icon Small|silver}} &amp;lt;abbr title=&amp;quot;This value is automatically calculated by the wiki and may not be correct&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt; }} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stack limit|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stack Limit = {{{stack limit|}}} }} }}&lt;br /&gt;
;Stack Limit&lt;br /&gt;
:{{{stack limit|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass Base = {{{mass base|}}} }} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|&amp;lt;abbr title=&amp;quot;Beauty score when outdoors&amp;quot;&amp;gt;({{{beauty outdoors|}}})&amp;lt;/abbr&amp;gt; }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{styledominance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Style Dominance = {{{styledominance|}}} }} }}&lt;br /&gt;
  {{#if: {{{style|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Style = {{{style|}}} }} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Style Dominance&lt;br /&gt;
:{{{style|}}} {{{styledominance|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Durability --&amp;gt;&lt;br /&gt;
{{#if: {{{hp|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Base = {{{hp|}}} }} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Deterioration Rate Base = {{{deterioration|}}} }} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Flammability Base = {{{flammability|}}} }} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{%| {{{flammability|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{days to rot|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Days To Start Rot Base = {{{days to rot|}}} }} }}&lt;br /&gt;
;Days To Start Rot&lt;br /&gt;
:{{{days to rot|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min safe temperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Safe Temperature = {{{min safe temperature|}}} }} }}&lt;br /&gt;
;Min Safe Temperature&lt;br /&gt;
:{{Temperature| {{{min safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max safe temperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Safe Temperature = {{{max safe temperature|}}} }} }}&lt;br /&gt;
;Max Safe Temperature&lt;br /&gt;
:{{Temperature| {{{max safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{spoiling rate per degree per tick|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Spoiling Rate = {{{spoiling rate per degree per tick|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;per °C outside the safe temperature per tick&amp;quot;&amp;gt;Spoiling Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{spoiling rate per degree per tick|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
{{#if: {{{rotatable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{ucfirst:{{{rotatable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{path cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Path Cost = {{{path cost|}}} }} }}&lt;br /&gt;
;Path Cost&lt;br /&gt;
:{{{path cost|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 3. BUILDING --&amp;gt;&lt;br /&gt;
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{efficiency|}}} {{{speed|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Building&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}} | {{#vardefine: size | {{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{{size|}}}|}}|×|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|*|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|x|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|ˣ|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|+|&amp;amp;nbsp;+}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Size = {{#var:size}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#var:size}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minifiable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minifiable = {{{minifiable|}}} }} }}&lt;br /&gt;
;Minifiable&lt;br /&gt;
:{{ucfirst:{{{minifiable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Placeable = {{{placeable|}}} }} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{ucfirst:{{{placeable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{passability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Passability = {{{passability|}}} }} }}&lt;br /&gt;
;Passability&lt;br /&gt;
:{{{passability|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}} | {{#ifexpr: {{{cover|}}} &amp;gt; 0.75 |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness = 0.75}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:75%&lt;br /&gt;
| {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness= {{{cover|}}} }} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{%| {{{cover|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{edifice|}}}&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }}&lt;br /&gt;
;Edifice&lt;br /&gt;
:{{{edifice|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blockswind|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blocks Wind = {{{blockswind|}}} }} }}&lt;br /&gt;
;Blocks Wind&lt;br /&gt;
:{{ucfirst:{{{blockswind|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{terrain affordance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }} }}&lt;br /&gt;
;Terrain Affordance&lt;br /&gt;
:{{ucfirst:{{{terrain affordance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Power Consumption = {{{power|}}} }} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}} W&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleanliness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cleanliness = {{{cleanliness|}}} }} }}&lt;br /&gt;
;Cleanliness&lt;br /&gt;
:{{{cleanliness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleaning time factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cleaning Time Factor = {{{cleaning time factor|}}} }} }}&lt;br /&gt;
;Cleaning Time Multiplier&lt;br /&gt;
:{{%| {{{cleaning time factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{filth multiplier|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Filth Multiplier = {{{filth multiplier|}}} }} }}&lt;br /&gt;
;Filth Multiplier&lt;br /&gt;
:{{%| {{{filth multiplier|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}} |&lt;br /&gt;
  {{#vardefine:Facility1 | {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }} }}&lt;br /&gt;
  {{#vardefine:Facility2 | {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }} }}&lt;br /&gt;
  {{#vardefine:Facility3 | {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }} }}&lt;br /&gt;
  {{#vardefine:Facility4 | {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }} }}&lt;br /&gt;
  {{#vardefine:Facility5 | {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Facility = {{#var:Facility1}} | Facility = {{#var:Facility2}} | Facility = {{#var:Facility3}} | Facility = {{#var:Facility4}} | Facility = {{#var:Facility5}} }} }}&lt;br /&gt;
;Facility&lt;br /&gt;
:[[{{#var:Facility1}}]]{{#if: {{#var:Facility2}} |, [[{{#var:Facility2}}]]}}{{#if: {{#var:Facility3}} |, [[{{#var:Facility3}}]]}}{{#if: {{#var:Facility4}} |, [[{{#var:Facility4}}]]}}{{#if: {{#var:Facility5}} |, [[{{#var:Facility5}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Furniture --&amp;gt;&lt;br /&gt;
{{#if: {{{glowcolor|}}} |&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{glowcolor|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }}&lt;br /&gt;
  {{#vardefine:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Light Radius = {{#var:LightRadius}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{#var:LightRadius}} round 2}} &amp;lt;!--&lt;br /&gt;
Color Square: --&amp;gt;&amp;lt;abbr title=&amp;quot;RGB: {{{glowcolor|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{heatpersecond|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Heat Per Second = {{{heatpersecond|}}} }} }}&lt;br /&gt;
;Heat Per Second&lt;br /&gt;
:{{{heatpersecond|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maxheattemperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Heat Temperature = {{{maxheattemperature|}}} }} }}&lt;br /&gt;
;Stops Heating At&lt;br /&gt;
:{{Temperature| {{{maxheattemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mincooltemperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Cool Temperature = {{{mincooltemperature|}}} }} }}&lt;br /&gt;
;Stops Cooling At&lt;br /&gt;
:{{Temperature| {{{mincooltemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{surgery success chance factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }} }}&lt;br /&gt;
;Surgery Success Chance Factor&lt;br /&gt;
:{{{surgery success chance factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness = {{{rest effectiveness|}}} }} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Comfort Base = {{{comfort|}}} }} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Comfort Offset = {{{comfort offset|}}} }} }}&lt;br /&gt;
;Comfort Offset&lt;br /&gt;
:{{{comfort offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Recreation --&amp;gt;&lt;br /&gt;
{{#if: {{{recreation power|}}} {{{recreation type|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Recreation Power = {{{recreation power|}}} | Recreation Type = {{ucfirst: {{{recreation type|}}} }} }} }}&lt;br /&gt;
;Recreation&lt;br /&gt;
:{{#if: {{{recreation power|}}} | {{%| {{{recreation power|}}} }} }} {{{recreation type|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Production --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Factor = {{{work speed factor|}}} }} }}&lt;br /&gt;
;Work Speed Factor&lt;br /&gt;
:{{%| {{{work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work efficiency factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Efficiency Factor = {{{work efficiency factor|}}} }} }}&lt;br /&gt;
;Work Efficiency Factor&lt;br /&gt;
:{{%| {{{work efficiency factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{unpowered work speed factor|}}} | &amp;lt;!-- work speed at an unpowered workstation --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Unpowered Work Speed Factor = {{{unpowered work speed factor|}}} }} }}&lt;br /&gt;
;Unpowered Work Speed Factor&lt;br /&gt;
:{{%| {{{unpowered work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Misc --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Offset = {{{work speed offset|}}} }} }}&lt;br /&gt;
;Work Speed Offset&lt;br /&gt;
:{{{work speed offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max simultaneous facilities|}}} | &amp;lt;!-- how many of these facilities a work table can be connected to --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Simultaneous Facilities = {{{max simultaneous facilities|}}} }} }}&lt;br /&gt;
;Max Simultaneous Facilities&lt;br /&gt;
:{{{max simultaneous facilities|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}} | &amp;lt;!-- efficiency of a battery --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Efficiency = {{{efficiency|}}} }} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{%| {{{efficiency|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Floors --&amp;gt;&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Factor = {{{speed|}}} }} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{%| {{{speed|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 4. APPAREL --&amp;gt;&lt;br /&gt;
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Apparel&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Base= {{{insulationcold|}}} }} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{Temperature| {{{insulationcold|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Base= {{{insulationheat|}}} }} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{Temperature| {{{insulationheat|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcoldfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Cold&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationcoldfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheatfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Heat&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationheatfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp = {{{armorsharp|}}} }} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt= {{{armorblunt|}}} }} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat = {{{armorheat|}}} }} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharpfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Sharp&lt;br /&gt;
:{{{armorsharpfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorbluntfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Blunt&lt;br /&gt;
:{{{armorbluntfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheatfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Heat&lt;br /&gt;
:{{{armorheatfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{lc:{{{countsAsClothingForNudity|{{{clothing for nudity|}}} }}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = True }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:True&lt;br /&gt;
 | 0 | no | n | f | false = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = False }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:False&lt;br /&gt;
 | #default = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifestage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Lifestage = {{{lifestage|}}} }} }}&lt;br /&gt;
;Lifestage&lt;br /&gt;
:{{{lifestage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{coverage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Coverage = {{{coverage|}}} }} }}&lt;br /&gt;
;Coverage&lt;br /&gt;
:{{{coverage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{layer|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:layer= {{{layer|}}} }} }}&lt;br /&gt;
;Layer&lt;br /&gt;
:{{{layer|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 5. PAWN STATS --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Animal Health ---&amp;gt;&lt;br /&gt;
{{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{combatPower|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Pawn Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type2|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{combatPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Combat Power = {{{combatPower|}}} }} }}&lt;br /&gt;
;Combat Power&lt;br /&gt;
:{{{combatPower}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bandwidth|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bandwidth = {{{bandwidth|}}} }} }}&lt;br /&gt;
;Bandwidth&lt;br /&gt;
:{{{bandwidth|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Base = {{{movespeed|}}} }} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}} {{CS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{healthscale|}}} | &amp;lt;!-- please add a short explanation of this property here --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Health Scale = {{{healthscale|}}} }} }}&lt;br /&gt;
;Health Scale&lt;br /&gt;
:{{{healthscale|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Size = {{{bodysize|}}} }} }}&lt;br /&gt;
;Body Size&lt;br /&gt;
:{{{bodysize|}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Mechanoid |&lt;br /&gt;
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{#var:MassAdult}} kg  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
  &amp;lt;!-- Most animal babies are 0.2 the size of the adults, but birds are 0.1 --&amp;gt;&lt;br /&gt;
  {{#vardefine:BabyScale | {{{babyscale|0.2}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Baby Scale = {{#var:BabyScale}} }} }}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Mass is 60*bodysize, with no exceptions --&amp;gt;&lt;br /&gt;
  {{#vardefine:MassYoung | {{#expr: 60 * {{{bodysize}}} * {{#var:BabyScale}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Young = {{#var:MassYoung}} }} }}&lt;br /&gt;
;Mass - Baby&lt;br /&gt;
:{{#var:MassYoung}} kg&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassJuvenile | {{#expr: 60 * {{{bodysize}}} * 0.5 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Juvenile = {{#var:MassJuvenile}} }} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{#var:MassJuvenile}} kg&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{#var:MassAdult}} kg&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{packanimal|}}} }} | true |&lt;br /&gt;
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Carrying Capacity = {{#var:CarryingCapacity}} }} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var:CarryingCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ridingspeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Riding Speed = {{{ridingspeed|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Multiplier to the caravan's movement speed.&amp;quot;&amp;gt;Riding Speed&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{ridingspeed|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#vardefineecho:FilthRate | {{{filth rate|{{#if: {{{bodysize|}}} | 1}} }}} }} | &amp;lt;!-- Filth rate seems to default to 1 in game if it's not set in the xml. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Animal Filth Rate = {{#var:FilthRate}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The average amount of filth produced on constructed floors per 1000 cells walked by this creature.&amp;quot;&amp;gt;Filth Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:FilthRate}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Base Hunger Rate = {{{hungerrate|}}} | Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round 2}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition lost per day.&amp;quot;&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} Nutrition/Day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Diet = {{#explode:{{{diet|}}}|,|0}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|1}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|2}} }} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Life Expectancy = {{{lifespan|}}} }} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}} years&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter when attacked.&amp;quot;&amp;gt;Manhunter Chance&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhunter|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter on a failed taming attempt.&amp;quot;&amp;gt;Manhunter Chance (Taming)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhuntertame|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
    {{#switch: {{lc: {{{trainable|}}} }}&lt;br /&gt;
      | none =         {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | hauling only = {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = yes }}&lt;br /&gt;
      | simple =       {{#set:Can Train Guard = yes | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | intermediate = {{#set:Can Train Guard = yes | Can Train Attack = yes | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | advanced =     {{#set:Can Train Guard = yes | Can Train Attack = yes&lt;br /&gt;
        | Can Train Rescue = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.65| no | yes}}&lt;br /&gt;
        | Can Train Haul   = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.4 | no | yes}}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{ucfirst:{{{trainable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wildness = {{{wildness|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Wilder creatures are naturally more difficult to tame, train, and handle.&amp;quot;&amp;gt;Wildness&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{wildness|}}} | 0 }}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: MinHandlingSkill | {{#if: {{{min handling skill|}}} | {{{min handling skill|}}} | {{#expr:&lt;br /&gt;
    {{#ifexpr: {{{wildness|}}} &amp;lt; 0.2 | 0&lt;br /&gt;
      | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.45 | 1&lt;br /&gt;
        | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.55 | 4&lt;br /&gt;
          | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.75 | 5&lt;br /&gt;
            | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.8 | 7&lt;br /&gt;
              | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.9 | 8&lt;br /&gt;
                | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.97 | 9&lt;br /&gt;
                  | 10&lt;br /&gt;
     }} }} }} }} }} }} }} &amp;lt;!-- Is this really the exact formula? [[Animals#Minimum_skill]] says otherwise, but that formula must be wrong as well --&amp;gt;&lt;br /&gt;
     {{#ifeq: {{#var:Name}} | Human | + 7 }}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Handling Skill = {{#var:MinHandlingSkill}} }} }}&lt;br /&gt;
  {{#ifeq: {{#var:MinHandlingSkill}}|0||&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.&amp;quot;&amp;gt;Minimum Handling Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:MinHandlingSkill}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{petness|}}} | {{#if: {{#var:setProperty}} | {{#set:Petness = {{{petness|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}} | true | {{#if: {{#var:setProperty}} | {{#set:Is Predator = true}} }}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{roamMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Roam Mtb Days = {{{roamMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will attempt to roam away if not in a pen.&amp;quot;&amp;gt;Roam Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{roamMtb|}}} days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nuzzleMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will nuzzle friendly colonists, on average.&amp;quot;&amp;gt;Nuzzle Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ifexpr: {{{nuzzleMtb|}}} &amp;lt;= 24&lt;br /&gt;
  |{{#switch: {{{nuzzleMtb|}}}&lt;br /&gt;
     |24 = :1&amp;amp;nbsp;day&lt;br /&gt;
     |1 = :1&amp;amp;nbsp;hour&lt;br /&gt;
     |#default = :{{{nuzzleMtb|}}}&amp;amp;nbsp;hours}}&lt;br /&gt;
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&amp;amp;nbsp;days}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mateMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an awake, non-sterilised male will attempt to mate with a female, on average.&amp;quot;&amp;gt;Mate Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{mateMtb|}}} hours&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal reaches adulthood.&amp;quot;&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{juvenileage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal becomes a juvenile.&amp;quot;&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min comfortable temperature|}}} |&lt;br /&gt;
  {{#if: {{{max comfortable temperature|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Min Comfortable Temperature = {{{min comfortable temperature|}}} }} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Max Comfortable Temperature = {{{max comfortable temperature|}}} }} }}&lt;br /&gt;
;Comfortable Temp Range&lt;br /&gt;
:{{Temperature|{{{min comfortable temperature|}}}|{{{max comfortable temperature|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Forest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_temperateswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Swamp = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Rainforest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Swamp = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Arid Shrubland = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Desert = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Extreme Desert = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Boreal Forest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_coldbog|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Cold Bog = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tundra = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Ice Sheet = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Sea Ice = true }} }} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 6. PRODUCTION --&amp;gt;&lt;br /&gt;
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Production&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq:{{#expr:{{#ifeq:{{{type|}}}|Animals|1|0}} or {{#ifeq:{{{type|}}}|Animal|1|0}} }}|1|&lt;br /&gt;
  {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}&lt;br /&gt;
  {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = true}} }} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = false }} }} }}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:LeatherName }} | {{#if: {{#var:setProperty}} | {{#set:Leather Name = {{#var:LeatherName}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}} |&lt;br /&gt;
  &amp;lt;!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Meat_Yield for details --&amp;gt;&lt;br /&gt;
  {{#if:{{#var:MeatName}} |&lt;br /&gt;
    {{#vardefine: MeatYield | {{{meatyield | {{Meat Leather Curve | {{{basemeatamount|140}}} * {{{bodysize|}}} }} }}} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Meat Yield = {{#var:MeatYield}} }} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var:MeatYield}} [[Meat|{{lc:{{#var:MeatName}} }}]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize--&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Leather_Yield for details --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:LeatherName}}&lt;br /&gt;
    | {{#ifeq: {{#vardefineecho:LeatherYield | {{{leatheryield | {{Meat Leather Curve | {{{baseleatheramount|40}}} * {{{bodysize|}}} }} }}} }}&lt;br /&gt;
	| 0 |&lt;br /&gt;
	| {{#if: {{#var:setProperty}} | {{#set:Leather Yield = {{#var:LeatherYield}} }} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var:LeatherYield}} [[{{#var:LeatherName}}|{{lc:{{#var:LeatherName}} }}]]&lt;br /&gt;
}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milk Amount = {{{milk|}}} }} }}&lt;br /&gt;
  {{#vardefine: MilkName | {{{milkname| Milk}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milk Name = {{#var:MilkName}} }} }}&lt;br /&gt;
;Milk Amount&lt;br /&gt;
:{{{milk|}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milking Interval Days = {{{milktime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wool Amount = {{{wool|}}} }} }}&lt;br /&gt;
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wool Name = {{#var:WoolName}} }} }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var:WoolName}}|{{lc:{{#var:WoolName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Shearing Interval Days = {{{sheartime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}} |&lt;br /&gt;
  {{#if: {{{eggsmax|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Minimum = {{{eggsmin|}}} }} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{{eggsmin|}}} to {{{eggsmax|}}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Egg Laying Interval = {{{eggtime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}} | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Average = {{{eggs_avg|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_unfertilized|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }} }}&lt;br /&gt;
;Can Lay Unfertilized Eggs&lt;br /&gt;
:{{{eggs_unfertilized|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Period Days = {{{gestation|}}} }} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
  | N/A      = :N/A&lt;br /&gt;
  | 1        = :{{{gestation|}}} day&lt;br /&gt;
  | #default = :{{{gestation|}}} days&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Offspring Per Birth = {{{offspring|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Average Offspring Per Birth = {{{avg offspring|}}} }} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 7. INGESTION --&amp;gt;&lt;br /&gt;
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ingestion&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nutrition|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition gained when this item or object is eaten&amp;quot;&amp;gt;Nutrition&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{nutrition}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{taste|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Taste = {{ucfirst: {{{taste|}}} }} }} }}&lt;br /&gt;
;Taste&lt;br /&gt;
:{{ucfirst: {{{taste|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingested direct thought|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ingested Direct Thought = {{{ingested direct thought|}}} }} }}&lt;br /&gt;
;Ingested Direct Thought&lt;br /&gt;
:{{{ingested direct thought|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Joy Offset = {{{joy offset|}}} }} }}&lt;br /&gt;
;Recreation Offset&lt;br /&gt;
:{{%|{{{joy offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy kind|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Joy Kind = {{{joy kind|}}} }} }}&lt;br /&gt;
;Recreation Kind&lt;br /&gt;
:{{{joy kind|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{addictiveness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Addictiveness = {{{addictiveness|}}} }} }}&lt;br /&gt;
;Addictiveness&lt;br /&gt;
:{{%| {{{addictiveness|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{food poison chance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Food Poison Chance Base = {{{food poison chance|}}} }} }}&lt;br /&gt;
;Food Poison Chance&lt;br /&gt;
:{{%| {{{food poison chance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max num to ingest at once|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Maximum Number To Ingest At Once&amp;quot;&amp;gt;Maximum To Ingest&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{max num to ingest at once|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingestion time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ingestion Time= {{{ingestion time|}}} }} }}&lt;br /&gt;
;Ingestion Time&lt;br /&gt;
:{{ticks| {{{ingestion time|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 8. STAT MODIFIERS (for Materials) --&amp;gt;&lt;br /&gt;
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Stat Modifiers&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Factor = {{{beauty factor|}}} }} }}&lt;br /&gt;
;Beauty Factor&lt;br /&gt;
:×{{{beauty factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Offset = {{{beauty offset|}}} }} }}&lt;br /&gt;
;Beauty Offset&lt;br /&gt;
:+{{{beauty offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Make Factor = {{{work to make factor|}}} }} }}&lt;br /&gt;
;Work To Make Factor&lt;br /&gt;
:×{{{work to make factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Factor = {{{work to build factor|}}} }} }}&lt;br /&gt;
;Work To Build Factor&lt;br /&gt;
:×{{{work to build factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Offset = {{{work to build offset|}}} }} }}&lt;br /&gt;
;Work To Build Offset&lt;br /&gt;
:+{{ticks| {{{work to build offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max hit points factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Factor = {{{max hit points factor|}}} }} }}&lt;br /&gt;
;Max Hit Points&lt;br /&gt;
:×{{{max hit points factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Flammability Factor = {{{flammability factor|}}} }} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:×{{{flammability factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - sharp factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp Factor = {{{armor - sharp factor|}}} }} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:×{{{armor - sharp factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - blunt factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt Factor = {{{armor - blunt factor|}}} }} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:×{{{armor - blunt factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - heat factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat Factor = {{{armor - heat factor|}}} }} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:×{{{armor - heat factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - cold factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Factor = {{{insulation - cold factor|}}} }} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:+{{Temperature| {{{insulation - cold factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - heat factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Factor = {{{insulation - heat factor|}}} }} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:+{{Temperature| {{{insulation - heat factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee blunt damage factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Blunt Damage Factor = {{{melee blunt damage factor|}}} }} }}&lt;br /&gt;
;Melee Blunt Damage&lt;br /&gt;
:×{{{melee blunt damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee sharp damage factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Sharp Damage Factor = {{{melee sharp damage factor|}}} }} }}&lt;br /&gt;
;Melee Sharp Damage&lt;br /&gt;
:×{{{melee sharp damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee cooldown factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Cooldown Factor = {{{melee cooldown factor|}}} }} }}&lt;br /&gt;
;Melee Cooldown&lt;br /&gt;
:×{{{melee cooldown factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{door opening speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Door Opening Speed Factor = {{{door opening speed factor|}}} }} }}&lt;br /&gt;
;Door Opening Speed&lt;br /&gt;
:×{{{door opening speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness Factor = {{{rest effectiveness factor|}}} }} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:×{{{rest effectiveness factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 9. MEDICAL --&amp;gt;&lt;br /&gt;
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Medical&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical potency base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Medical Potency Base = {{{medical potency base|}}} }} }}&lt;br /&gt;
;Medical Potency&lt;br /&gt;
:{{%| {{{medical potency base|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical quality max|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Medical Quality Max = {{{medical quality max|}}} }} }}&lt;br /&gt;
;Max medical tend quality&lt;br /&gt;
:{{%| {{{medical quality max|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 10. PLANT STATS --&amp;gt;&lt;br /&gt;
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Plant Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{grow days|}}} |&lt;br /&gt;
  {{#vardefine:realGrowDays | {{#expr: {{{grow days|}}} / 0.54167 round 2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Grow Days = {{{grow days|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{grow days|}}} days &amp;lt;abbr title=&amp;quot;Actual days to grow, taking into account rest time&amp;quot;&amp;gt;({{#var:realGrowDays}} days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespanDaysPerGrowDays|}}} |&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }} }}&lt;br /&gt;
;Lifespan&lt;br /&gt;
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite |  {{#if: {{#var:setProperty}} | {{#set:Lifespan = {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} }} }}{{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} days}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sow work|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Sow Work = {{{sow work|}}} }} }}&lt;br /&gt;
;Work to Sow&lt;br /&gt;
:{{ticks| {{{sow work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{harvest work|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Work = {{{harvest work|}}} }} }}&lt;br /&gt;
;Work to Harvest&lt;br /&gt;
:{{ticks| {{{harvest work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product|}}} |&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Assumes 1x multipliers from difficulty, pawn stats, and other sources.&amp;quot;&amp;gt;Base Harvest Yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
  {{#if: {{{sow work|}}} |&lt;br /&gt;
    {{#if: {{{harvest work|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Work = {{#expr:{{{yield|}}}/( {{{sow work|}}} + {{{harvest work|}}})}} }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min sowing skill|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Minimum skill required to sow the plant&amp;quot;&amp;gt;Min Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min fertility|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Min = {{{min fertility|}}} }} }}&lt;br /&gt;
;Min Fertility&lt;br /&gt;
:{{%| {{{min fertility|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }} }}&lt;br /&gt;
;Fertility Sensitivity&lt;br /&gt;
:{{%| {{{fertility sensitivity|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}} |&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Min Grow Light = {{{min grow light|0.5}}} }} }}&lt;br /&gt;
;Min light to grow&lt;br /&gt;
:{{%| {{{min grow light|0.5}}} }}&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{{yield|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (70)  = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} }}&lt;br /&gt;
}} }} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WEAPONS --&amp;gt;&lt;br /&gt;
{{#ifeq: {{{mode|}}} | Melee&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{damage|}}} | Melee Warmup = {{{warmup|}}} | Melee Cooldown Base = {{{cooldown|}}} }} }}&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Damage Base = {{{damage|}}} }} }}&lt;br /&gt;
    {{#if: {{{mode|}}}&lt;br /&gt;
    | {{#if: {{#var:setProperty}} | {{#set:Aiming Time Base = {{{warmup|}}} | Ranged Cooldown Base = {{{cooldown|}}} }}&lt;br /&gt;
    }} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 11. RANGED COMBAT --&amp;gt;&lt;br /&gt;
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown |}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{accuracyAvg|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ranged Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}} |&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}} dmg {{#if: {{{damage type|}}} | {{#if: {{#var:setProperty}} | {{#set:Damage Type = {{ucfirst:{{{damage type|}}} }} }} }}([[Damage Types#{{ucfirst:{{{damage type|}}} }}|{{ucfirst:{{{damage type|}}} }}]])}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Penetration = {{{armorPenetration|}}} }} }}&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time it takes to aim the weapon&amp;quot;&amp;gt;Warm-Up&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{warmup|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Waiting time before you can aim again after firing&amp;quot;&amp;gt;Cooldown&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Range = {{{range|}}} }} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Range = {{{minrange|}}} }} }}&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}} |&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Accuracy (Touch) Base = {{{accuracyTouch|}}} }} }}&lt;br /&gt;
  {{#if: {{{accuracyShort|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Accuracy (Short) Base = {{{accuracyShort|}}} }} }}&lt;br /&gt;
    {{#if: {{{accuracyMedium|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Accuracy (Medium) Base = {{{accuracyMedium|}}} }} }}&lt;br /&gt;
      {{#if: {{{accuracyLong|}}} |&lt;br /&gt;
        {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Touch % - Short % - Medium % - Long %&amp;quot;&amp;gt;Accuracy&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyAvg|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Average Accuracy = {{{accuracyAvg|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Average accuracy of the weapon, taking range into account.&amp;quot;&amp;gt;Avg. accuracy&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{accuracyAvg|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Velocity = {{{velocity|}}} }} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Count = {{{burst|}}} }} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time between shots in a single burst&amp;quot;&amp;gt;Burst Ticks&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{burstTicks|}}} }}&amp;lt;br/&amp;gt;({{#expr: 3600 / {{{burstTicks|}}} round2}} &amp;lt;abbr title=&amp;quot;Rounds Per Minute&amp;quot;&amp;gt;RPM&amp;lt;/abbr&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Missed shots are forced to land within this radius&amp;quot;&amp;gt;Miss Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{missRadius|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blast Radius = {{{blastRadius|}}} }} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}} |&lt;br /&gt;
  {{#vardefine:maximumDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ))) / 60))) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maximum DPS = {{#var:maximumDPS}} }} }}&lt;br /&gt;
  {{#if: {{{accuracyTouch|}}} |&lt;br /&gt;
    {{#if: {{{accuracyShort|}}} |&lt;br /&gt;
      {{#if: {{{accuracyMedium|}}} |&lt;br /&gt;
	    {{#if: {{{accuracyLong|}}} |&lt;br /&gt;
		  {{#vardefine:averageDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2}} }} }} }} }} }}&lt;br /&gt;
          {{#if: {{#var:setProperty}} | {{#set:Average DPS = {{#var:maximumDPS}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Formatted as: Maximum damage per second (DPS with average accuracy)&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:maximumDPS}} {{#if: {{#var:averageDPS}} | ({{#var:averageDPS}}) }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.&amp;quot;&amp;gt;Stopping power&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stoppingPower|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 12. MELEE COMBAT --&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}{{{attack1chancefactor|}}}    {{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}{{{attack2chancefactor|}}}    {{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}{{{attack3chancefactor|}}}    {{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}{{{attack4chancefactor|}}}    {{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack45art|}}}{{{attack5cool|}}}{{{attack5chancefactor|}}}    {{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack46art|}}}{{{attack6cool|}}}{{{attack6chancefactor|}}}    {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Melee Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animal Melee Combat --&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{attack1dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{attack1part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 DPS = {{#var:Attack1DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{ucfirst:{{{attack1part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack1chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack1stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{attack2dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{attack2part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 DPS = {{#var:Attack2DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{ucfirst:{{{attack2part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack2chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack2stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{attack3dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{attack3part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 DPS = {{#var:Attack3DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{ucfirst:{{{attack3part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack3chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}| &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack3stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{attack4dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{attack4part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 DPS = {{#var:Attack4DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{ucfirst:{{{attack4part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack4chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack4stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Damage = {{{attack5dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 AP = {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Part = {{ucfirst:{{{attack5part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 DPS = {{#var:Attack5DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }}&lt;br /&gt;
;Attack 5&lt;br /&gt;
:{{ucfirst:{{{attack5part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack5chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack5stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Damage = {{{attack6dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 AP = {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Part = {{ucfirst:{{{attack6part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 DPS = {{#var:Attack6DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }}&lt;br /&gt;
;Attack 6&lt;br /&gt;
:{{ucfirst:{{{attack6part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack6chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack6stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack6DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}} + {{#var:Attack6DPS}})/6 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack5DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}})/5 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var:Attack1DPS}} * 0.62 round 2}} }} }} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}} | 1 |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mob Average DPS = {{#var:MobAverageDPS}} }} }}&lt;br /&gt;
;Average {{DPS}}&lt;br /&gt;
:{{#var:MobAverageDPS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage|}}} }} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype|}}} }} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage2|}}} }} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype2|}}} }} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage3|}}} }} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype3|}}} }} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Average Melee Damage = {{{mobdamageaverage|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{mode|}}} }} | melee |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack1part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack1chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{body part|}}} | &amp;lt;!-- Body part that is replaced by an artificial body part --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Part = {{{body part|}}} }} }} &amp;lt;!-- appliedOnFixedBodyParts or appliedOnFixedBodyPartGroups in the xml.--&amp;gt;&lt;br /&gt;
;Body Part&lt;br /&gt;
:{{{body part|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack2part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack2chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack3part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack3chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack4part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack4chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:MeleeDPS = {{{MeleeWeaponAverageDPS|}}} }} }}&lt;br /&gt;
;Melee Average {{DPS}}&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageAP|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:MeleeAP = {{{MeleeWeaponAverageAP|}}} }} }}&lt;br /&gt;
;Melee Average {{AP}}&lt;br /&gt;
:{{{MeleeWeaponAverageAP|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var:MeleeAttack1Chance}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2DPS}} * {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3DPS}} * {{#var:MeleeAttack3Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:meleeattack2dmg}} * {{#var:MeleeAttack2Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var:MeleeAttack1DPS}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- 13. CREATION ---&amp;gt;&lt;br /&gt;
{{#if: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} {{{product amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Creation&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{production facility 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 1 = {{{production facility 1|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 2 = {{{production facility 2|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 3 = {{{production facility 3|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 4 = {{{production facility 4|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 1|}}} |&lt;br /&gt;
;Crafted At&lt;br /&gt;
:{{#if:{{{production facility 1|}}}|{{Icon Small|{{{production facility 1|}}}|{{#switch:{{lc:{{{production facility 1|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 2|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 2|}}}|{{#switch:{{lc:{{{production facility 2|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 3|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 3|}}}|{{#switch:{{lc:{{{production facility 3|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 4|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 4|}}}|{{#switch:{{lc:{{{production facility 4|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#vardefineecho:research|{{lc:{{{research|}}} }} }} | {{#vardefine:research1|{{ucfirst:{{#explode:{{#var:research}}|,|0}} }} }}{{#vardefine:research2|{{ucfirst:{{#explode:{{#var:research}}|,|1}} }} }}{{#vardefine:research3|{{ucfirst:{{#explode:{{#var:research}}|,|2}} }} }}{{#vardefine:research4|{{ucfirst:{{#explode:{{#var:research}}|,|3}} }} }}{{#vardefine:research5|{{ucfirst:{{#explode:{{#var:research}}|,|4}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
   Required Research = {{#var:research1}}&lt;br /&gt;
 | Required Research = {{#var:research2}}&lt;br /&gt;
 | Required Research = {{#var:research3}}&lt;br /&gt;
 | Required Research = {{#var:research4}}&lt;br /&gt;
 | Required Research = {{#var:research5}}&lt;br /&gt;
}} }}&lt;br /&gt;
;Required Research&lt;br /&gt;
:[[Research#{{#var:research1}}|{{#var:research1}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research1}} }} | {{Icon Small|Techprint|16}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research2}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research3}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research4}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research5}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 = {{ucfirst:{{{skill 1|}}} }} }} }} }}&lt;br /&gt;
{{#if: {{{skill 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 = {{ucfirst:{{{skill 2|}}} }} }} }} }}&lt;br /&gt;
{{#if: {{{skill 1 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 Level = {{{skill 1 level|}}} }} }} }}&lt;br /&gt;
{{#if: {{{skill 2 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 Level = {{{skill 2 level|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} |&lt;br /&gt;
;Skill{{#if:{{{skill 2|}}}|s}} Required&lt;br /&gt;
:[[Skills#{{ucfirst:{{{skill 1|}}} }}|{{ucfirst:{{{skill 1|}}} }}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|&amp;amp; [[Skills#{{ucfirst:{{{skill 2|}}} }}|{{ucfirst:{{{skill 2|}}} }}]] {{{skill 2 level|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{work to make|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Work To Make = {{{work to make|}}} }} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{ticks| {{{work to make|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work speed stat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Stat = {{{work speed stat|}}} }} }}&lt;br /&gt;
;Work Speed Stat&lt;br /&gt;
:[[{{{work speed stat|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation cycles|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid&amp;quot;&amp;gt;Gestation Cycles&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{gestation cycles|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff tags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|1}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|2}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|3}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|4}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff Tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stuff tags|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{resource 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 = {{{resource 1|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 = {{{resource 2|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 = {{{resource 3|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 = {{{resource 4|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 = {{{resource 5|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 = {{{resource 6|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Type = {{{resource 1 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Type = {{{resource 2 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Type = {{{resource 3 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Type = {{{resource 4 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Type = {{{resource 5 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Type = {{{resource 6 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Amount = {{{resource 1 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Amount = {{{resource 2 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Amount = {{{resource 3 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Amount = {{{resource 4 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Amount = {{{resource 5 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{{resource 1|}}}|&amp;lt;!--{{#ifeq: {{lc:{{{placeable|}}} }}|false||--&amp;gt;&lt;br /&gt;
;Resources to make&lt;br /&gt;
:{{#ifeq: {{{resource 1|}}}|Nutrition|{{{resource 1 amount|}}} [[{{{resource 1|}}}]] ({{{resource 1 type|}}})|{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} }} {{#if: {{{resource 2|}}}| + {{#ifeq: {{{resource 2|}}}|Nutrition|{{{resource 2 amount|}}} [[{{{resource 2|}}}]] ({{{resource 2 type|}}})|{{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}} }} }} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}} {{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}} {{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}} {{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}&lt;br /&gt;
&amp;lt;!--|}}--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---&amp;gt;&lt;br /&gt;
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''ERROR: NO STUFF TAGS'''&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced from the required resources&amp;quot;&amp;gt;Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deconstruct yield|}}}|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{deconstruct yield|}}}|&lt;br /&gt;
&amp;lt;!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 &amp;gt; 0 NON-EXCLUSIVE OR if deconstruct yield fraction set above 0 manually OR set to deconstructable true&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}} }}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} &amp;gt; 0|1|0}} + {{#ifexpr: {{{deconstructyieldfraction|-1}}} &amp;gt; 0|1|0}} + {{#ifeq:{{lc:{{{deconstructable|}}} }}|true|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{destroyyield|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{destroyyield|}}}&amp;lt;!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.&lt;br /&gt;
--&amp;gt;| {{#ifeq:{{{type|}}}|Building|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title&lt;br /&gt;
--&amp;gt;{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} | {{#expr: {{{resource 2 amount|}}}*0.25 }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} | {{#expr: {{{resource 3 amount|}}}*0.25 }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} | {{#expr: {{{resource 4 amount|}}}*0.25 }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} | {{#expr: {{{resource 5 amount|}}}*0.25 }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} | {{#expr: {{{resource 6 amount|}}}*0.25 }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write &amp;quot; + &amp;quot;&lt;br /&gt;
--&amp;gt;{{#if: {{{bonusdestroyleavings|}}} | {{{bonusdestroyleavings|}}} }}&amp;lt;!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: &amp;lt;amount&amp;gt; {{Icon Small|&amp;lt;resource&amp;gt;}})&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 14. ABILITY --&amp;gt;&lt;br /&gt;
{{#if: {{{psylink level|}}} {{{casting time|}}} {{{ability range|}}} {{{psyfocus cost|}}} {{{neural heat gain|}}} {{{effect radius|}}} {{{duration|}}} {{{duration multiplier|}}} {{{goodwill impact|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ability&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psylink level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psylink Level = {{{psylink level|}}} }} }}&lt;br /&gt;
;Psylink Level&lt;br /&gt;
:{{{psylink level|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psyfocus cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psyfocus Cost = {{{psyfocus cost|}}} }} }}&lt;br /&gt;
;Psyfocus Cost&lt;br /&gt;
:{{%|{{{psyfocus cost|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{neural heat gain|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Neural Heat Gain = {{{neural heat gain|}}} }} }}&lt;br /&gt;
;Neural Heat Gain&lt;br /&gt;
:{{{neural heat gain|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{casting time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Casting Time = {{{casting time|}}} }} }}&lt;br /&gt;
;Casting Time&lt;br /&gt;
:{{Ticks|{{{casting time|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ability range|}}} | &amp;lt;!--- Unsure whether to fold this inot normal range - is currently used by weapons, weapon likes and weapon like utilityies --&amp;gt; &lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ability Range = {{{ability range|}}} }} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{ability range|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{effect radius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Effect Radius = {{{effect radius|}}} }} }}&lt;br /&gt;
;Effect Radius&lt;br /&gt;
:{{{effect radius|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{duration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Duration = {{{duration|}}} }} {{#set:Duration Multiplier = {{{duration multiplier|}}} }} }}&lt;br /&gt;
;Duration&lt;br /&gt;
:{{ticks|{{{duration|}}}}}{{#if: {{{duration multiplier|}}}|&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Modified by {{{duration multiplier|}}})&amp;lt;/small&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{goodwill impact|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Goodwill Impact = {{{goodwill impact|}}} }} }}&lt;br /&gt;
;Goodwill Impact&lt;br /&gt;
:{{{goodwill impact|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{caster must be capable of violence|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Caster Must Be Capable Of Violence = {{{caster must be capable of violence|}}} }} }}&lt;br /&gt;
;Caster Must Be Capable of Violence&lt;br /&gt;
:{{ucfirst:{{{caster must be capable of violence|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 15. TECHNICAL --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{defName|}}} {{{has quality|}}} {{{color|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags|}}} {{{factionPrerequisiteTags|}}} {{{harvestTag|}}} {{{recipePrerequisiteTags|}}} {{{ResearchProjectTagDef|}}} {{{sowTag|}}} {{{sowTags|}}} {{{tag|}}} {{{tags|}}} {{{techHediffsTags|}}} {{{thingSetMakerTagsToAllow|}}} {{{thingSetMakerTagsToDisallow|}}} {{{tradeTag|}}} {{{tradeTags|}}} {{{tradeTagsBuy|}}} {{{tradeTagsSell|}}} {{{tradeTagsToAllow|}}} {{{tutorHighlightTag|}}} {{{apparelTags|}}} {{{buildingTags|}}} {{{stuff adjective|}}} {{{small volume|}}} {{{preferability|}}} {{{food preference|}}} {{{drug category|}}} {{{is pleasure drug|}}} {{{work efficiency factor|}}} {{{work efficiency offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{bulk product amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;subheading mw-customtoggle-myDivision&amp;quot; style='height: 1em !important; padding: 0.25em 0em 0.5em !important; margin: 0.5em 0 0.5em !important; width:300px'&amp;gt; Technical&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt; &amp;lt;span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'&amp;gt;&lt;br /&gt;
{{#if: {{{defName|}}} |&lt;br /&gt;
; defName&lt;br /&gt;
: {{{defName|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{has quality|}}} | {{#if: {{#var:setProperty}} | {{#set:Has Quality = {{ucfirst:{{{has quality|}}} }} }} }}&lt;br /&gt;
;Has Quality&lt;br /&gt;
:{{ucfirst:{{{has quality|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{color|}}} | {{#if: {{#var:setProperty}} | {{#set:color = {{{color|}}} }} }}&lt;br /&gt;
;Color&lt;br /&gt;
:{{{color|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{file|}}} |&lt;br /&gt;
; File&lt;br /&gt;
: {{{file|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingCategories|}}} |&lt;br /&gt;
; thingCategories&lt;br /&gt;
: {{{thingCategories|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{weaponTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|0}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|1}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|2}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|3}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
; weaponTags&lt;br /&gt;
: {{{weaponTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTags|}}} |&lt;br /&gt;
; thingSetMakerTags&lt;br /&gt;
: {{{thingSetMakerTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{defaultOutfitTags|}}} |&lt;br /&gt;
; defaultOutfitTags&lt;br /&gt;
: {{{defaultOutfitTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{factionPrerequisiteTags|}}} |&lt;br /&gt;
; factionPrerequisiteTags&lt;br /&gt;
: {{{factionPrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{harvestTag|}}} |&lt;br /&gt;
; harvestTag&lt;br /&gt;
: {{{harvestTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{recipePrerequisiteTags|}}} |&lt;br /&gt;
;recipePrerequisiteTags&lt;br /&gt;
: {{{recipePrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{ResearchProjectTagDef|}}} |&lt;br /&gt;
;ResearchProjectTagDef&lt;br /&gt;
:{{{ResearchProjectTagDef|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTag|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTag = {{{sowTag|}}} }} }}&lt;br /&gt;
;sowTag&lt;br /&gt;
:{{{sowTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;sowTags&lt;br /&gt;
:{{{sowTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tag|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tag = {{ucfirst:{{#explode:{{{tag|}}}|,|0}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|1}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|2}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|3}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tag&lt;br /&gt;
:{{{tag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tags = {{ucfirst:{{#explode:{{{tags|}}}|,|0}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|1}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|2}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|3}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tags&lt;br /&gt;
:{{{tags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{techHediffsTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|0}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|1}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|2}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|3}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;techHediffsTags&lt;br /&gt;
:{{{techHediffsTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToAllow|}}} |&lt;br /&gt;
;thingSetMakerTagsToAllow&lt;br /&gt;
:{{{thingSetMakerTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToDisallow|}}} |&lt;br /&gt;
;thingSetMakerTagsToDisallow&lt;br /&gt;
:{{{thingSetMakerTagsToDisallow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTag|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:tradeTag = {{{tradeTag|}}} }} }}&lt;br /&gt;
;tradeTag&lt;br /&gt;
:{{{tradeTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}}&lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}} &lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }}&lt;br /&gt;
;tradeTags&lt;br /&gt;
:{{{tradeTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsBuy|}}} |&lt;br /&gt;
;tradeTagsBuy&lt;br /&gt;
:{{{tradeTagsBuy|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsSell|}}} |&lt;br /&gt;
;tradeTagsSell&lt;br /&gt;
:{{{tradeTagsSell|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsToAllow|}}} |&lt;br /&gt;
;tradeTagsToAllow&lt;br /&gt;
:{{{tradeTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tutorHighlightTag|}}} |&lt;br /&gt;
;tutorHighlightTag&lt;br /&gt;
:{{{tutorHighlightTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{apparelTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|0}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|1}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|2}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|3}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;apparelTags&lt;br /&gt;
:{{{apparelTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{buildingTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|0}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|1}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|2}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|3}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;buildingTags&lt;br /&gt;
:{{{buildingTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{stuff adjective|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stuff Adjective = {{{stuff adjective|}}} }} }}&lt;br /&gt;
; Stuff Adjective&lt;br /&gt;
:{{{stuff adjective|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{small volume|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Small Volume = {{{small volume|}}} }} }}&lt;br /&gt;
; Small Volume&lt;br /&gt;
:{{{small volume|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{preferability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }} }}&lt;br /&gt;
; Preferability&lt;br /&gt;
: {{ucfirst:{{{preferability|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{food preference|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Food Preference = {{{food preference|}}} }} }}&lt;br /&gt;
; Food Preference&lt;br /&gt;
: {{{food preference|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{drug category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Drug Category = {{{drug category|}}} }} }}&lt;br /&gt;
; Drug Category&lt;br /&gt;
: {{{drug category|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{is pleasure drug|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Is Pleasure Drug = {{{is pleasure drug|}}} }} }}&lt;br /&gt;
; Is Pleasure Drug&lt;br /&gt;
: {{{is pleasure drug|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{bulk product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bulk Product Amount = {{{bulk product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced by the bulk recipe&amp;quot;&amp;gt;Bulk Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} }} {{{product amount|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=144316</id>
		<title>Template:Infobox main/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=144316"/>
		<updated>2024-04-23T22:28:44Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Add steel example because I need it for testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recode|reason=Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.}}&lt;br /&gt;
== Intro ==&lt;br /&gt;
[[Template:Infobox main]] Is the core of what powers the SemanticMediaWiki database of rimworld objects.&lt;br /&gt;
Since the template is so complex, it's worth taking a step back and summarizing what this template does:&lt;br /&gt;
* '''Takes in facts''': On each page which describes an in-game object, we call &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ...}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things&lt;br /&gt;
* '''Rendering an infobox''': This template takes those parameters and presents them in a nice looking infobox on the right side of the page.  If you add a param &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt;, this template will add a line to the infobox showing the market value annotated with a silver icon.  Cool!&lt;br /&gt;
* '''Setting SMW properties''': The real magic comes from this templates ability to also set SMW properties.  If the &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt; param is present, this template will ''also'' set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.&lt;br /&gt;
&lt;br /&gt;
As an example, say there was an Page called &amp;quot;Foo&amp;quot; for an in-game object with the same name.  In-game, a foo has a market value of 200.  When you invoke &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ... | marketvalue = 200 | ...&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, this template will set the 'Market Value Base' property of the 'Foo' page to 200.&lt;br /&gt;
&lt;br /&gt;
These properties can then be retrieved using a snippet like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{#show:Foo|?Market Value Base}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  You can browse the properties for a given page by clicking the &amp;quot;Browse properties&amp;quot; link on the left side of the page.  For an example, see [[Special:Browse/:Duster]]&lt;br /&gt;
&lt;br /&gt;
== Positional parameters ==&lt;br /&gt;
This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Stub|section =1|reason= Add Bandwidth and combat power}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&lt;br /&gt;
* Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. &lt;br /&gt;
&lt;br /&gt;
* You can add a &amp;quot;name&amp;quot; and &amp;quot;image&amp;quot;. Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Parameter List'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
|movespeed    = base movement speed&lt;br /&gt;
|attack1dmg   = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|attack1type  = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|attack1part  = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|attack1cool  = cooldown of first attack (in ticks) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|attack1stun  = stun applied with first attack, if any (in stun damage, 20 ticks per point) &amp;lt;extraMeleeDamages&amp;gt;&lt;br /&gt;
|attack2dmg   = as above for second attack&lt;br /&gt;
|attack2type  = as above for second attack&lt;br /&gt;
|attack2part  = as above for second attack&lt;br /&gt;
|attack2cool  = as above for second attack&lt;br /&gt;
|attack2stun  = as above for second attack&lt;br /&gt;
|attack3dmg   = as above for third attack&lt;br /&gt;
|attack3type  = as above for third attack&lt;br /&gt;
|attack3part  = as above for third attack&lt;br /&gt;
|attack3cool  = as above for third attack&lt;br /&gt;
|attack3stun  = as above for third attack&lt;br /&gt;
|attack4dmg   = as above for fourth attack&lt;br /&gt;
|attack4type  = as above for fourth attack&lt;br /&gt;
|attack4part  = as above for fourth attack&lt;br /&gt;
|attack4cool  = as above for fourth attack&lt;br /&gt;
|attack4stun  = as above for fourth attack&lt;br /&gt;
|bodysize     = required in order to calculate meat yield, leather yields, and carrying capacity&lt;br /&gt;
|massyoung    = the mass of an animal when young&lt;br /&gt;
|massjuvenile = the mass of an animal when juvenile&lt;br /&gt;
|massadult    = the mass of an animal when adult&lt;br /&gt;
|meatname     = name of meat given when butchered. Defaults to &amp;quot;x meat&amp;quot; when not defined.&lt;br /&gt;
|meatyield    = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield.&lt;br /&gt;
|leathername  = name of leather given when butchered. Defaults to &amp;quot;x leather&amp;quot; when not defined. Leave empty if no leather is produced.&lt;br /&gt;
|leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Apparel and Armor--&amp;gt;&lt;br /&gt;
|armorblunt           = blunt armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorsharp           = sharp armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorheat            = heat armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorheatfactor      = heat armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|painshockthreshold   = increase in pain shock threshold&lt;br /&gt;
|insulationheat       = base heat tolerance modifier&lt;br /&gt;
|insulationcold       = base cold tolerance modifier&lt;br /&gt;
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor&lt;br /&gt;
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor&lt;br /&gt;
|lifestage            = the valid lifestages the pawn can be i.e. Child and/or Adult&lt;br /&gt;
|clothing for nudity  = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity=&lt;br /&gt;
|coverage             = coverage provided by the item&lt;br /&gt;
|layer                = the layer the item occupies on the pawn&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals only --&amp;gt;&lt;br /&gt;
|manhunter          = chance to turn manhunter when attacked (0.00 - 1.00)&lt;br /&gt;
|manhuntertame      = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)&lt;br /&gt;
|hungerrate         = base hunger rate&lt;br /&gt;
|diet               = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous&lt;br /&gt;
|lifespan           = life expectancy&lt;br /&gt;
|trainable          = none/simple/intermediate/advanced&lt;br /&gt;
|wildness           = wildness level of creature&lt;br /&gt;
|min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness&lt;br /&gt;
|milk               = amount of milk produced&lt;br /&gt;
|milktime           = milking interval (days)&lt;br /&gt;
|woolname           = name of wool given when sheared. Defaults to &amp;quot;x wool&amp;quot; when not defined.&lt;br /&gt;
|wool               = wool amount&lt;br /&gt;
|sheartime          = shearing interval&lt;br /&gt;
|eggsmin            = eggs per clutch minimum&lt;br /&gt;
|eggsmax            = eggs per clutch maximum&lt;br /&gt;
|eggtime            = egg laying interval&lt;br /&gt;
|eggs_avg           = eggs per clutch average&lt;br /&gt;
|gestation          = gestation period (days) (must either be a number or N/A)&lt;br /&gt;
|offspring          = offspring per birth (Do not use for egg-laying animals)&lt;br /&gt;
|maturityage        = age of maturity&lt;br /&gt;
|livesin_aridshrubland = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_borealforest  = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_desert        = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_extremedesert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_icesheet      = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_seaice        = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_temperateforest    = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tropicalrainforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tundra             = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|predator                   = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|min comfortable temperature = min temperature animal can withstand&lt;br /&gt;
|max comfortable temperature = max temperature animal can withstand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| nutrition base            = number&lt;br /&gt;
| taste                     = string&lt;br /&gt;
| ingested direct thought   = string&lt;br /&gt;
| joy offset                = number&lt;br /&gt;
| preferability             = string&lt;br /&gt;
| max num to ingest at once = number&lt;br /&gt;
| days to rot               = number&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Plants --&amp;gt;&lt;br /&gt;
|growth time    = number of days to grow&lt;br /&gt;
|yield          = how much food given when harvested&lt;br /&gt;
|wood           = how much wood given when harvested&lt;br /&gt;
|min grow light = Minimum light required to grow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BUILDING --&amp;gt;&lt;br /&gt;
| size                 = two values in the format: 3 ˣ 1&lt;br /&gt;
| minifiable           = whether there is an item for this building. Format: true/false&lt;br /&gt;
| placeable            = true/false&lt;br /&gt;
| rotatable            = true/false&lt;br /&gt;
| passability          = string e.g. pass through only&lt;br /&gt;
| cover                = how effective the object is when used for cover&lt;br /&gt;
| blockswind           = true/false&lt;br /&gt;
| terrain affordance   = light, medium or heavy terrain requirements to place object.&lt;br /&gt;
| power                = power generated or consumed. Format: + 3600 or - 150&lt;br /&gt;
| cleanliness          = number&lt;br /&gt;
| cleaning time factor = number&lt;br /&gt;
| facility             = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Furniture --&amp;gt;&lt;br /&gt;
| glowcolor                     = ?&lt;br /&gt;
| glowradius                    = ?&lt;br /&gt;
| maxheattemperature            = ?&lt;br /&gt;
| mincooltemperature            = ?&lt;br /&gt;
| surgery success chance factor = ?&lt;br /&gt;
| immunity gain speed factor    = how fast a pawn acquires immunity while using object&lt;br /&gt;
| rest effectiveness            = how quickly rest gets restored&lt;br /&gt;
| comfort                       = how much comfort it gives when using&lt;br /&gt;
| comfort offset                = ?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Recreation --&amp;gt;&lt;br /&gt;
| recreation power = number&lt;br /&gt;
| recreation type  = string&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Production --&amp;gt;&lt;br /&gt;
| work efficiency factor      = number&lt;br /&gt;
| unpowered work speed factor = work speed at an unpowered workstation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Misc --&amp;gt;&lt;br /&gt;
| work speed offset           = number&lt;br /&gt;
| max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer&lt;br /&gt;
| efficiency                  = efficiency of a battery&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Floors --&amp;gt;&lt;br /&gt;
| speed = move speed factor of that flooring. Format: number&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- CREATION --&amp;gt;&lt;br /&gt;
| work to make      = the base amount of work it takes to build a structure, once all materials are gathered.&lt;br /&gt;
| work to uninstall = the amount of work it takes to uninstall a structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All Weapons --&amp;gt;&lt;br /&gt;
|damage      = Base weapon damage&lt;br /&gt;
|cooldown    = use for cooldown time of weapon (in ticks)&lt;br /&gt;
|mode        = Melee/Single-Shot/Single-Use/Burst&lt;br /&gt;
|warmup      = How long it takes to aim (in ticks). Set to 0 if melee weapon.&lt;br /&gt;
|damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ranged Weapons Only --&amp;gt;&lt;br /&gt;
|burst = Shots per burst. Set to 1 for single-shot weapons.&lt;br /&gt;
|burstticks = Time between bursts (in ticks)&lt;br /&gt;
|range = Weapon range&lt;br /&gt;
|minrange = Minimum weapon range AKA forced-miss range&lt;br /&gt;
|missRadius = Missed shots are forced to land within this radius of the target&lt;br /&gt;
|area = Explosive area (in squares)&lt;br /&gt;
|velocity = use for projectile velocity&lt;br /&gt;
|accuracyTouch = use for touch accuracy &lt;br /&gt;
|accuracyShort = use for short range accuracy &lt;br /&gt;
|accuracyMedium = use for medium range accuracy &lt;br /&gt;
|accuracyLong = use for long range accuracy&lt;br /&gt;
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies&lt;br /&gt;
|blastRadius = use for blast radius of explosive weapons&lt;br /&gt;
|armor penetration = armor penetration  of the attack&lt;br /&gt;
|stoppingPower = stopping power of the weapon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Weapons Only --&amp;gt;&lt;br /&gt;
|meleeattack1dmg  = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|meleeattack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|meleeattack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|meleeattack1cool = cooldown of first attack (in seconds) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|meleeattack1ap   = armor penetration of first attack&lt;br /&gt;
|meleeattack2dmg  = as above for second attack&lt;br /&gt;
|meleeattack2type = as above for second attack&lt;br /&gt;
|meleeattack2part = as above for second attack&lt;br /&gt;
|meleeattack2cool = as above for second attack&lt;br /&gt;
|meleeattack2ap   = as above for second attack&lt;br /&gt;
|meleeattack3dmg  = as above for third attack&lt;br /&gt;
|meleeattack3type = as above for third attack&lt;br /&gt;
|meleeattack3part = as above for third attack&lt;br /&gt;
|meleeattack3cool = as above for third attack&lt;br /&gt;
|meleeattack3ap   = as above for fourth attack&lt;br /&gt;
|meleeattack4dmg  = as above for fourth attack&lt;br /&gt;
|meleeattack4type = as above for fourth attack&lt;br /&gt;
|meleeattack4part = as above for fourth attack&lt;br /&gt;
|meleeattack4cool = as above for fourth attack&lt;br /&gt;
|meleeattack4ap   = as above for fourth attack&lt;br /&gt;
|MeleeWeaponAverageDPS = average melee DPS of the weapon&lt;br /&gt;
|MeleeWeaponAverageAP = average melee armor penetration of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Miscellaneous --&amp;gt;&lt;br /&gt;
|stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody&lt;br /&gt;
|work to make = the amount of work required to craft the item&lt;br /&gt;
|resource 1 = The first type of resource required to build or craft this item. Replace with &amp;quot;Stuff&amp;quot; when a stuffable items is being defined.&lt;br /&gt;
|resource 2 = The second type of resource required to build or craft this item&lt;br /&gt;
|resource 3 = The third type of resource required to build or craft this item&lt;br /&gt;
|resource 4 = The fourth type of resource required to build or craft this item&lt;br /&gt;
|resource 5 = The fifth type of resource required to build or craft this item&lt;br /&gt;
|resource 6 = The sixth type of resource required to build or craft this item&lt;br /&gt;
|resource 1 amount = The amount of the first type of resource required to build or craft this item&lt;br /&gt;
|resource 2 amount = The amount of the second type of resource required to build or craft this item&lt;br /&gt;
|resource 3 amount = The amount of the third type of resource required to build or craft this item&lt;br /&gt;
|resource 4 amount = The amount of the fourth type of resource required to build or craft this item&lt;br /&gt;
|resource 5 amount = The amount of the fifth type of resource required to build or craft this item&lt;br /&gt;
|resource 6 amount = The amount of the sixth type of resource required to build or craft this item&lt;br /&gt;
|product amount = The amount of items crafted&lt;br /&gt;
|deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
|skill 1 = Primary required skill&lt;br /&gt;
|skill 1 level = Minimum primary skill level required&lt;br /&gt;
|skill 2 = Secondary required skill&lt;br /&gt;
|skill 2 level = Minimum secondary skill level required&lt;br /&gt;
&lt;br /&gt;
|page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| stuff adjective = Used for materials. Prefix for a stuffable item e.g. &amp;quot;golden&amp;quot; for &amp;quot;golden Club&amp;quot;&lt;br /&gt;
| small value = boolean; &amp;quot;true&amp;quot; for materials like gold and silver&lt;br /&gt;
| color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Undocumented parameters --&amp;gt;&lt;br /&gt;
|is exotic species =&lt;br /&gt;
|petness =&lt;br /&gt;
|nuzzleMtb =&lt;br /&gt;
|eggs_unfertilized =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Deprecated parameters --&amp;gt;&lt;br /&gt;
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. &lt;br /&gt;
|work to build = merged with work to make&lt;br /&gt;
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied&lt;br /&gt;
|info = Removed and replaced with description =.&lt;br /&gt;
|walkSpeed = Superseded by moveSpeed&lt;br /&gt;
|speed = Superseded by moveSpeed&lt;br /&gt;
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.&lt;br /&gt;
|DPS = Removed. Now calculated automatically.&lt;br /&gt;
|healthscale = Unused. Would determine hit points for each body part.&lt;br /&gt;
|armorelectric = Not currently used.&lt;br /&gt;
|armorpoison = Not currently used.&lt;br /&gt;
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.&lt;br /&gt;
|mobdamage = Superseded by attack1dmg&lt;br /&gt;
|mobdamagetype = Superseded by attack1type&lt;br /&gt;
|mobdamage2 = As above, for second attack&lt;br /&gt;
|mobdamagetype2 = As above, for second attack&lt;br /&gt;
|mobdamage3 = As above for, third attack&lt;br /&gt;
|mobdamagetype3 = As above, for third attack&lt;br /&gt;
|handleskill = minimum handling skill&lt;br /&gt;
|sell price multiplier = a multiplier on the price at which you can sell items.&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Parameter !! Dependencies !! Type/Unit !! Property !! Description !! xml-tag&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 0. Testing&lt;br /&gt;
|-&lt;br /&gt;
| set property || optional || boolean || – || Boolean value for whether the template should set properties. This defaults to true on main namespace pages, and false on all other namespace pages. Only use it when absolutely neccesary. || –&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 1. Head&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1&amp;gt; || optional || One of: &lt;br /&gt;
* animal&lt;br /&gt;
* area&lt;br /&gt;
* drug&lt;br /&gt;
* exotic&lt;br /&gt;
* fabric&lt;br /&gt;
* food&lt;br /&gt;
* furniture&lt;br /&gt;
* leathery&lt;br /&gt;
* medicine&lt;br /&gt;
* metallic&lt;br /&gt;
* plant&lt;br /&gt;
* production&lt;br /&gt;
* resource &lt;br /&gt;
* security&lt;br /&gt;
* stony&lt;br /&gt;
* structure&lt;br /&gt;
* weapon&lt;br /&gt;
| – || Sets the color of the infobox. || –&lt;br /&gt;
|-&lt;br /&gt;
| name || optional || pagename || [[Property:Name]] || Title of the infobox. Defaults to current page name if not specified. || &amp;lt;label&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| image || optional || Picture name.png || [[Property:Image]] || Defaults to name.png. || &amp;lt;graphicData&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| imagesize || optional, image || px || – || See [https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || –&lt;br /&gt;
|-&lt;br /&gt;
| audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s. || &amp;lt;soundPlayInstrument&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| description || optional || text || [[Property:Description]] || In-game description of the item. || &amp;lt;description&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 2. Base Stats&lt;br /&gt;
|-&lt;br /&gt;
| type || mandatory || pagename || [[Property:Type]] || Sets main category. || –&lt;br /&gt;
|-&lt;br /&gt;
| type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || –&lt;br /&gt;
|-&lt;br /&gt;
| stuff category || optional || One of:&lt;br /&gt;
* Metallic&lt;br /&gt;
* Woody&lt;br /&gt;
* Stony&lt;br /&gt;
* Fabric&lt;br /&gt;
* Leathery&lt;br /&gt;
| [[Property:Stuff Category]] || Used by [[materials]]. || &amp;lt;stuffProps&amp;gt;&amp;lt;categories&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tech level || optional || One of:&lt;br /&gt;
* Neolithic&lt;br /&gt;
* Medieval&lt;br /&gt;
* Industrial&lt;br /&gt;
* Archotech&lt;br /&gt;
* Spacer&lt;br /&gt;
* Ultra&lt;br /&gt;
| [[Property:Tech Level]] || || &amp;lt;techLevel&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class || optional || One of:&lt;br /&gt;
* Neolithic&lt;br /&gt;
* Medieval&lt;br /&gt;
* Industrial&lt;br /&gt;
* Spacer&lt;br /&gt;
* Ultra&lt;br /&gt;
* Mechanoid&lt;br /&gt;
| [[Property:Class]] || Used by [[weapons]]. || &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| market value || optional || silver || [[Property:Market Value Base]] || The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]]. || &amp;lt;statBases&amp;gt;&amp;lt;MarketValue&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size. || &amp;lt;stackLimit&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS. || &amp;lt;statBases&amp;gt;&amp;lt;Mass&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| beauty || optional || integer || [[Property:Beauty]] || || &amp;lt;statBases&amp;gt;&amp;lt;Beauty&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| beauty outdoors || optional || integer || [[Property:Beauty]] || Beauty score when outdoors. || &amp;lt;statBases&amp;gt;&amp;lt;BeautyOutdoors&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| styledominance || optional || integer || [[Property:Style Dominance]] || How much this object contributes to overall style dominance in an area. || &amp;lt;statBases&amp;gt;&amp;lt;StyleDominance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style || optional, styledominance || One of:&lt;br /&gt;
* Hindu&lt;br /&gt;
* Christian&lt;br /&gt;
* Islamic&lt;br /&gt;
* Buddhist&lt;br /&gt;
* Morbid&lt;br /&gt;
* Totemic&lt;br /&gt;
* Spikecore&lt;br /&gt;
* Rustic&lt;br /&gt;
* Animalist&lt;br /&gt;
* Techist&lt;br /&gt;
| [[Property:Style]] || || &amp;lt;StyleCategoryDef&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take. || &amp;lt;statBases&amp;gt;&amp;lt;MaxHitPoints&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| deterioration || optional || number || [[Property:Deterioration Rate Base]] || {{Q|Deterioration Rate|Description}} || &amp;lt;statBases&amp;gt;&amp;lt;DeteriorationRate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| flammability || optional || number (displayed as %) || [[Property:Style]] || How quickly it burns. || &amp;lt;statBases&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| days to rot || optional || days || [[Property:Days To Start Rot Base]] || Used for items that spoil when not frozen. || &amp;lt;daysToRotStart&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| min safe temperature || optional || °C || [[Property:Min Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || &amp;lt;minSafeTemperature&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || &amp;lt;maxSafeTemperature&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || &amp;lt;progressPerDegreePerTick&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen. || &amp;lt;rotatable&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| path cost || optional || integer || [[Property:Path Cost]] || || &amp;lt;pathCost&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 3. Building&lt;br /&gt;
|-&lt;br /&gt;
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight. || &amp;lt;building&amp;gt;&amp;lt;isEdifice&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 4. Apparel&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 5. Pawn Stats&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 6. Production&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 7. Ingestion&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 8. Stat Modifiers (for materials)&lt;br /&gt;
|-&lt;br /&gt;
| beauty factor || optional || number || [[Property:Beauty Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;Beauty&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| beauty offset || optional || number || [[Property:Beauty Offset]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statOffsets&amp;gt;&amp;lt;Beauty&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| work to make factor || optional || number || [[Property:Work To Make Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;WorkToMake&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| work to build factor || optional || number || [[Property:Work To Build Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;WorkToBuild&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| work to build offset || optional || ticks || [[Property:Work To Build Offset]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statOffsets&amp;gt;&amp;lt;WorkToBuild&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max hit points factor || optional || number || [[Property:Max Hit Points Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;MaxHitPoints&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| flammability factor || optional || number || [[Property:Flammability Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;Flammability&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor - sharp factor || optional || number || [[Property:Armor - Sharp Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Armor_Sharp&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor - blunt factor || optional || number || [[Property:Armor - Blunt Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Armor_Blunt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor - heat factor || optional || number || [[Property:Armor - Heat Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Armor_Heat&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| insulation - cold factor || optional || °C || [[Property:Insulation - Cold Factor]] || Is actually an offset and not a factor. || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Insulation_Cold&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| insulation - heat factor || optional || °C || [[Property:Insulation - Heat Factor]] || Is actually an offset and not a factor. || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Insulation_Heat&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| melee blunt damage factor || optional || number || [[Property:Melee Blunt Damage Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;BluntDamageMultiplier&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| melee sharp damage factor || optional || number || [[Property:Melee Sharp Damage Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;SharpDamageMultiplier&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| melee cooldown factor || optional || number || [[Property:Melee Cooldown Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;MeleeWeapon_CooldownMultiplier&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;DoorOpenSpeed&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;BedRestEffectiveness&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 9. Medical&lt;br /&gt;
|-&lt;br /&gt;
| medical potency base || optional || number (displayed as %) || [[Property:Medical Potency Base]] || {{Q|Medical Potency|Description}} || &amp;lt;statBases&amp;gt;&amp;lt;MedicalPotency&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| medical quality max || optional || number (displayed as %) || [[Property:Medical Quality Max]] || {{Q|Medical Tend Quality Maximum|Description}} || &amp;lt;statBases&amp;gt;&amp;lt;MedicalQualityMax&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 10. Plant Stats&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 11. Ranged Combat&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 12. Melee Combat&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 13. Creation&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 14. Technical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Deprecated positional parameters ==&lt;br /&gt;
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things.  As of now this template only takes ONE positional parameter -- all others are ignored. &lt;br /&gt;
# (still in use)&lt;br /&gt;
# DEPRECATED: Extra CSS class to be applied to the infobox div.&lt;br /&gt;
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param&lt;br /&gt;
# DEPRECATED: Overly clever use of the size parameter.  The usual format is |size = X|Y.  This then gets transformed into x * y.  BUT it only works if you have 3 positional parameters prior to the first param.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #1 ==&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Muffalo&lt;br /&gt;
| image = Muffalo east.png&lt;br /&gt;
| description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.&amp;lt;br/&amp;gt;Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| min comfortable temperature = -55&lt;br /&gt;
| max comfortable temperature = 45&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 300&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| woolname = muffalo wool&lt;br /&gt;
| sheartime = 15&lt;br /&gt;
| wool = 120&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 2.4&lt;br /&gt;
| healthscale = 1.75&lt;br /&gt;
| hungerrate = 0.535&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = bluefur&lt;br /&gt;
| wildness = 0.6&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.1&lt;br /&gt;
| roamMtb = 2&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 13&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
| attack2dmg = 10&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front left leg&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Poke&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front left leg&lt;br /&gt;
| attack4dmg = 10&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 10&lt;br /&gt;
| attack5type = Poke&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 10&lt;br /&gt;
| attack6type = Bite&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = teeth&lt;br /&gt;
| attack6chancefactor = 0.5&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_tundra = 2&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_icesheet = 0.1&lt;br /&gt;
| livesin_seaice = 0.1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Muffalo&lt;br /&gt;
| image = Muffalo east.png&lt;br /&gt;
| description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.&amp;lt;br/&amp;gt;Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| min comfortable temperature = -55&lt;br /&gt;
| max comfortable temperature = 45&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 300&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| woolname = muffalo wool&lt;br /&gt;
| sheartime = 15&lt;br /&gt;
| wool = 120&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 2.4&lt;br /&gt;
| healthscale = 1.75&lt;br /&gt;
| hungerrate = 0.535&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = bluefur&lt;br /&gt;
| wildness = 0.6&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.1&lt;br /&gt;
| roamMtb = 2&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 13&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
| attack2dmg = 10&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front left leg&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Poke&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front left leg&lt;br /&gt;
| attack4dmg = 10&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 10&lt;br /&gt;
| attack5type = Poke&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 10&lt;br /&gt;
| attack6type = Bite&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = teeth&lt;br /&gt;
| attack6chancefactor = 0.5&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_tundra = 2&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_icesheet = 0.1&lt;br /&gt;
| livesin_seaice = 0.1&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #2 ==&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Autopistol&lt;br /&gt;
| image = Autopistol.png&lt;br /&gt;
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 15&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| accuracyTouch = 80&lt;br /&gt;
| accuracyShort = 70&lt;br /&gt;
| accuracyMedium = 40&lt;br /&gt;
| accuracyLong = 30&lt;br /&gt;
| accuracyAvg = 65&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 18&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Blowback operation&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| mass base = 1.2&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Grip&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, SimpleGun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Autopistol&lt;br /&gt;
| image = Autopistol.png&lt;br /&gt;
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 15&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| accuracyTouch = 80&lt;br /&gt;
| accuracyShort = 70&lt;br /&gt;
| accuracyMedium = 40&lt;br /&gt;
| accuracyLong = 30&lt;br /&gt;
| accuracyAvg = 65&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 18&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Blowback operation&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| mass base = 1.2&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Grip&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, SimpleGun&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #3 ==&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Art bench&lt;br /&gt;
| image = TableSculpting.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A workbench equipped for creating art.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| hp = 180&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| sell price factor = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Art bench&lt;br /&gt;
| image = TableSculpting.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A workbench equipped for creating art.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| hp = 180&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| sell price factor = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #4 ==&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = Scorcher east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunMiniFlameblaster&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 32&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = Scorcher east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunMiniFlameblaster&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 32&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #5 ==&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Button-down shirt&lt;br /&gt;
| image = Button-Down_Shirt.png&lt;br /&gt;
| description = A nice-looking collared shirt with buttons.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 2700&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.26&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = true&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Skin&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Button-down shirt&lt;br /&gt;
| image = Button-Down_Shirt.png&lt;br /&gt;
| description = A nice-looking collared shirt with buttons.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 2700&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.26&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = true&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Skin&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #6 ==&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Chemfuel powered generator&lt;br /&gt;
| image = Chemfuel_powered_generator.png|128px&lt;br /&gt;
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (80, 112, 180)&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Chemfuel powered generator&lt;br /&gt;
| image = Chemfuel_powered_generator.png|128px&lt;br /&gt;
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (80, 112, 180)&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #7 ==&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Steel&lt;br /&gt;
| image = Steel b.png&lt;br /&gt;
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Metallic&lt;br /&gt;
| marketvalue = 1.9&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| armor - sharp factor = 0.9&lt;br /&gt;
| armor - blunt factor = 0.45&lt;br /&gt;
| armor - heat factor = 0.6&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor  = 1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Steel&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (102,102,105)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Item/Resource/Metal&lt;br /&gt;
| label = steel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| slag def = ChunkSlagSteel&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|metallic&lt;br /&gt;
| name = Steel&lt;br /&gt;
| image = Steel b.png&lt;br /&gt;
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Material&lt;br /&gt;
| type2 = Metal&lt;br /&gt;
| stuff category = Metallic&lt;br /&gt;
| marketvalue = 1.9&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.5&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| terrain affordance = Medium&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1&lt;br /&gt;
| beauty offset = 0&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| max hit points factor = 1&lt;br /&gt;
| flammability factor = 0.4&lt;br /&gt;
| armor - sharp factor = 0.9&lt;br /&gt;
| armor - blunt factor = 0.45&lt;br /&gt;
| armor - heat factor = 0.6&lt;br /&gt;
| insulation - cold factor = 3&lt;br /&gt;
| insulation - heat factor = 0&lt;br /&gt;
| melee blunt damage factor = 1&lt;br /&gt;
| melee sharp damage factor  = 1&lt;br /&gt;
| melee cooldown factor = 1&lt;br /&gt;
| door opening speed factor = 1&lt;br /&gt;
| rest effectiveness factor = 1&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Steel&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (102,102,105)&lt;br /&gt;
| construct effect = ConstructMetal&lt;br /&gt;
| default color = (255,255,255)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Random&lt;br /&gt;
| graphic path = Things/Item/Resource/Metal&lt;br /&gt;
| label = steel&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| slag def = ChunkSlagSteel&lt;br /&gt;
| sound drop = Metal_Drop&lt;br /&gt;
| sound impact stuff = BulletImpactMetal&lt;br /&gt;
| sound interact = Metal_Drop&lt;br /&gt;
| sound melee hit blunt = MeleeHit_Metal_Blunt&lt;br /&gt;
| sound melee hit sharp = MeleeHit_Metal_Sharp&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| use hit points = false&lt;br /&gt;
| volume = 1&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Infobox templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Site&amp;diff=144315</id>
		<title>Site</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Site&amp;diff=144315"/>
		<updated>2024-04-23T21:51:40Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Pocket Maps */ Better terminology for page subject.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A '''site''' is a generated encounter placed in the world map for use in random encounters, faction bases, and quest encounters.  These are randomly generated and may or may not contain enemy pawns.&lt;br /&gt;
&lt;br /&gt;
== Site Types ==&lt;br /&gt;
=== Player Bases ===&lt;br /&gt;
{{Main|Colony}}&lt;br /&gt;
{{:Colony}}&lt;br /&gt;
=== Faction Bases ===&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
{{:Faction base}}&lt;br /&gt;
=== World Quests Locations ===&lt;br /&gt;
{{Main|World Quests Guide}}&lt;br /&gt;
World quests are events that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.&lt;br /&gt;
=== Pocket Maps ===&lt;br /&gt;
Pocket maps are maps contained within other sites. They are temporary, appear as part of [[event]]s, and contribute to the [[wealth]] of their parent site. There are currently only two types of pocket map in the game:&lt;br /&gt;
* [[Pit gate]] [[undercave]]{{AnomalyIcon}}&lt;br /&gt;
* [[Labyrinth]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Site&amp;diff=144314</id>
		<title>Site</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Site&amp;diff=144314"/>
		<updated>2024-04-23T21:50:18Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Site Types */ Pocket maps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A '''site''' is a generated encounter placed in the world map for use in random encounters, faction bases, and quest encounters.  These are randomly generated and may or may not contain enemy pawns.&lt;br /&gt;
&lt;br /&gt;
== Site Types ==&lt;br /&gt;
=== Player Bases ===&lt;br /&gt;
{{Main|Colony}}&lt;br /&gt;
{{:Colony}}&lt;br /&gt;
=== Faction Bases ===&lt;br /&gt;
{{Main|Faction base}}&lt;br /&gt;
{{:Faction base}}&lt;br /&gt;
=== World Quests Locations ===&lt;br /&gt;
{{Main|World Quests Guide}}&lt;br /&gt;
World quests are events that happen in the world map instead of in your colony. They don't affect any of your bases directly, and to interact with them, you must send out a caravan to investigate.&lt;br /&gt;
=== Pocket Maps ===&lt;br /&gt;
Pocket maps are maps contained within other maps. They are temporary, appear as part of [[event]]s, and contribute to the [[wealth]] of their parent map. There are currently only two types of pocket map in the game:&lt;br /&gt;
* [[Pit gate]] [[undercave]]{{AnomalyIcon}}&lt;br /&gt;
* [[Labyrinth]]{{AnomalyIcon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=144313</id>
		<title>Pit gate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pit_gate&amp;diff=144313"/>
		<updated>2024-04-23T21:42:54Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Summary */ Add details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|&lt;br /&gt;
| name = Pit gate&lt;br /&gt;
| image = Pit gate.png&lt;br /&gt;
}}&lt;br /&gt;
Its a pit.&lt;br /&gt;
spawns flesh beasts.&lt;br /&gt;
go down it to fight the dreadmeld&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
&lt;br /&gt;
It is one possible outcome of a void provocation [[Psychic_rituals#List_of_rituals|ritual]].{{Check Tag|Detail|Any other conditions required?}}{{Check Tag|Other ways?|Perhaps also a random event?}}  Encountering the [[dreadmeld]] inside the pit unlocks the Provoke Pit Gate ritual, which can be used to summon more pit gates.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Details about pit gate travel, including interface}}&lt;br /&gt;
The pit gate initially appears as an &amp;quot;underground emergence&amp;quot;. After {{Ticks/gametime|5000}} to {{Ticks/gametime|20000}}, the emergence will open up into a pit gate, and several [[fleshbeast]]s will emerge to attack your colony.&lt;br /&gt;
&lt;br /&gt;
After the fleshbeasts have been dealt with, it is possible to use the pit gate to travel to the [[undercave]], a pocket map located underground, and infested with [[fleshmass]]. In order to remove the pit gate, you must send in a group of colonists to navigate the caverns, then destroy the [[dreadmeld]] that resides within.&lt;br /&gt;
&lt;br /&gt;
Once the dreadmeld is killed, the undercave will collapse after 10 hours. Once the undercave collapses, the pit gate will be destroyed.&lt;br /&gt;
&lt;br /&gt;
As long as the pit gate is present on the map, it will periodically spawn more waves of fleshbeasts. You will be warned of these attacks a few hours in advance, though unlike with the pit gate's emergence, you will not see a timer.&lt;br /&gt;
&lt;br /&gt;
There does not appear to be any negative effects for leaving [[pollution]]{{BiotechIcon}} or [[toxic wastepack]]s{{BiotechIcon}} in the pit gate's undercave, even after it has collapsed.{{Check Tag|Smog?|Does pit gate pollution contribute to toxic smog and acid rain?}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144306</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144306"/>
		<updated>2024-04-23T19:05:51Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Sections. Surface-level breakdown of factors on containment strength. Add more analysis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub|reason=General, but also interlinking, categories, etc}}&lt;br /&gt;
{{Rewrite|reason=Formatting and sections}}&lt;br /&gt;
&lt;br /&gt;
'''Containment''' refers to the process of capturing, imprisoning, and exploiting [[Entities]].&lt;br /&gt;
&lt;br /&gt;
== Summary==&lt;br /&gt;
Containment is the desired end result when encountering Entities.  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
=== Containment strength ===&lt;br /&gt;
{{Stub|section=1|reason=Requires the exact impact of these factors, in terms of specific numbers}}&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors:&lt;br /&gt;
* '''Wall/door integrity''' - The walls and doors that make up the containment room contribute to containment strength based on the combined average of their {{HP}}, with stronger structures having a higher contribution. Note that this relies on the structures' current HP, not their maximum HP, meaning that having damaged walls or doors will result in a lower containment strength. This effect only applies to fully enclosed rooms. If any door is held open too long, the room will no longer be considered enclosed.&lt;br /&gt;
* '''Roof''' - Enclosing the containment room with a roof will increase its containment strength.&lt;br /&gt;
* '''Lighting''' - Ensuring that the light level around the entity is high enough will increase containment strength.&lt;br /&gt;
* '''Temperature''' - Some entities will be easier to contain in lower temperatures.{{Check Tag|Verify|I believe that this is mentioned at least once in-game, but I don't know which entities it applies to, if any.}}&lt;br /&gt;
* '''Flooring''' - Using any amount of [[bioferrite plating]] floor will increase the room's containment strength. Flooring the entire room will provide the full effect.&lt;br /&gt;
* '''Containment facilities''' - Each containment facility has its own impact on containment strength. Some facilities exist solely to raise containment strength, while others exploit entities for resources while lowering containment strength. See below for more details.&lt;br /&gt;
&lt;br /&gt;
Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
=== Containment facilities ===&lt;br /&gt;
There are a handful of facilities that can be constructed alongside holding spots or platforms. Some facilities help to make entities easier to contain, while others allow you to exploit entities for resources.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of [[compacted steel]] - or better yet, [[compacted plasteel|plasteel]] - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;br /&gt;
&lt;br /&gt;
Once your colony becomes more established and you are able to construct dedicated holding chambers, [[stone blocks]] make for a decent early-game building material. All stone blocks create walls that are stronger than steel and non-flammable, with [[granite blocks]] and [[limestone blocks]] being the fourth- and fifth-strongest wall materials in the game. However, natural rough or [[smooth stone]] walls are even stronger, with natural granite walls being the strongest player-accessible walls available.&lt;br /&gt;
&lt;br /&gt;
If you manage to down a high-risk entity, but don't have anywhere safe to put it, you could consider storing it in a [[cryptosleep casket]] in the meantime. This will ensure that it does not bleed out or escape, though you won't be able to exploit it.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite_plate&amp;diff=144305</id>
		<title>Bioferrite plate</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite_plate&amp;diff=144305"/>
		<updated>2024-04-23T18:31:21Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Plural links and page cases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{stub|reason= Formatting, verification. Inter alia needs summary section and some content from intro and analysis shifted there}}&lt;br /&gt;
{{Infobox main|structure&lt;br /&gt;
| name = Bioferrite Plating&lt;br /&gt;
| image = BioferritePlating.png&lt;br /&gt;
| description = Heavy plate flooring made from smoothed [[bioferrite]]. While ugly and slightly flammable, it's quick to clean and increases the strength of nearby holding platforms.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Floor&lt;br /&gt;
| marketvalue = 5.5&lt;br /&gt;
| beauty = -2&lt;br /&gt;
| flammability = .15&lt;br /&gt;
| containment strength = 15&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 ˣ 1&lt;br /&gt;
| placeable = True&lt;br /&gt;
| cleaning time factor = 0.6&lt;br /&gt;
| filth multiplier = 1&lt;br /&gt;
| speed = 1&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Bioferrite shaping&lt;br /&gt;
| work to make = 840&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| resource 1 = Bioferrite&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
| deconstruct yield = 2&lt;br /&gt;
&amp;lt;!-- Wiki --&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
}}&lt;br /&gt;
'''Bioferrite Plating''' is a buildable [[floor]] type added by the [[Anomaly DLC]]. It can be made out of [[Bioferrite]] once [[Bioferrite shaping]] has been researched. It's primary purpose is for strengthening [[containment]] of nearby [[holding spot]]s and [[holding platform]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Bioferrite Plating is designed specifically for the purpose of strengthening your containment cells. With the entirety of the room covered in plating, it will add a +15 containment strength modifier to any holding spots or platforms placed in the cell. Partially covering a cell in bioferrite plating will reward a matching percentage of the +15 modifier equivalent to the percentage of the room covered.&lt;br /&gt;
&lt;br /&gt;
Immediately covering every cell fully in bioferrite plating is not necessary, as early on in anomaly studies your bioferrite supplies are liable to be slim, and level 1 entities are generaly easy to contain. It is advisable to upgrade to such as soon as is convenient, however, as a fully plated room provides a bonus that perfectly offsets the decrease in strength from using a [[Bioferrite harvester]] in the cell.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] initial release - Added.&lt;br /&gt;
&lt;br /&gt;
{{Nav|floor|wide}}&lt;br /&gt;
[[Category:Floor]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=144233</id>
		<title>Xenogerm</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Xenogerm&amp;diff=144233"/>
		<updated>2024-04-23T04:24:13Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Analysis */ Clarify unnatural healing ability, add DLC icon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Xenogerm&lt;br /&gt;
| image = Xenogerm.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| description = A self-contained biological organ containing one or more implantable xenogenes.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Once implanted inside a host's body, the xenogerm modifies the host's genes, gene expression, and phenotypic development using viruses, hormones, bio-synthesized drugs, and possibly mechanites. Depending on the xenogerm, the host will develop any of a wide variety of exotic traits and abilities, transforming them into a different human xenotype.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Xenogerm implantation is a traumatic process. Once implanted with a xenogerm, a person will be bedridden for days as the transformation sets in.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;During storage and transport, xenogerms are kept safe in sealed containers.&lt;br /&gt;
| production facility 1 = Gene assembler&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| work speed stat = Research Speed&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
}}&lt;br /&gt;
A '''xenogerm''' is a specialized organ used to change the [[Xenotypes|xenotype]] of a pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Stub|section=1|reason=What is the actual mathematical relationship between complexity and time.}}&lt;br /&gt;
Xenogerms are created at a [[gene assembler]] by combining the [[genes]] from [[genepack]]s stored in nearby [[gene bank]]s. The gene packs are not consumed. Creating a xenogerm is considered a form of research, and requires the [[Skills#Intellectual|intellectual]] skill. The actual time to create a xenogerm depends on the genetic complexity of the genes it contains—ranging from 4 hours at 3 or less complexity, to 23 hours at 20 or more complexity—and then this is scaled by the worker's [[{{P|Work Speed Stat}}]].&lt;br /&gt;
&lt;br /&gt;
Normally, xenogerms can be created for free. However, if they contain any archite genes, then the required number of [[File:Archite capsule required.png|16px|Archite Capsules]] [[archite capsules]] will need to be provided before gene recombination can begin.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The purpose of a xenogerm is to change the xenotype of the pawn it is installed into. This is done through an implantation surgery. The effects of xenogermination are instant, and will change the affected pawn upon the surgery's completion. Xenogerms have a minimum metabolic efficiency of -5. Pawns cannot receive xenogerms that would lower their efficiency below this value.&lt;br /&gt;
&lt;br /&gt;
Xenogerms completely overwrite a pawn's ''[[xenogene]]s'', genes which are not passed down through [[reproduction]]. This will outright remove xenotypes that are defined by ''xenogenes'', such as [[genies]] or [[sanguophages]]. Xenotypes using ''germline'' genes, such as [[impids]], will not have those genes removed. However, germline genes will be suppressed if they would conflict with the xenogerm. &lt;br /&gt;
For example, a Fast Runner xenogerm will completely suppress a Slow Runner germline gene.&lt;br /&gt;
&lt;br /&gt;
Multiple xenogerms can be implanted on the same pawn, though each one overwrites the last. This includes archite genes, which effectively means that any archite capsules previously spent on the pawn will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
[[File:Gizmo xenogerm order implantation.png|75px|thumb|left]]&lt;br /&gt;
Since each xenogerm is unique, its implantation must be ordered manually. There are three ways to do this:&lt;br /&gt;
* Select the xenogerm. Click on the &amp;quot;Order implantation&amp;quot; gizmo. Select the desired patient from the list.&lt;br /&gt;
* Select your patient. Right-click the xenogerm, then click &amp;quot;Order implantation&amp;quot;.&lt;br /&gt;
* Select your patient. Open their health tab, then view their queued surgeries. Select &amp;quot;Add bill&amp;quot;, then choose &amp;quot;Implant xenogerm&amp;quot;. Choose the desired xenogerm from the list that appears.&lt;br /&gt;
&lt;br /&gt;
Once the bill is ready, a doctor will need to perform the implantation surgery. The operation requires 4 medicine of [[Herbal medicine|herbal quality]] or higher, and requires {{Ticks|2000}} of work.&lt;br /&gt;
&lt;br /&gt;
After implantation is complete, the patient will enter a &amp;quot;xenogermination coma&amp;quot;. This lasts about 2 days, depending on the quality of the surgery, and will cause a total inability to move. See the section below on more details on how this time is calculated.&lt;br /&gt;
&lt;br /&gt;
In addition, the patient's genes will need between {{Ticks/gametime/years|6000000}} and {{Ticks/gametime/years|8400000}} to regrow. Extracting their genes with a [[gene extractor]] during this time will kill them. However, it is safe to implant another xenogerm during this time.&lt;br /&gt;
&lt;br /&gt;
==== Breakdown of Xenogermination Time ====&lt;br /&gt;
There are a number of factors and specific effects on xenogermination time, which the list below will break down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* The time spent in a xenogermination coma depends on the quality of the surgery, clamped within 0% and 100%&lt;br /&gt;
** At 0% quality, the duration will be 3 days&lt;br /&gt;
** At 100% quality, the duration will be 1 day&lt;br /&gt;
** This means that the duration in days can be found with the equation: 3 - (Quality × 2)&lt;br /&gt;
* The quality of the surgery depends on the following factors:&lt;br /&gt;
** The surgery has a base quality of 100%&lt;br /&gt;
** Multiplied by the [[medical surgery success chance]] of the surgeon.&lt;br /&gt;
** Multiplied by the [[surgery success chance factor]] of the patient's bed.&lt;br /&gt;
** Doubled if the doctor has an [[inspired surgery]]&lt;br /&gt;
** Multiplied by the [[Medical Potency]] of the medicine used, based on a &amp;lt;abbr title=&amp;quot;piecewise linear&amp;quot;&amp;gt;simple&amp;lt;/abbr&amp;gt; curve.&lt;br /&gt;
*** x0.7 at 0% potency, x1 at 100% potency, x1.3 at 200% potency&lt;br /&gt;
*** 88% for [[herbal medicine]] (60% potency)&lt;br /&gt;
*** 100% for [[Medicine|industrial medicine]] (100% potency)&lt;br /&gt;
*** 118% for [[glitterworld medicine]] (160% potency)&lt;br /&gt;
** Multiplied based on the overall complexity of the xenogerm&lt;br /&gt;
*** Factor starts at 100% at 0 complexity&lt;br /&gt;
*** -2% for each point of complexity&lt;br /&gt;
*** Minimum factor of 60%, at 20 points of complexity&lt;br /&gt;
** Multiplied based on patient's age&lt;br /&gt;
*** 100% up to age 20&lt;br /&gt;
*** -1.25% for each year after 20&lt;br /&gt;
*** Minimum of 50% at the age of 60&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The use of a xenogerm depends on what genes are contained within it, used to counter unfavorable genes from the germline such as weak melee damage on a [[Impid]] with a passion in melee, as a medical tool in the event of life-threatening illness with [[Genes#Health|Strong Immunity]]. When making a xenotype with hybrids or children ideally it should be applied within the infancy stage as the pawn cannot work or learn regardless, and the coma will be the least impactful.&lt;br /&gt;
&lt;br /&gt;
For purifying genepacks into just 1 or 2 genes, a xenogerm can be applied to a baseliner prisoner or any other undesirable pawn to kill them later with a [[Gene extractor]] and attempt to acquire a genepack with the desirable genes.&lt;br /&gt;
&lt;br /&gt;
Xenogerms also satisfy [[Traits#Body Modder|Body Modders]]. [[Ideology#Transhumanist|Transhumanists]] {{IdeologyIcon}} and subsequently disgust [[Traits#Body Purist|Body Purists]] and [[Ideoligion#Flesh_purity|Flesh Purists]],{{IdeologyIcon}} Purely cosmetic genes can be inserted into a Body Modder for a free {{+|4}} mood with no impact compared to other options like [[Denture|Dentures]]&lt;br /&gt;
&lt;br /&gt;
The only way to remove a xenogerm is to kill the pawn with a Gene extractor and [[Death#Resurrection|resurrect]] them.&lt;br /&gt;
&lt;br /&gt;
Xenogermination coma can technically be healed by a healer mech serum, but the item is too rare for this to be practical. However, if a colonist with the mostly-equivalent [[creepy joiner|unnatural healing]]{{AnomalyIcon}} ability is available (and tentacle limbs are not undesirable), there is little reason not to use it to instantly wake an important pawn.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Pawns will continue to create a xenogerm until they pass out.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Xenogerms with different genes and name stack in trade screen.&lt;br /&gt;
&lt;br /&gt;
{{Nav|body parts|wide}}&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Turnovus&amp;diff=144232</id>
		<title>User:Turnovus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Turnovus&amp;diff=144232"/>
		<updated>2024-04-23T02:37:43Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User:Turnovus/Sandbox]]&lt;br /&gt;
&lt;br /&gt;
I don't mind if people take over projects I'm working on and finish them before I can. I'm lazy and slow anyways, so it just guarantees that my work actually gets done.&lt;br /&gt;
&lt;br /&gt;
=== Rest In Peace ===&lt;br /&gt;
==== Pre-1.5 Heavy SMG Texture ====&lt;br /&gt;
B19 ~ 1.5.4062&lt;br /&gt;
{{Stacked image|Chemical Dependency.png|HeavySMG Old.png|128|Example text|Genes#Ageless}}&lt;br /&gt;
&lt;br /&gt;
=== Things I've Learned ===&lt;br /&gt;
* The styling station can be used to get close-up pictures of pawns&lt;br /&gt;
** The dark background can be hard to remove&lt;br /&gt;
** There might be a way to yoink in-engine pawn textures from the game and write them to hard drive, further investigation needed&lt;br /&gt;
&lt;br /&gt;
=== My Favorite Images ===&lt;br /&gt;
==== Base Design ====&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Compact hospital layout.png&lt;br /&gt;
Daylilies dining room.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=User:Turnovus/Sandbox&amp;diff=144231</id>
		<title>User:Turnovus/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=User:Turnovus/Sandbox&amp;diff=144231"/>
		<updated>2024-04-23T02:31:19Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Small stuff */ CompProperties_StudyUnlocks presentation test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rwbox&lt;br /&gt;
  | type  = warning&lt;br /&gt;
  | image = [[File:OpenCodex.png|40px]]&lt;br /&gt;
  | text  = '''Spoiler warning:''' This {{#if: {{{section|}}} | section | page}} may contain details about the gameplay that might be considered spoilers.&amp;lt;br/&amp;gt;If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point.&lt;br /&gt;
  | nocat = true&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;Rock&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;Rock&amp;quot;&amp;gt;[[File:Bioferrite b.png|250x250px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;A cool rock I found.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Base Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
;Stuff Category&lt;br /&gt;
:Rock&lt;br /&gt;
;Stuff Color&lt;br /&gt;
:&amp;lt;div&amp;gt;100, 80, 80 &amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb(100,80,80);display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
;Tech Level&lt;br /&gt;
:Rock&lt;br /&gt;
;Weapon Class&lt;br /&gt;
:Rock&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Small stuff =&lt;br /&gt;
Square: &amp;lt;div style=&amp;quot;width:10px;height:10px;background-color:Red;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another square: &amp;lt;div style=&amp;quot;color:Blue&amp;quot;&amp;gt;&amp;amp;#9632;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
text text text&lt;br /&gt;
{|&lt;br /&gt;
| Yet another square:  || &amp;lt;div style=&amp;quot;width:12px;height:12px;background-color:Red;border:1px solid black&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
text text text&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;The best square thus far: &amp;lt;div style=&amp;quot;width:12px;height:12px;background-color:rgb(160,178,181);display:inline-block;border:1px solid black;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;asdfasdf: &amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb(100,80,80);display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#vardefine:plasteelColor|(160, 178, 181)}}&lt;br /&gt;
{{#vardefine:plasteelColorSanitary|{{#replace:{{#replace:{{#var:plasteelColor}}|(|}}|)|}} }}&lt;br /&gt;
{{#vardefine:plasteelRed|{{#explode:{{#var:plasteelColorSanitary}}|,|0}} }}&lt;br /&gt;
{{#vardefine:plasteelGreen|{{#explode:{{#var:plasteelColorSanitary}}|,|1}} }}&lt;br /&gt;
{{#vardefine:plasteelBlue|{{#explode:{{#var:plasteelColorSanitary}}|,|2}} }}&lt;br /&gt;
&amp;lt;div&amp;gt;({{#var:plasteelRed}}, {{#var:plasteelGreen}}, {{#var:plasteelBlue}}) &amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:plasteelRed}},{{#var:plasteelGreen}},{{#var:plasteelBlue}});display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Study ===&lt;br /&gt;
The corrupted obelisk can be studied to progress anomaly [[research]]. As your colonists study the corrupted obelisk, you will gain more knowledge of its function, which can unlock special interactions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! !! Title !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
! Obelisk study progress &lt;br /&gt;
| Investigation of the obelisk has revealed some information. It is an archotechnological device that seems to interact with organic creatures at a distance. It is probably a piece of a much larger archotech structure that was destroyed or broken apart long ago. The machinery at its core is inhumanly complex and frighteningly powerful. Its purpose and method of action remain totally mysterious.&amp;lt;br/&amp;gt;If not suppressed, its activity level will increase over time. You can't tell what will happen when the device fully activates. || -&lt;br /&gt;
|-&lt;br /&gt;
! 10 &lt;br /&gt;
! Obelisk study progress &lt;br /&gt;
| You've learned more about the obelisk. The device has the power to duplicate intelligent creatures. In theory, it can produce duplicates without limit.&amp;lt;br/&amp;gt;The obelisk appears damaged and unstable, so its energy level rises unless suppressed. If it were to fully activate, it would go into a duplication loop, chaotically pumping out a large number of flawed human duplicates.&amp;lt;br/&amp;gt;(Colonist) thinks that it may be possible to safely shut down the obelisk but this will need significantly more study.&amp;lt;br/&amp;gt;You can now intentionally provoke a response from the corrupted obelisk. || Unlocks the ability to manually duplicate colonists.&lt;br /&gt;
|-&lt;br /&gt;
! 30 &lt;br /&gt;
! Obelisk study complete&lt;br /&gt;
| (Colonist) has completed their investigation of the corrupted obelisk. They have discovered a method for safely deactivating the obelisk using shards of archotechnology.&amp;lt;br/&amp;gt;You can no longer study the obelisk after deactivating it. || Unlocks the ability to destroy the obelisk.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Some Medicine =&lt;br /&gt;
{{Infobox main|medicine&lt;br /&gt;
| name = Some Medicine&lt;br /&gt;
| image = Glitterworld medicine.png&lt;br /&gt;
| description = Medicine for making boo-boos better.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| Flammability = 7000&lt;br /&gt;
&amp;lt;!-- Medical --&amp;gt;&lt;br /&gt;
| medical potency base = 0.01&lt;br /&gt;
}}&lt;br /&gt;
This is medicine.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Medicine is used to make sick people better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Start of template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The amount of XP gained from tending depends on the type of medicine used, and what it is used on (human or animal). The equation for this is:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| XP = Medicine XP Factor &amp;amp;times; Patient XP Factor &amp;amp;times; Doctor's Learning Rate&lt;br /&gt;
|}&lt;br /&gt;
Where:&lt;br /&gt;
* Medicine XP Factor is the medicine's potency multiplied by 0.7, and clamped in the range of 0.5 and 1.&lt;br /&gt;
* Patient XP Factor is a multiplier from the patient type. 175x for animal patients, and 500x for human patients.&lt;br /&gt;
* Doctor's Learning Rate is the doctor's own multiplier on XP gained for the medicine skill. See &amp;quot;[[Skills#Improving_skills|Improving Skills]]&amp;quot; for more details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Medicine !! rowspan=2 | Potency !! rowspan=2 | &amp;lt;abbr title=&amp;quot;Potency * 0.7, clamped at 0.5 and 1.0.&amp;quot;&amp;gt;XP Factor&amp;lt;/abbr&amp;gt; !!colspan=2 | Tend XP from patient&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;500 * XP Factor&amp;gt;Human&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=&amp;quot;175 * XP Factor&amp;gt;Animal&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30 || 0.5 || 250 || 87.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Herbal medicine}} [[Herbal medicine]] || 0.60 || 0.5 || 250 || 87.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Medicine}} [[Medicine]] || 1.00 || 0.7 || 350 || 122.5&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60 || 1 || 500 || 175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;End of template&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Medicine should only be used on people who you want to not die.&lt;br /&gt;
&lt;br /&gt;
{{Medicine Experience Gain Table}}&lt;br /&gt;
{{Medicine Experience Gain Table|{{STDT| c_10 text-center}}}}&lt;br /&gt;
&lt;br /&gt;
= Xenotype table =&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gene !! rowspan=&amp;quot;2&amp;quot; | Category !! colspan=&amp;quot;10&amp;quot; | Xenotype&lt;br /&gt;
|-&lt;br /&gt;
! Pigskins !! Impids !! Yttakin !! Neanderthals !! Dirtmoles !! Genies !! Hussars !! Highmates !! Wasters !! Sanguophages&lt;br /&gt;
|-&lt;br /&gt;
{{Xenotype genes table/row|Gene Firespew.png|Fire spew|Ability|wasters=true|genies=true}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 }}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Gene !! rowspan=&amp;quot;2&amp;quot; | Category !! colspan=&amp;quot;10&amp;quot; | Xenotype [&amp;lt;span style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-collapsible mw-customtoggle-collapseXenotypeTable&amp;quot; id=&amp;quot;mw-customcollapsible-collapseXenotypeTable&amp;quot;&amp;gt;Show Unused&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#0645ad;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed mw-customtoggle-collapseXenotypeTable&amp;quot; id=&amp;quot;mw-customcollapsible-collapseXenotypeTable&amp;quot;&amp;gt;Hide Unused&amp;lt;/span&amp;gt;]&lt;br /&gt;
|-&lt;br /&gt;
! Pigskins !! Impids !! Yttakin !! Neanderthals !! Dirtmoles !! Genies !! Hussars !! Highmates !! Wasters !! Sanguophages&lt;br /&gt;
|-&lt;br /&gt;
{{Xenotype genes table/row|Gene Firespew.png|Fire spew|Ability|wasters=true|genies=true}}&lt;br /&gt;
&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapseXenotypeTable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Test&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;{{Check}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;{{Cross}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{Xenotype genes table/row|Gene Firespew.png|Fire spew|Ability|wasters=true|genies=true}}&lt;br /&gt;
{{Xenotype genes table/row|Gene Firespew.png|Fire spew|Ability|wasters=true|genies=true}}&lt;br /&gt;
&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapseXenotypeTable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Test&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;{{Check}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;{{Cross}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-collapseXenotypeTable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Test&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;{{Check}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;{{Cross}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{Xenotype genes table/row|Gene Firespew.png|Fire spew|Ability|wasters=true|genies=true}}&lt;br /&gt;
{{Xenotype genes table/row|Gene Firespew.png|Fire spew|Ability|wasters=true|genies=true}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Research Points Table =&lt;br /&gt;
{{#expr: (0.08 + 5 * 0.115) * 1.2 * 0.12 }}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Speed Factor Per Level !! colspan=4 | Points Per {{Ticks/gametime|2500}} Per Difficulty&lt;br /&gt;
|-&lt;br /&gt;
! Skill || Factor || Peaceful/Easy (x1.2) || Medium/Rough (x1) || Hard (x0.95) || Extreme (x0.9)&lt;br /&gt;
|-&lt;br /&gt;
! 0&lt;br /&gt;
| 0.15 || 4.95 || 4.13 || 3.92 || 3.71&lt;br /&gt;
|-&lt;br /&gt;
{{Research Points Table/row|1|1000}}&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Research_Points_Table/explanation}}&lt;br /&gt;
{{Research_Points_Table|2500}}&lt;br /&gt;
&lt;br /&gt;
= Facilities =&lt;br /&gt;
=== Facility then Main Building ===&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[End table]]&amp;lt;br&amp;gt;[[File:End table.png]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]]&lt;br /&gt;
|| Next to head of bed || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
![[Dresser]]&amp;lt;br&amp;gt;[[File:Dresser south.png|64px]]&lt;br /&gt;
&amp;lt;!-- || Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]] --&amp;gt;&lt;br /&gt;
|| 6 Tiles || 1 || +5% [[Comfort]]&lt;br /&gt;
|}&lt;br /&gt;
==== Misc ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Multi-analyzer]]&amp;lt;br&amp;gt;[[File:Multi-analyzer.png|64px]]&lt;br /&gt;
! [[Hi-tech research bench]]&amp;lt;br&amp;gt;[[File:Hi-tech research bench.png|128px]]&lt;br /&gt;
|| 8 Tiles || 1 || +10% [[Research speed]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Tool cabinet]]&amp;lt;br&amp;gt;[[File:Tool cabinet south.png|64px]]&lt;br /&gt;
! [[Tool cabinet#Linkable workbenches|Most Workbenches]]&amp;lt;br&amp;gt;[[File:TableSmithing.png|32px]][[File:Table tailor electric north.png|32px]][[File:TableButcher.png|32px]]&amp;lt;br&amp;gt;[[File:MachiningTable.png|32px]][[File:Drug lab.png|32px]][[File:TableSculpting.png|32px]]&lt;br /&gt;
|| 8 Tiles || 2 || +6% [[Work Speed Factor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ritual{{IdeologyIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Lectern]]&amp;lt;br&amp;gt;[[File:Lectern.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Medium_altar|Altar]]&amp;lt;br&amp;gt;[[File:Medium altar.png|64px]]&amp;lt;br&amp;gt;[[Ideogram]]&amp;lt;br&amp;gt;[[File:Ideogram christian a.png|64px]]&amp;lt;br&amp;gt;[[Ritual spot]]&amp;lt;br&amp;gt;[[File:Ritual spot.png|64px]]&lt;br /&gt;
|| ? Tiles || 1? || +? [[Ritual Quality]]&amp;lt;br&amp;gt;The speaker will stand here during rituals&lt;br /&gt;
|-&lt;br /&gt;
! Any Ritual Seat&amp;lt;br&amp;gt;[[Pew]]&amp;lt;br&amp;gt;[[File:Pew.png|32px]]&amp;lt;br&amp;gt;[[Kneel pillow]]&amp;lt;br&amp;gt;[[File:Kneel pillow.png|32px]]&amp;lt;br&amp;gt;[[Kneel sheet]]&amp;lt;br&amp;gt;[[File:Kneel sheet.png|32px]]&lt;br /&gt;
|| ? Tiles || ?? || Gives ritual spectators a place to sit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gene-tailoring{{BiotechIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene processor]]&amp;lt;br&amp;gt;[[File:Gene processor.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || +2 Max [[Xenogerm]] Complexity&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene bank]]&amp;lt;br&amp;gt;[[File:Genebank north.png|64px]]&lt;br /&gt;
&amp;lt;!--|| [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]--&amp;gt;&lt;br /&gt;
|| 12.9 Tiles || 100 || Provides [[Genes]] from stored [[Genepack]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Main Building then Facility ===&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Building !! Facility !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]]&lt;br /&gt;
|| [[End table]]&amp;lt;br&amp;gt;[[File:End table.png]]&lt;br /&gt;
|| Next to head of bed || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Dresser]]&amp;lt;br&amp;gt;[[File:Dresser south.png|64px]]&lt;br /&gt;
|| 6 Tiles || 1 || +5% [[Comfort]]&lt;br /&gt;
|}&lt;br /&gt;
==== Misc ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Building !! Facility !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Hi-tech research bench]]&amp;lt;br&amp;gt;[[File:Hi-tech research bench.png|128px]]&lt;br /&gt;
! [[Multi-analyzer]]&amp;lt;br&amp;gt;[[File:Multi-analyzer.png|64px]]&lt;br /&gt;
|| 8 Tiles || 1 || +10% [[Research speed]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Tool cabinet#Linkable workbenches|Most Workbenches]]&amp;lt;br&amp;gt;[[File:TableSmithing.png|32px]][[File:Table tailor electric north.png|32px]][[File:TableButcher.png|32px]]&amp;lt;br&amp;gt;[[File:MachiningTable.png|32px]][[File:Drug lab.png|32px]][[File:TableSculpting.png|32px]]&lt;br /&gt;
! [[Tool cabinet]]&amp;lt;br&amp;gt;[[File:Tool cabinet south.png|64px]]&lt;br /&gt;
|| 8 Tiles || 2 || +6% [[Work Speed Factor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ritual{{IdeologyIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Building !! Facility !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Medium_altar|Altar]]&amp;lt;br&amp;gt;[[File:Medium altar.png|64px]]&amp;lt;br&amp;gt;[[Ideogram]]&amp;lt;br&amp;gt;[[File:Ideogram christian a.png|64px]]&amp;lt;br&amp;gt;[[Ritual spot]]&amp;lt;br&amp;gt;[[File:Ritual spot.png|64px]]&lt;br /&gt;
! [[Lectern]]&amp;lt;br&amp;gt;[[File:Lectern.png|64px]]&lt;br /&gt;
|| ? Tiles || 1? || +? [[Ritual Quality]]&amp;lt;br&amp;gt;The speaker will stand here during rituals&lt;br /&gt;
|-&lt;br /&gt;
! Any Ritual Seat&amp;lt;br&amp;gt;[[Pew]]&amp;lt;br&amp;gt;[[File:Pew.png|32px]]&amp;lt;br&amp;gt;[[Kneel pillow]]&amp;lt;br&amp;gt;[[File:Kneel pillow.png|32px]]&amp;lt;br&amp;gt;[[Kneel sheet]]&amp;lt;br&amp;gt;[[File:Kneel sheet.png|32px]]&lt;br /&gt;
|| ? Tiles || ?? || Gives ritual spectators a place to sit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gene-tailoring{{BiotechIcon}} ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]&lt;br /&gt;
! [[Gene processor]]&amp;lt;br&amp;gt;[[File:Gene processor.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || +2 Max [[Xenogerm]] Complexity&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene bank]]&amp;lt;br&amp;gt;[[File:Genebank north.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || Provides [[Genes]] from stored [[Genepack]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Big Combined Table ===&lt;br /&gt;
==== Sub-headers ====&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Furniture&lt;br /&gt;
|-&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[End table]]&amp;lt;br&amp;gt;[[File:End table.png]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]]&lt;br /&gt;
|| Next to head of bed || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
![[Dresser]]&amp;lt;br&amp;gt;[[File:Dresser south.png|64px]]&lt;br /&gt;
&amp;lt;!-- || Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]] --&amp;gt;&lt;br /&gt;
|| 6 Tiles || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Multi-analyzer]]&amp;lt;br&amp;gt;[[File:Multi-analyzer.png|64px]]&lt;br /&gt;
! [[Hi-tech research bench]]&amp;lt;br&amp;gt;[[File:Hi-tech research bench.png|128px]]&lt;br /&gt;
|| 8 Tiles || 1 || +10% [[Research speed]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Tool cabinet]]&amp;lt;br&amp;gt;[[File:Tool cabinet south.png|64px]]&lt;br /&gt;
! [[Tool cabinet#Linkable workbenches|Most Workbenches]]&amp;lt;br&amp;gt;[[File:TableSmithing.png|32px]][[File:Table tailor electric north.png|32px]][[File:TableButcher.png|32px]]&amp;lt;br&amp;gt;[[File:MachiningTable.png|32px]][[File:Drug lab.png|32px]][[File:TableSculpting.png|32px]]&lt;br /&gt;
|| 8 Tiles || 2 || +6% [[Work Speed Factor]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Ritual{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Lectern]]&amp;lt;br&amp;gt;[[File:Lectern.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Medium_altar|Altar]]&amp;lt;br&amp;gt;[[File:Medium altar.png|64px]]&amp;lt;br&amp;gt;[[Ideogram]]&amp;lt;br&amp;gt;[[File:Ideogram christian a.png|64px]]&amp;lt;br&amp;gt;[[Ritual spot]]&amp;lt;br&amp;gt;[[File:Ritual spot.png|64px]]&lt;br /&gt;
|| ? Tiles || 1? || +? [[Ritual Quality]]&amp;lt;br&amp;gt;The speaker will stand here during rituals&lt;br /&gt;
|-&lt;br /&gt;
! Any Ritual Seat&amp;lt;br&amp;gt;[[Pew]]&amp;lt;br&amp;gt;[[File:Pew.png|32px]]&amp;lt;br&amp;gt;[[Kneel pillow]]&amp;lt;br&amp;gt;[[File:Kneel pillow.png|32px]]&amp;lt;br&amp;gt;[[Kneel sheet]]&amp;lt;br&amp;gt;[[File:Kneel sheet.png|32px]]&lt;br /&gt;
|| ? Tiles || ?? || Gives ritual spectators a place to sit&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Gene-tailoring{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene processor]]&amp;lt;br&amp;gt;[[File:Gene processor.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || +2 Max [[Xenogerm]] Complexity&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene bank]]&amp;lt;br&amp;gt;[[File:Genebank north.png|64px]]&lt;br /&gt;
&amp;lt;!--|| [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]--&amp;gt;&lt;br /&gt;
|| 12.9 Tiles || 100 || Provides [[Genes]] from stored [[Genepack]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Furniture&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Facilities !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]]&lt;br /&gt;
! [[End table]]&amp;lt;br&amp;gt;[[File:End table.png]]&lt;br /&gt;
|| Next to head of bed || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
![[Dresser]]&amp;lt;br&amp;gt;[[File:Dresser south.png|64px]]&lt;br /&gt;
&amp;lt;!-- || Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]] --&amp;gt;&lt;br /&gt;
|| 6 Tiles || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Facilities !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! [[Hi-tech research bench]]&amp;lt;br&amp;gt;[[File:Hi-tech research bench.png|128px]]&lt;br /&gt;
! [[Multi-analyzer]]&amp;lt;br&amp;gt;[[File:Multi-analyzer.png|64px]]&lt;br /&gt;
|| 8 Tiles || 1 || +10% [[Research speed]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Tool cabinet#Linkable workbenches|Most Workbenches]]&amp;lt;br&amp;gt;[[File:TableSmithing.png|32px]][[File:Table tailor electric north.png|32px]][[File:TableButcher.png|32px]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:MachiningTable.png|32px]][[File:Drug lab.png|32px]][[File:TableSculpting.png|32px]]&lt;br /&gt;
! [[Tool cabinet]]&amp;lt;br&amp;gt;[[File:Tool cabinet south.png|64px]]&lt;br /&gt;
|| 8 Tiles || 2 || +6% [[Work Speed Factor]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Ritual{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Facilities !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Medium_altar|Altar]]&amp;lt;br&amp;gt;[[File:Medium altar.png|64px]]&amp;lt;br&amp;gt;[[Ideogram]]&amp;lt;br&amp;gt;[[File:Ideogram christian a.png|64px]]&amp;lt;br&amp;gt;[[Ritual spot]]&amp;lt;br&amp;gt;[[File:Ritual spot.png|64px]]&lt;br /&gt;
! [[Lectern]]&amp;lt;br&amp;gt;[[File:Lectern.png|64px]]&lt;br /&gt;
|| ? Tiles || 1? || +? [[Ritual Quality]]&amp;lt;br&amp;gt;The speaker will stand here during rituals&lt;br /&gt;
|-&lt;br /&gt;
! Any Ritual Seat&amp;lt;br&amp;gt;[[Pew]]&amp;lt;br&amp;gt;[[File:Pew.png|32px]]&amp;lt;br&amp;gt;[[Kneel pillow]]&amp;lt;br&amp;gt;[[File:Kneel pillow.png|32px]]&amp;lt;br&amp;gt;[[Kneel sheet]]&amp;lt;br&amp;gt;[[File:Kneel sheet.png|32px]]&lt;br /&gt;
|| ? Tiles || ?? || Gives ritual spectators a place to sit&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Gene-tailoring{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Facilities !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]&lt;br /&gt;
! [[Gene processor]]&amp;lt;br&amp;gt;[[File:Gene processor.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || +2 Max [[Xenogerm]] Complexity&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene bank]]&amp;lt;br&amp;gt;[[File:Genebank north.png|64px]]&lt;br /&gt;
&amp;lt;!--|| [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]--&amp;gt;&lt;br /&gt;
|| 12.9 Tiles || 100 || Provides [[Genes]] from stored [[Genepack]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== No Sub-headers ====&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Furniture&lt;br /&gt;
|-&lt;br /&gt;
! [[End table]]&amp;lt;br&amp;gt;[[File:End table.png]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]]&lt;br /&gt;
|| Next to head of bed || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
![[Dresser]]&amp;lt;br&amp;gt;[[File:Dresser south.png|64px]]&lt;br /&gt;
&amp;lt;!-- || Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]] --&amp;gt;&lt;br /&gt;
|| 6 Tiles || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Facility !! Links To !! Range !! Max Number !! Effects --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Multi-analyzer]]&amp;lt;br&amp;gt;[[File:Multi-analyzer.png|64px]]&lt;br /&gt;
! [[Hi-tech research bench]]&amp;lt;br&amp;gt;[[File:Hi-tech research bench.png|128px]]&lt;br /&gt;
|| 8 Tiles || 1 || +10% [[Research speed]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Tool cabinet]]&amp;lt;br&amp;gt;[[File:Tool cabinet south.png|64px]]&lt;br /&gt;
! [[Tool cabinet#Linkable workbenches|Most Workbenches]]&amp;lt;br&amp;gt;[[File:TableSmithing.png|32px]][[File:Table tailor electric north.png|32px]][[File:TableButcher.png|32px]]&amp;lt;br&amp;gt;[[File:MachiningTable.png|32px]][[File:Drug lab.png|32px]][[File:TableSculpting.png|32px]]&lt;br /&gt;
|| 8 Tiles || 2 || +6% [[Work Speed Factor]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Ritual{{IdeologyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! Building !! Facility !! Range !! Max Number !! Effects--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lectern]]&amp;lt;br&amp;gt;[[File:Lectern.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Medium_altar|Altar]]&amp;lt;br&amp;gt;[[File:Medium altar.png|64px]]&amp;lt;br&amp;gt;[[Ideogram]]&amp;lt;br&amp;gt;[[File:Ideogram christian a.png|64px]]&amp;lt;br&amp;gt;[[Ritual spot]]&amp;lt;br&amp;gt;[[File:Ritual spot.png|64px]]&lt;br /&gt;
|| ? Tiles || 1? || +? [[Ritual Quality]]&amp;lt;br&amp;gt;The speaker will stand here during rituals&lt;br /&gt;
|-&lt;br /&gt;
! Any Ritual Seat&amp;lt;br&amp;gt;[[Pew]]&amp;lt;br&amp;gt;[[File:Pew.png|32px]]&amp;lt;br&amp;gt;[[Kneel pillow]]&amp;lt;br&amp;gt;[[File:Kneel pillow.png|32px]]&amp;lt;br&amp;gt;[[Kneel sheet]]&amp;lt;br&amp;gt;[[File:Kneel sheet.png|32px]]&lt;br /&gt;
|| ? Tiles || ?? || Gives ritual spectators a place to sit&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Gene-tailoring{{BiotechIcon}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Facility !! Links To !! Range !! Max Number !! Effects --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene processor]]&amp;lt;br&amp;gt;[[File:Gene processor.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || +2 Max [[Xenogerm]] Complexity&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene bank]]&amp;lt;br&amp;gt;[[File:Genebank north.png|64px]]&lt;br /&gt;
&amp;lt;!--|| [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]--&amp;gt;&lt;br /&gt;
|| 12.9 Tiles || 100 || Provides [[Genes]] from stored [[Genepack]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== No Sections ====&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Facility !! Links To !! Range !! Max Number !! Effects&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;5&amp;quot; | Furniture--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[End table]]&amp;lt;br&amp;gt;[[File:End table.png]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]]&lt;br /&gt;
|| Next to head of bed || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
![[Dresser]]&amp;lt;br&amp;gt;[[File:Dresser south.png|64px]]&lt;br /&gt;
&amp;lt;!-- || Any [[Bed]] &amp;lt;br&amp;gt;[[File:Sleeping spot.png|32px]][[File:Bedroll.png|16px]]&amp;lt;br&amp;gt;[[File:Bed.png|16px]][[File:Hospital bed south.png|32px]] --&amp;gt;&lt;br /&gt;
|| 6 Tiles || 1 || +5% [[Comfort]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;5&amp;quot; | Misc--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Facility !! Links To !! Range !! Max Number !! Effects --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Multi-analyzer]]&amp;lt;br&amp;gt;[[File:Multi-analyzer.png|64px]]&lt;br /&gt;
! [[Hi-tech research bench]]&amp;lt;br&amp;gt;[[File:Hi-tech research bench.png|128px]]&lt;br /&gt;
|| 8 Tiles || 1 || +10% [[Research speed]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Tool cabinet]]&amp;lt;br&amp;gt;[[File:Tool cabinet south.png|64px]]&lt;br /&gt;
! [[Tool cabinet#Linkable workbenches|Most Workbenches]]&amp;lt;br&amp;gt;[[File:TableSmithing.png|32px]][[File:Table tailor electric north.png|32px]][[File:TableButcher.png|32px]]&amp;lt;br&amp;gt;[[File:MachiningTable.png|32px]][[File:Drug lab.png|32px]][[File:TableSculpting.png|32px]]&lt;br /&gt;
|| 8 Tiles || 2 || +6% [[Work Speed Factor]]&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;5&amp;quot; | Ritual{{IdeologyIcon}}--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! Building !! Facility !! Range !! Max Number !! Effects--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Lectern]]&amp;lt;br&amp;gt;[[File:Lectern.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Any [[Medium_altar|Altar]]&amp;lt;br&amp;gt;[[File:Medium altar.png|64px]]&amp;lt;br&amp;gt;[[Ideogram]]&amp;lt;br&amp;gt;[[File:Ideogram christian a.png|64px]]&amp;lt;br&amp;gt;[[Ritual spot]]&amp;lt;br&amp;gt;[[File:Ritual spot.png|64px]]&lt;br /&gt;
|| ? Tiles || 1? || +? [[Ritual Quality]]&amp;lt;br&amp;gt;The speaker will stand here during rituals&lt;br /&gt;
|-&lt;br /&gt;
! Any Ritual Seat&amp;lt;br&amp;gt;[[Pew]]&amp;lt;br&amp;gt;[[File:Pew.png|32px]]&amp;lt;br&amp;gt;[[Kneel pillow]]&amp;lt;br&amp;gt;[[File:Kneel pillow.png|32px]]&amp;lt;br&amp;gt;[[Kneel sheet]]&amp;lt;br&amp;gt;[[File:Kneel sheet.png|32px]]&lt;br /&gt;
|| ? Tiles || ?? || Gives ritual spectators a place to sit&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--! colspan=&amp;quot;5&amp;quot; | Gene-tailoring{{BiotechIcon}}--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Facility !! Links To !! Range !! Max Number !! Effects --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene processor]]&amp;lt;br&amp;gt;[[File:Gene processor.png|64px]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]&lt;br /&gt;
|| 12.9 Tiles || 100 || +2 Max [[Xenogerm]] Complexity&lt;br /&gt;
|-&lt;br /&gt;
! [[Gene bank]]&amp;lt;br&amp;gt;[[File:Genebank north.png|64px]]&lt;br /&gt;
&amp;lt;!--|| [[Gene assembler]]&amp;lt;br&amp;gt;[[File:Gene assembler south.png|64px]]--&amp;gt;&lt;br /&gt;
|| 12.9 Tiles || 100 || Provides [[Genes]] from stored [[Genepack]]s&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Healer_mech_serum&amp;diff=144228</id>
		<title>Healer mech serum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Healer_mech_serum&amp;diff=144228"/>
		<updated>2024-04-23T01:49:13Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Version history */ Bug fix from 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|exotic&lt;br /&gt;
| name = Healer mech serum&lt;br /&gt;
| image = Healer mech serum.png|Healer mech serum&lt;br /&gt;
| description = A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| tech level = Ultra&lt;br /&gt;
| hp = 80&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 1300&lt;br /&gt;
| mass base = 0.2&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 10&lt;br /&gt;
| path cost = 14&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MechSerumHealer&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| label = healer mech serum&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| quest item = true&lt;br /&gt;
}}&lt;br /&gt;
The '''healer mech serum''' is an item that can heal almost every health condition.&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Healer mech serums cannot be crafted, nor can it be bought from [[trader]]s. Instead they can only be found in [[ancient shrine]]s or acquired as a reward for performing [[quests]]. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to a serum in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the [[DLC]] dilute the reward pool with more options.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Stub|section=1|reason=Not a full list of conditions - see FixWorstHealthCondition}}&lt;br /&gt;
Healer mech serums will heal a single health condition. It removes the most &amp;quot;severe&amp;quot; health problem, in a specific order. If there are no healable conditions, the serum will still be consumed. Pawns can be directed to use a serum on themselves or others.&lt;br /&gt;
&lt;br /&gt;
The serum will heal these conditions in the following order:&lt;br /&gt;
# Missing limbs, hands, and feet (Not fingers/ toes)&lt;br /&gt;
#* Legs&lt;br /&gt;
#* Shoulders/arms&lt;br /&gt;
#* Spine&lt;br /&gt;
# Whole body ailments&lt;br /&gt;
#* [[Toxic buildup]]&lt;br /&gt;
#* [[Disease]]s, in order of severity&lt;br /&gt;
#* [[Blood loss]]&lt;br /&gt;
#* [[Heatstroke]]&lt;br /&gt;
#* [[Hypothermia]]&lt;br /&gt;
#* [[Frail]]&lt;br /&gt;
#* Sterilized&lt;br /&gt;
# Brain ailments&lt;br /&gt;
#* [[Resurrection psychosis]]&lt;br /&gt;
#* [[Trauma savant]]&lt;br /&gt;
#* [[Alzheimer's]]&lt;br /&gt;
#* [[Dementia]]&lt;br /&gt;
# Scars on the brain&lt;br /&gt;
# Missing organs&lt;br /&gt;
#* [[Lung]]s&lt;br /&gt;
#* [[Kidney]]s&lt;br /&gt;
#* Facial parts&lt;br /&gt;
#* Fingers/ toes&lt;br /&gt;
# Ailments in other parts&lt;br /&gt;
#* For example: [[Carcinoma]], [[Cataract]], [[Bad back]]&lt;br /&gt;
# Drug [[addiction]]&lt;br /&gt;
# Scars on other parts&lt;br /&gt;
# Injuries&lt;br /&gt;
&lt;br /&gt;
Organs that occur in pairs (kidneys, eyes, ears) will always be healed in pairs (e.g. the serum would cure a cataract in both eyes, not just one). Replacements, however, occur individually.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
Below are the conditions which the serum '''cannot''' treat:&lt;br /&gt;
* Luciferium need&lt;br /&gt;
* Drug tolerances&lt;br /&gt;
* Anesthetic&lt;br /&gt;
* Fertility Procedures: Tubal Ligation, Implanted IUD, Vasectomy&lt;br /&gt;
&lt;br /&gt;
To regrow a missing body part, the artificial part has to be removed first (by surgery) before the serum is applied.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Firstly, don't expect to find more than a handful of these serums during a playthrough, if even that many. Use it wisely: most missing limbs and failed organs can be replaced, either with artificial or natural parts. Serums should be saved for situations where all other treatments fail, such as brain damage, or when a pawn would certainly die otherwise.&lt;br /&gt;
&lt;br /&gt;
Conditions are treated in a strict order. An [[infection]] (Major, developed immunity) will be cured over Alzheimer's, even though the former is virtually harmless. Blood loss and toxic buildup are cured before scars are. Do not apply the serum unless absolutely certain it will heal the correct condition.&lt;br /&gt;
&lt;br /&gt;
=== Uses ===&lt;br /&gt;
* Great for colonists with brain damage, dementia and frailty. These can be quite crippling, and most other ways to treat them come with significant downsides (see below).&lt;br /&gt;
* Repair shattered spines or pelvises to allow colonists to function again (the former can however also be fixed with a [[bionic spine]]).&lt;br /&gt;
* Immediately end a colonist's [[Mental break#Catatonia|catatonic break]], at quite a cost. Do so when the colonist is absolutely vital to your colony's operations -- this should be a very rare occasion.&lt;br /&gt;
* This is the only option to fix certain Social penalties in the base game, such as the Disfigured debuff from a missing nose.&lt;br /&gt;
**A missing nose can be fixed with the [[aesthetic nose]]{{RoyaltyIcon}} or [[biosculpter pod]]{{IdeologyIcon}}, but both require their respective DLC installed.&lt;br /&gt;
&lt;br /&gt;
=== Alternatives ===&lt;br /&gt;
Many permanent conditions like Dementia or Alzheimer's can be cured with other methods, which all have some other form of cost. For a full comparison of what can and can't be healed by these methods, see the Healing method table below.&lt;br /&gt;
* Killing the pawn and applying a [[resurrector mech serum]], an item of the same rarity as the healer mech serum. It can also cause adverse side-effects, including the fatal [[Resurrection psychosis|psychosis]] (which ironically, requires a healer mech serum to treat). &lt;br /&gt;
* [[Luciferium]], which will cause immediate hard dependence on the drug. It requires constant intake; while it does provide significant stat buffs, luciferium is expensive, and withdrawal is fatal.&lt;br /&gt;
* [[Biosculpter pod]]s.{{IdeologyIcon}} The Bioregeneration cycle can heal many conditions (less than lucifierium), which costs 2 [[glitterworld medicine]], up to 25 days in a clean room to complete, and dedicated research.&lt;br /&gt;
* [[Genes#Scarless|Scarless gene]].{{BiotechIcon}} This either requires the scarless [[genepack]] and an [[archite capsule]], or has the price of becoming a [[sanguophage]]. It can also be obtained from game start.&lt;br /&gt;
&lt;br /&gt;
{{Heal Option Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Added as '''Healer mechanite superdose'''. At that time it could treat injuries and ailments, but could not treat some conditions, notably diseases.&lt;br /&gt;
* Beta 19/1.0 - Function was expanded such that it can now treat nearly all health conditions.&lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Fix: Healer mech serum heals love&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Restored the healing message displayed after using a healer mech serum.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Psychic suppression targeted by healer mech serum.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Fix: Gene loss shock is healed before scars and injuries when using healing serum.&lt;br /&gt;
&lt;br /&gt;
{{nav/questitems}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Exotic Item]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=144227</id>
		<title>Gene extractor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=144227"/>
		<updated>2024-04-23T01:44:47Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Version history */ Relevant bug fixes from 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Gene extractor&lt;br /&gt;
| image = Gene extractor south.png&lt;br /&gt;
| description = An automated surgery machine that can extract a person's genes and create a genepack from them. The extracted genes will be randomly selected from the person's xenogenes and germline genes. You can force someone into the machine, but they won't like it.&amp;lt;br/&amp;gt;Extracting a person's genes while their genes are currently regrowing will kill them. Otherwise, gene extraction causes no lasting harm.&amp;lt;br/&amp;gt;Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Biotech (Buildings)&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| blockswind = &lt;br /&gt;
| cover = 0.0&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 0.5&lt;br /&gt;
| hp = 350&lt;br /&gt;
| beauty = 0&lt;br /&gt;
| power = -200&lt;br /&gt;
| glowradius =&lt;br /&gt;
| glowcolor = &lt;br /&gt;
| heatpersecond = &lt;br /&gt;
| terrain affordance = Light&lt;br /&gt;
| research = Xenogenetics&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 9000&lt;br /&gt;
| resource 1 = steel&lt;br /&gt;
| resource 1 amount = 200 &lt;br /&gt;
| resource 2 = component&lt;br /&gt;
| resource 2 amount =  8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Gene extractor''' is used to extract [[genepack]]s from humans.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Gene extractors can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The extractor consumes 50W of power when idle, and 200W when active. When active, a gene extractor will collect [[genes]] from humans to be stored into a [[genepack]]. Colonists can be ordered to enter the gene extractor either by right-clicking it with a colonist selected, or by using the on-screen gizmo. Prisoners can be loaded into the gene extractor using the on-screen gizmo. Once a prisoner has been selected, a colonist will haul them to the extractor. This job is considered &amp;quot;Hauling&amp;quot; instead of &amp;quot;Wardening&amp;quot;. [[Quest]] lodgers cannot have their genes extracted.&lt;br /&gt;
&lt;br /&gt;
In order for a pawn to enter the extractor, they must have one or more genes aside from their melanin (natural skin color) and hair color genes, meaning that baseline humans are exempt. The extractor can still extract an occupant's hair color or non-natural skin gene, if present.&lt;br /&gt;
&lt;br /&gt;
It takes 12 hours for gene extraction to complete. The occupant is not suspended during extraction, and will still have their needs decay. This means that a pawn may be starving or exhausted by the time they leave. Once extraction is complete, the occupant will be ejected, and a new genepack with 1 to 4 collected xenogenes will be dropped nearby. If it is not powered for 24 hours cumulative during the extraction, then extraction will be canceled.&lt;br /&gt;
&lt;br /&gt;
Once extracted, the occupant will suffer from multiple conditions:&lt;br /&gt;
* ''Gene Shock'' for 2 days ({{++|5%}} [[pain]], {{--|5%}} [[Consciousness]], {{--|15%}} [[blood filtration]])&lt;br /&gt;
*''Genes Regrowing'' for 12 to 20 days. It does not have any direct effects, but will cause instant death if the pawn has their genes extracted before it wears off. This death is caused by destruction of the brain, so the [[Genes#Deathless|Deathless]] gene does not stop this.&lt;br /&gt;
&lt;br /&gt;
Prisoners and slaves who have their genes extracted will have a {{--|8}} ''Genes Extracted'' [[mood]]let, for being an unwilling extraction. Colonist moods are not affected by anyone's genes being harvested, including their own.&lt;br /&gt;
&lt;br /&gt;
=== Gene selection ===&lt;br /&gt;
Attempted number of genes to extract is weighted as such:&lt;br /&gt;
* 1 gene    -&amp;gt; 0.7 weight&lt;br /&gt;
* 2 genes -&amp;gt; 0.2 weight&lt;br /&gt;
* 3 genes -&amp;gt; 0.08 weight&lt;br /&gt;
* 4 genes -&amp;gt; 0.02 weight&lt;br /&gt;
&lt;br /&gt;
After a number of genes to extract is selected, the following rules must be adhered to for selecting genes:&lt;br /&gt;
* Sum of all genes' metabolism score is required to be within -5 to 5 range.&lt;br /&gt;
* Archite genes '''cannot''' be extracted.&lt;br /&gt;
* Melanin skin color genes '''cannot''' be extracted.&lt;br /&gt;
* No duplicates.&lt;br /&gt;
&lt;br /&gt;
If a gene has &amp;gt; 0 complexity, it has a selection weight of 3, otherwise its weight is 1.&lt;br /&gt;
&lt;br /&gt;
=== Xenotype Extraction Table ===&lt;br /&gt;
The following table serves as a reference for which [[xenotype]]s have which specific genes. Bear in mind that many genes are not used by any xenotype, and must be acquired through [[trade]] or [[quest]]s. Archite genes cannot be extracted, despite appearing in the table.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{Xenotype genes table}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{For|general guide to the gene system|Genetics}}&lt;br /&gt;
Overall, gene editing is suprisingly inexpensive. A gene extractor, [[gene bank|bank]], and [[gene assembler|assembler]] only costs {{Icon Small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} + {{Q|gene assembler|Resource 1 Amount}} }} }} [[steel]] and {{Icon Small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} + {{Q|gene assembler|Resource 2 Amount}} }} }} [[component]]s. You don't need to build the assembler right away, lowering the cost to {{Icon Small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} }} }} [[steel]] and {{icon Small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} }} }} [[component]]s. This is often affordable for colonies that have the time to research Xenogenetics. You may want to build more gene banks as your gene collection grows, but you can toss out unwanted genepacks in the meantime.&lt;br /&gt;
&lt;br /&gt;
Rather, the main cost of the extractor is ''time''. Each extraction takes 12 hours and has a cooldown of 12-20 days per person. And you'll get an entirely random set of genes; there's no protection against duplicate gene packs, for instance. Players that desire to use xenogenetics should plan ahead. Both colonists and [[prisoner]]s can have their genes extracted. If you want a specific xenotype's gene, then try and capture as many prisoners of that xenotype as possible, even if you don't want to recruit them. Don't shy away from extracting colonist genes, either - the extraction process is a very minor penalty, unless a colonist is currently suffering through a [[disease]].&lt;br /&gt;
&lt;br /&gt;
In return, even simple [[xenogerm]]s can provide major benefit. For example, [[neanderthals]] have [[Genes#Robust|Robust]] gene, reducing ''all'' damage by ×75%. With a Great &amp;lt;skill&amp;gt; gene, it becomes very easy to reach (and maintain) a level 20 skill. Virtually every [[xenotype]] has at least one gene worth extracting and using. Don't be afraid with installing &amp;quot;incomplete&amp;quot; xenogerms; each xenogerm completely overwrites the last, and only costs 4 [[herbal medicine]] to implant.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Biotech DLC]] Release - Added&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] -&lt;br /&gt;
** &amp;quot;Genes regrowing&amp;quot; hediff from gene extraction lasts 12-20 days. (Down from 25)&lt;br /&gt;
** Gene extractor takes 12 hours to extract genes. (Down from 24)&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Gene extractor can no longer extract melanin (skin or hair) genes.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] -&lt;br /&gt;
** Pawns can no longer use the gene extractor if they only have a melanin gene.&lt;br /&gt;
** Fix: Empty genepacks can be extracted&lt;br /&gt;
* [[Version/1.4.3548|1.4.3548]] - Fix: Pawns in gene extractors are suspended.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - &lt;br /&gt;
** Gene shock effects reduced{{Check Tag|From what?|What were the effects of gene shock previously}}, and lasts for 2 days (down from 4). &lt;br /&gt;
** Gene extractors will cancel extraction and eject the victim if they are without power for a cumulative 24 hours.&lt;br /&gt;
** Fix: If a pawn is designated to enter a gene extractor but dies before they get there, the order is not canceled.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Fix: Error trying to breastfeed a baby inside a gene extractor.&lt;br /&gt;
** Fix: Gene extraction can be exploited via save/load.&lt;br /&gt;
&lt;br /&gt;
{{Nav|biotech|wide}}&lt;br /&gt;
[[Category:Biotech (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=144226</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=144226"/>
		<updated>2024-04-23T01:40:10Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Drugs */ Add recode: somebody needs to verify the changes to genetic overdose prevention in 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are not immune to pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=144225</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=144225"/>
		<updated>2024-04-23T01:34:36Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Version history */ Add relevant patch notes from Version/1.5.4062#Improvements and adjustments - Biotech, plus bug fixes that I found by ctrl-f searching &amp;quot;gene&amp;quot;. May not be exhaustive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
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{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are not immune to pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=144224</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=144224"/>
		<updated>2024-04-23T01:23:23Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Special abilities */ Update acid spray description for 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Finish adding xenotype icons to genes.}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].&lt;br /&gt;
&lt;br /&gt;
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}&lt;br /&gt;
&lt;br /&gt;
The type of gene is shown both by its position in the gene tab of the pawn and its background:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. &lt;br /&gt;
:* Using this ability while genes are regrowing kills the pawn.&lt;br /&gt;
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
{{Stub|section=1|reason=Hemogen craving effects}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.&lt;br /&gt;
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.&lt;br /&gt;
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|10}} ''Genetic depression'' [[mood]]&lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{+|10}} ''Genetic joy'' [[mood]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire&lt;br /&gt;
* 0.1 day mtb chance of &amp;quot;Fleeing fire&amp;quot; mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are not immune to pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* Melee damage factor ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very Sleepy&amp;quot;&lt;br /&gt;
! Very Sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Incoming damage multiplier ×75%&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal chords{{sic}}.''&amp;lt;br&amp;gt;[[File:Speech_Male_R&amp;amp;D_v4_28.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Neanderthal.png|32px|link=Neanderthals]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&amp;lt;br&amp;gt;[[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* Lifespan factor {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer]] rate factor {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* Stagger time multiplier {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&amp;lt;br&amp;gt;[[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:PigskinXenotype.png|32px|link=Pigskins]]&amp;lt;br&amp;gt;[[File:Waster.png|32px|link=Wasters]]&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&amp;lt;br&amp;gt;[[File:Impid.png|32px|link=Impids]]&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| [[File:Neanderthal.png|32px|link=Neanderthals]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Sanguophage.png|32px|link=Sanguophages]]&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Yttakin.png|32px|link=Yttakin]]&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Dirtmole.png|32px|link=Dirtmoles]]&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Genie.png|32px|link=Genies]]&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Hussar.png|32px|link=Hussars]]&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| [[File:Highmate.png|32px|link=Highmates]]&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for all drugs: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for ''all'' drugs: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
? &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented. &lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5kplrj3qy234lu5&amp;topic_postId=y3f1836gj0mfzbr8&amp;topic_revId=y3f1836gj0mfzbr8&amp;action=single-view</id>
		<title>Topic:X5kplrj3qy234lu5</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5kplrj3qy234lu5&amp;topic_postId=y3f1836gj0mfzbr8&amp;topic_revId=y3f1836gj0mfzbr8&amp;action=single-view"/>
		<updated>2024-04-22T23:40:21Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/wiki/User:Turnovus&quot; class=&quot;mw-userlink&quot; title=&quot;User:Turnovus&quot;&gt;&lt;bdi&gt;Turnovus&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/wiki/User_talk:Turnovus&quot; class=&quot;mw-usertoollinks-talk&quot; title=&quot;User talk:Turnovus&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Turnovus&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Turnovus&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:X5kplrj3qy234lu5&amp;amp;topic_showPostId=y3f1836gj0mfzbr8#flow-post-y3f1836gj0mfzbr8&quot;&gt;commented&lt;/a&gt; on &quot;Thanks&quot; (&lt;em&gt;Nice. I was thinking it would be a good candidate for a template at the time, so it&amp;#039;s good to see that get take care of.&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:BioferriteHarvester_east.png&amp;diff=144129</id>
		<title>File:BioferriteHarvester east.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:BioferriteHarvester_east.png&amp;diff=144129"/>
		<updated>2024-04-21T19:38:58Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Turnovus uploaded a new version of File:BioferriteHarvester east.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
For technical reasons, the harvester's textures appear stretched when not viewed in-game (draw size of 2x3). This upload of the texture has been manually adjusted using GIMP.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Electroharvester_south.png&amp;diff=144128</id>
		<title>File:Electroharvester south.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Electroharvester_south.png&amp;diff=144128"/>
		<updated>2024-04-21T19:38:44Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Turnovus uploaded a new version of File:Electroharvester south.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
For technical reasons, the harvester's textures appear stretched when not viewed in-game (draw size of 3x2). This upload of the texture has been manually adjusted using GIMP. &lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incendiary_launcher&amp;diff=144127</id>
		<title>Incendiary launcher</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incendiary_launcher&amp;diff=144127"/>
		<updated>2024-04-21T19:29:21Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Summary */ Changes to pyromania weaponry in 1.5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|weapon&lt;br /&gt;
| name = Incendiary launcher&lt;br /&gt;
| image = Incendiary launcher.png&lt;br /&gt;
| description = A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| range = 23.9&lt;br /&gt;
| burst = 1&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 210&lt;br /&gt;
| cooldown = 210&lt;br /&gt;
| velocity = 40	&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| missRadius = 1.9&lt;br /&gt;
| blastRadius = 1.1&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 4&lt;br /&gt;
| marketvalue = 340&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| research = Gunsmithing&lt;br /&gt;
| work to make = 20000&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Stock&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun&lt;br /&gt;
| thingSetMakerTags = &lt;br /&gt;
| tradeTags = WeaponRanged&lt;br /&gt;
}}&lt;br /&gt;
{{Info|The '''incendiary launcher''' is a [[weapon]] that fires bolts that deal low damage but can start fires and ignite enemies.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Incendiary launchers can be crafted with [[Crafting]] skill 4 at a [[machining table]] after researching [[Research#Gunsmithing|gunsmithing]] with {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. &lt;br /&gt;
&lt;br /&gt;
Incendiary launchers can also be purchased from outlander and orbital combat suppliers, outlander settlements, or obtained from the following [[raider#Humanlike|raider]] kinds:&lt;br /&gt;
&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;
| Pirate Gunner || 4.01% || Normal || 70-230%&lt;br /&gt;
|-&lt;br /&gt;
| Town Guard || 3.78% || Normal || 60-200%&lt;br /&gt;
|-&lt;br /&gt;
| Mercenary Gunner || 4.59% || Normal || 70-320%&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Soldier || 3.59% || Normal || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The incendiary launcher creates a &amp;quot;plus-shaped&amp;quot; explosion, which deals {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage and causes [[fire]]. Fire spreads through flammable surfaces, and causes pawns to take damage over time and run around helplessly. Unlike [[frag grenade]]s, the fiery explosions are deployed on impact. It has a forced miss radius of 1.9 tiles, meaning shots will land in a 1-tile radius from the intended target, including diagonal. Due to the forced miss, shooter accuracy does not matter; [[careful shooter]] is purely detrimental to its use, while [[trigger-happy]] is a pure benefit. The launcher is fired like any other weapon, so is blocked by [[wall]]s. &lt;br /&gt;
&lt;br /&gt;
Of non-consumable player weapons, the incendiary launcher has the 2nd highest warmup/cooldown cycle, only beaten by the [[pila]]. Combined with the weak shots and low accuracy, and the incendiary launcher has the lowest single-target {{DPS}} for all ranged weapons. The main benefit of an incendiary launcher, as its name suggests, is the fire it creates.&lt;br /&gt;
&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=pyromaniac has incendiary weapon|value=+2|stack=1}} buff while equipped with an incendiary launcher, and an additional {{Thought|desc=The searing heat will make my foes beautiful!|label=used flame weapon|value=+8|stack=1|duration=0.333}} when used on an enemy. Note that they must be equipped, not merely carried.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The incendiary launcher is undoubtedly a support weapon. It is one of the few weapons that start fires - pawns that are on fire will stop attacking and run wildly.  Don't fire near your colonists. Launchers are a somewhat viable alternative for colonists with low skill or health issues, due to the forced miss negating a shooter's accuracy.&lt;br /&gt;
&lt;br /&gt;
Manual oversight is very helpful when using explosive weapons, as pawns won't lead their fire or care about collateral damage. Explosives in general are very inaccurate against moving targets, so try to avoid targeting those if you can. Creating a flammable structure/room, luring or trapping raiders in, and lighting it on fire is a valid crowd control tactic, albeit a costly one.&lt;br /&gt;
&lt;br /&gt;
Fire becomes much less useful as you enter the mid- and lategame. [[Mechanoid]]s are immune to fire, high-tech raiders start to wear more heat resistant apparel (which doesn't prevent ignition, just the damage), and there'll be too many tribespeople for a single launcher to suppress.&lt;br /&gt;
&lt;br /&gt;
Because it relies on fires, [[rain]] significantly diminishes its utility. Note that the game has a &amp;quot;firewatcher&amp;quot;, and will automatically start rain if fires get too out of control.&lt;br /&gt;
&lt;br /&gt;
=== Comparison to molotovs ===&lt;br /&gt;
Compared to [[molotov cocktail]]s, the incendiary launcher sacrifices rate of fire for significantly faster projectiles and a doubled range. This makes launchers better in certain supportive and defensive roles, where colonists can sit back and distract enemies. The range also makes the launcher safer to use, and easier to not cause friendly fire. Molotovs are quicker to deploy, so are more useful when the only thing that matters is the fire itself, such as in a burn trap room. Molotovs are also generally more flexible for this reason.&lt;br /&gt;
&lt;br /&gt;
Outside of combat, fire is useful for disposing of unwanted items, such as [[corpse]]s. Create a fireproof room using stone walls and floor, fill it up with undesirable items, and watch it burn. As [[molotov cocktail]]s fire faster, they are marginally better for this purpose.&lt;br /&gt;
&lt;br /&gt;
Unlike molotovs, incendiary launchers are affected by weapon [[quality]]. This only affects the damage of the projectile itself and melee damage. The fire radius and rate of fire are not increased, meaning that quality has little impact on actual performance.&lt;br /&gt;
&lt;br /&gt;
{{Weapon Stats Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* ? - Renamed from '''T-9 incendiary launcher''' to '''incendiary launcher'''. &lt;br /&gt;
* [[Version/1.2.2753|1.2.2753]] - Projectiles are now rendered with a visual arc and ground shadow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
T-9IncendiaryLauncher.png|Original T-9 incendiary launcher sprite&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:Flame Weapons]]&lt;br /&gt;
[[Category:Ranged Weapons]] [[Category:Single-Shot Weapons]] [[Category:Launchers]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=144126</id>
		<title>Incinerator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=144126"/>
		<updated>2024-04-21T19:26:08Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Raider carry, pyromania&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General also verify page info}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Incinerator&lt;br /&gt;
| image = Incinerator.png&lt;br /&gt;
| description = A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets. While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Anomaly&lt;br /&gt;
| class = Anomaly&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| range = 15.9&lt;br /&gt;
| minrange = 5.9&lt;br /&gt;
| burst = 20&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| mode =&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| marketvalue = 530&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| research = Bioferrite weaponry&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| set property = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
Incinerators can also be obtained from [[Raider#Mercenaries|heavy mercenary raiders]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
[[Pyromaniac]] pawns receive a {{Thought|desc=It makes me think of flame and fire. I can't wait to use it.|label=pyromaniac has incendiary weapon|value=+2|stack=1}} buff while equipped with an incinerator, and an additional {{Thought|desc=The searing heat will make my foes beautiful!|label=used flame weapon|value=+8|stack=1|duration=0.333}} when used on an enemy. Note that they must be equipped, not merely carried. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
s applying somewhere between 1 and.. 6? instances of 10 flame damage, and quite likely checking for ignition for every one&lt;br /&gt;
Doesn't miss&lt;br /&gt;
and the fire rate is really high&lt;br /&gt;
They're about half way down the anomaly tech tree and require precision rifling so, post-microelectronics, and they're moderately priced to craft.. and I've never seen them used by any AI units so far.. So access to them seems fairly mid-late game&lt;br /&gt;
The Incinerator's firing cycle is literally half that of the incendiary launcher, and they cover a much larger area.. and seemingly do vastly more damage. The comparison is kind of a joke tbh.&lt;br /&gt;
They've definitely got some clunk built in, their relatively short range and large minimum range.. but it feels like a small price to pay for a truly good incendiary weapon&lt;br /&gt;
&lt;br /&gt;
that incinerator shot did 70 freaking damage to a target with 70% flammability.. 70! It has an aiming time of 0.5 seconds!&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=144125</id>
		<title>Incinerator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Incinerator&amp;diff=144125"/>
		<updated>2024-04-21T14:20:11Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Research: &amp;quot;Bioferrite Ignition&amp;quot; -&amp;gt; &amp;quot;Bioferrite weaponry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=General also verify page info}}&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Incinerator&lt;br /&gt;
| image = Incinerator.png&lt;br /&gt;
| description = A heavy weapon that can spray a stream of flame into an area. It can shoot in an arc over allies without harming them. The flame burns off rapidly, so it will only ignite the most flammable targets. While the main flamethrower can be used without limit, the weapon also comes equipped with a bioferrite-powered mega-burner unit which generates a massive blast of flame from a pressurized bioferrite charge. The mega-burner unit must be refueled after each use.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Anomaly&lt;br /&gt;
| class = Anomaly&lt;br /&gt;
| damage = 10&lt;br /&gt;
| armorPenetration = 0&lt;br /&gt;
| damage type = Flame&lt;br /&gt;
| range = 15.9&lt;br /&gt;
| minrange = 5.9&lt;br /&gt;
| burst = 20&lt;br /&gt;
| burstTicks = 2&lt;br /&gt;
| mode =&lt;br /&gt;
| warmup = 30&lt;br /&gt;
| cooldown = 180&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| production facility 1 = Bioferrite shaper&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 6&lt;br /&gt;
| resource 3 = Bioferrite&lt;br /&gt;
| resource 3 amount = 30&lt;br /&gt;
| marketvalue = 530&lt;br /&gt;
| mass base = 3.4&lt;br /&gt;
| research = Bioferrite weaponry&lt;br /&gt;
| work to make = 48000&lt;br /&gt;
| set property = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
SUMMARY TEXT&lt;br /&gt;
&lt;br /&gt;
Do pyros get mood buff?&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[Pyromaniac]] pawns receive a {{Thought|desc=It makes me think of flame and fire. I'm so happy.|label=pyromaniac has incendiary weapon|value=+5|stack=1}} buff while equipped with an incinerator. Note that they must be equipped, not merely carried.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
ANALYSIS TEXT&lt;br /&gt;
&lt;br /&gt;
s applying somewhere between 1 and.. 6? instances of 10 flame damage, and quite likely checking for ignition for every one&lt;br /&gt;
Doesn't miss&lt;br /&gt;
and the fire rate is really high&lt;br /&gt;
They're about half way down the anomaly tech tree and require precision rifling so, post-microelectronics, and they're moderately priced to craft.. and I've never seen them used by any AI units so far.. So access to them seems fairly mid-late game&lt;br /&gt;
The Incinerator's firing cycle is literally half that of the incendiary launcher, and they cover a much larger area.. and seemingly do vastly more damage. The comparison is kind of a joke tbh.&lt;br /&gt;
They've definitely got some clunk built in, their relatively short range and large minimum range.. but it feels like a small price to pay for a truly good incendiary weapon&lt;br /&gt;
&lt;br /&gt;
that incinerator shot did 70 freaking damage to a target with 70% flammability.. 70! It has an aiming time of 0.5 seconds!&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144124</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144124"/>
		<updated>2024-04-21T14:15:50Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Structures */ Use correct names for shard artifacts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|destination=The labyrinth|reason=Case standardization}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the Labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
In order to access The Labyrinth, the colony must have a Warped Obelisk crash down in a prior event.&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot caravan inside. There are multiple methods of entering the maze:&lt;br /&gt;
&lt;br /&gt;
* Let the obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the Labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no more valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[Gray walls]] with [[Gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take ''X''{{Check Tag|verify}} seconds to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They still may be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The Labyrinth are made up of a [[Gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[Soil]] with [[Trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as The Labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within The Labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of incendiary weaponry or [[campfires]] can raise temperatures above the ''outside'' levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every Labyrinth will have 2 guaranteed gray boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
All of the following structures may be found within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* &lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard shock lance}} [[Shard shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard insanity lance}} [[Shard insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within Gray Boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}}), and in the inventories of corpses strewn about the entire map{{Check Tag|Verify|Verify if corpse injuries hint towards possible enemy encounters.}}.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
&lt;br /&gt;
Enemies that can possibly spawn within The Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Gray Statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within The Labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While a daunting challenge at first glance, navigating the Labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become overwhelmed themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits your colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the Warped Obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=144058</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=144058"/>
		<updated>2024-04-21T06:32:14Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard b.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
intro text&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Shards are used in the following crafting recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
Categories here&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Skull&amp;diff=144055</id>
		<title>Skull</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Skull&amp;diff=144055"/>
		<updated>2024-04-21T05:35:13Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Acquisition */ Gray boxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Content and Categories. What work type is extraction? (Also add work type to [[Work]])}}&lt;br /&gt;
{{Infobox main|resource&lt;br /&gt;
| name = Skull&lt;br /&gt;
| image = Skull.png&lt;br /&gt;
| description = A human skull.&lt;br /&gt;
| type = Crafted Resources&lt;br /&gt;
| type2 = &lt;br /&gt;
| path cost = &lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| beauty = &lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 5&lt;br /&gt;
| mass base = 1.5&lt;br /&gt;
| hp = 100&lt;br /&gt;
| deterioration = 1&lt;br /&gt;
| defName = Skull&lt;br /&gt;
| thingCategories = Items&lt;br /&gt;
| tradeTags = &lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
A human '''skull''', extracted from a corpse.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Skulls can only be extracted with the [[Ideology DLC]], and only pawns with the [[Ideoligion#Skullspike|Skullspike: Desired]]{{IdeologyIcon}} precept in their [[ideoligion]] can extract skulls. This is done by designating corpses with the &amp;quot;extract skull&amp;quot; designator&amp;quot;. It takes {{Ticks|180}} of work to extract a skull. This destroys head and reduces the amount of meat and leather extracted from the corpse. [[Filth#Blood|Blood]] will be created from non-skeletal corpses when extracting a skull. It is unknown whether skull extraction reduces the market value extracted from the corpse by a greater amount than is gained from the skull.&lt;br /&gt;
&lt;br /&gt;
Skulls can rarely be acquired from [[gray box]]es in [[the labyrinth]]{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Skulls can also be carried by pawns with the [[psychopath]] trait as a starting possession.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Skulls retain the name of the person they were extracted from. Their main purpose is for building [[skullspike]]s{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
Skulls can be consumed by [[harbinger tree]]s{{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
{{Ingredient List|noCollapse=true}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Skull.png|One skull&lt;br /&gt;
Skull stack partial.png|Partial stack of skulls&lt;br /&gt;
Skull stack full.png| Full stack of skulls&lt;br /&gt;
Gizmo corpse extract skull.png|The gizmo used to designate a corpse for skull-extraction&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added as Ideology-exclusive item.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] - Now stackable&lt;br /&gt;
* [[Version/1.3.3072|1.3.3072]] - Pawns can no longer extract skulls from corpses that have lost their head since designation.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Skulls now keep track of the name of the pawn they originated from. Skull extraction blood is no longer labeled as being from the extractor. Skull extraction will no longer drop blood when corpse is already a skeleton&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] - Migrated to core game files, no longer requiring Ideology.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafted Resource]]&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144054</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144054"/>
		<updated>2024-04-21T05:33:51Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Suggest that page be moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|destination=The labyrinth|reason=Case standardization}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the Labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
In order to access The Labyrinth, the colony must have a Warped Obelisk crash down in a prior event.&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot caravan inside. There are multiple methods of entering the maze:&lt;br /&gt;
&lt;br /&gt;
* Let the obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the Labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no more valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[Gray walls]] with [[Gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take ''X''{{Check Tag|verify}} seconds to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They still may be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The Labyrinth are made up of a [[Gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[Soil]] with [[Trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as The Labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within The Labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of incendiary weaponry or [[campfires]] can raise temperatures above the ''outside'' levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every Labyrinth will have 2 guaranteed gray boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
All of the following structures may be found within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* &lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard psychic shock lance}} [[Shard psychic shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard psychic insanity lance}} [[Shard psychic insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within Gray Boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}}), and in the inventories of corpses strewn about the entire map{{Check Tag|Verify|Verify if corpse injuries hint towards possible enemy encounters.}}.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
&lt;br /&gt;
Enemies that can possibly spawn within The Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Gray Statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within The Labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While a daunting challenge at first glance, navigating the Labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become overwhelmed themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits your colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the Warped Obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144053</id>
		<title>Labyrinth</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Labyrinth&amp;diff=144053"/>
		<updated>2024-04-21T05:28:08Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Structures */ All gray box rewards as defined in Anomaly/Defs/ThingSetMakerDefs/ThingSetMakers_Reward.xml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason=Determine method of Labyrinth threat scale, rewards odds, compilation of unique structures, exact means of teleportation, both in and out of the Labyrinth including living/dead creatures and inanimate objects.}}&lt;br /&gt;
{{image wanted|reason=Include images of entire explored map as well as individual notable rooms and structures.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Labyrinth''' is a large, grayscale maze located within an alternate dimension, accessed by provoking, attacking, or suppressing the [[Warped obelisk]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
In order to access The Labyrinth, the colony must have a Warped Obelisk crash down in a prior event.&lt;br /&gt;
&lt;br /&gt;
The Labyrinth is not a conventional quest site and does not appear on the world map, meaning you cannot caravan inside. There are multiple methods of entering the maze:&lt;br /&gt;
&lt;br /&gt;
* Let the obelisk reach 100% Activity. Attacking it will speed up this process. Upon reaching the max value it will teleport colonists in at random.&lt;br /&gt;
* When a colonist interacts with the obelisk &amp;lt;small&amp;gt;(studying/suppressing)&amp;lt;/small&amp;gt; there is a chance they will begin vanishing into thin air, after which that colonist will arrive inside.&lt;br /&gt;
* After 10 Anomaly research points from studying the obelisk, a teleport button will appear to enter the maze willingly{{Check Tag|verify}}. (15-80 day cooldown)&lt;br /&gt;
* (Verify alternate methods of entry if applicable)&lt;br /&gt;
&lt;br /&gt;
A map for the encounter will be created once the first colonist is sent inside, willingly or not. Attacking the obelisk with multiple colonists can send more than one into the Labyrinth. There is no guarantee they will spawn alongside each other, though they will be on the same map. This may speed up exploration and increase safety within at the cost of leaving the home tile undefended.&lt;br /&gt;
&lt;br /&gt;
Just as you cannot normally send a caravan into the maze, the same is also true for exiting. Safely leaving the maze requires locating another 'mirrored' warped obelisk inside one of the many gray rooms. A pawn can interact with it to be teleported back to the original tile.&lt;br /&gt;
&lt;br /&gt;
Once activated, any creatures, corpses, and unattended items taken from within loot containers{{Check Tag|verify|Are items left in loot containers teleported?}} will be begin to be randomly distributed throughout the map tile{{Check Tag|Add Details|How long is the delay between activation, and each individual teleportation?}}. Each valid object is selected at random{{Check Tag|verify}} and a white orb will envelop the space it occupies. The object will then be placed in a random tile on the home map. This process repeats until there are no more valid targets, at which point the original warped obelisk will vanish, preventing reentry. This teleportation includes enemies, even ones which were not necessarily encountered within the maze{{Check Tag|verify}}, which can cause dangerous scenarios where many enemies single out a stranded colonist.&lt;br /&gt;
&lt;br /&gt;
== Design ==&lt;br /&gt;
&lt;br /&gt;
Upon entering the maze all rooms not currently inhabited by colonists will be hidden. All rooms are surrounded by [[Gray walls]] with [[Gray doors]] connecting them. Some of these doors require colonists to force them open open. To reveal these areas, a pawn must path to a connecting door, then take ''X''{{Check Tag|verify}} seconds to open it. Any doors opened are left open permanently.&lt;br /&gt;
&lt;br /&gt;
All walls and doors are completely indestructible. They still may be targeted by weaponry, but cannot be selected and have no visible hit points or info box. Jammed doors cannot be bypassed unless an alternate route into the same room is found or the jam is unblocked.&lt;br /&gt;
&lt;br /&gt;
Most [[floors]] found within The Labyrinth are made up of a [[Gray surface]] with a slightly slower walk speed of 87%. Additionally, some rooms contain [[Soil]] with [[Trees]]{{Check Tag|Add Details|Which trees? Native to home tile biome?}} growing on it. Strangely, these trees may or may not have leaves (sometimes both variants spawn on the same map) regardless of the constant temperature.&lt;br /&gt;
&lt;br /&gt;
Soil found here may be used to grow crops, as The Labyrinth is unroofed and a constant, comfortable temperature(25°C/77°F)for growing. As every pawn within The Labyrinth is warped out with no return upon activating the exit obelisk, unharvested crops will be lost forever.&lt;br /&gt;
&lt;br /&gt;
Roofed areas may be built at any point within the maze where designated. Use of incendiary weaponry or [[campfires]] can raise temperatures above the ''outside'' levels. Due to doors permanently being open, it can be difficult to maintain without building a roof over every explored room.&lt;br /&gt;
&lt;br /&gt;
Every Labyrinth will have 2 guaranteed gray boxes within the obelisk room containing varied loot. The obelisk itself is surrounded by a small patch of [[void metal]], the only flooring in the maze with 100% walk speed.&lt;br /&gt;
&lt;br /&gt;
=== Structures ===&lt;br /&gt;
&lt;br /&gt;
All of the following structures may be found within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Endless pit]] - has no function beyond being a terrain obstacle. The Endless pit blocks movement across it while allowing sightlines and projectiles. Can be 2x2, 2x3, or 3x3 in size.&lt;br /&gt;
* [[Floor etching]] - small runes scratched into the floor of The Labyrinth in various places. A Pawn may spend a few seconds analyzing the rune, which may provide the relative direction of the exit Obelisk.&lt;br /&gt;
* [[Bedroll]] - a room containing a single [[cloth]]{{Check Tag|Verify|Any other materials?}} bedroll and [[torch lamp]], helpful for pawns who need comfort and sleep needs met.&lt;br /&gt;
* [[Gray statue]]{{Check Tag|Add Details|Requires page creation and description}}&lt;br /&gt;
* &lt;br /&gt;
* [[Gray box]] - containers made from the same indestructible Gray material as the walls and floors of The Labyrinth. A Pawn may open the container which will then drop its contents on the floor nearby. May contain:&lt;br /&gt;
** {{Icon Small|Tome}} [[Tome]]&lt;br /&gt;
** {{Icon Small|Skull}} [[Skull]]&lt;br /&gt;
** {{Icon Small|Shard}} [[Shard]]&lt;br /&gt;
** {{Icon Small|Psychic emanator}} [[Psychic emanator]]&lt;br /&gt;
** {{Icon Small|Bioferrite shaper}} [[Bioferrite shaper]]{{Check Tag|Verify|This does not appear in the XML, but I haven't tested in-game.}}&lt;br /&gt;
** {{Icon Small|Healer mech serum}} [[Healer mech serum]]&lt;br /&gt;
** {{Icon Small|Disruptor flare pack}} [[Disruptor flare pack]]&lt;br /&gt;
** Artifacts&lt;br /&gt;
*** {{Icon Small|Shard psychic shock lance}} [[Shard psychic shock lance]]&lt;br /&gt;
*** {{Icon Small|Shard psychic insanity lance}} [[Shard psychic insanity lance]]&lt;br /&gt;
*** {{Icon Small|Biomutation lance}} [[Biomutation lance]]&lt;br /&gt;
*** {{Icon Small|Psychic soothe pulser}} [[Psychic soothe pulser]]&lt;br /&gt;
*** {{Icon Small|Psychic animal pulser}} [[Psychic animal pulser]]&lt;br /&gt;
*** {{Icon Small|Shard animal pulser}} [[Shard animal pulser]]&lt;br /&gt;
*** {{Icon Small|Biomutation pulser}} [[Biomutation pulser]]&lt;br /&gt;
** Anomaly serums:&lt;br /&gt;
*** {{Icon Small|Juggernaut serum}} [[Juggernaut serum]]&lt;br /&gt;
*** {{Icon Small|Metalblood serum}} [[Metalblood serum]]&lt;br /&gt;
*** {{Icon Small|Voidsight serum}} [[Voidsight serum]]&lt;br /&gt;
*** {{Icon Small|Mind-numb serum}} [[Mind-numb serum]]&lt;br /&gt;
** Human organs:&lt;br /&gt;
*** {{Icon Small|Heart}} [[Heart]]&lt;br /&gt;
*** {{Icon Small|Kidney}} [[Kidney]]&lt;br /&gt;
*** {{Icon Small|Lung}} [[Lung]]&lt;br /&gt;
&lt;br /&gt;
** ?{{Check Tag|What else?}}&lt;br /&gt;
* TBD (compile any other unique structures found within the maze here){{Check Tag|Add Details|Requires more description and analysis on materials and layout}}&lt;br /&gt;
&lt;br /&gt;
=== Loot ===&lt;br /&gt;
&lt;br /&gt;
Optional loot may be found within the many rooms of the maze. These can include relics, meals, weapons, organs, serums and more{{Check Tag|Verify|Verify complete loot table and odds of acquisition}}. These items can be found laying on the floor of some rooms, within Gray Boxes (Much like the [[Hermetic crate]]{{IdeologyIcon}}), and in the inventories of corpses strewn about the entire map{{Check Tag|Verify|Verify if corpse injuries hint towards possible enemy encounters.}}.&lt;br /&gt;
&lt;br /&gt;
Animal corpses also have a chance of spawning, although these do not contain any valuables.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
&lt;br /&gt;
Some rooms can be entirely empty, while others might contain enemies. These foes may be asleep upon discovery and might wake up if the room is entered or a disturbance is caused{{Check Tag|Verify|How often and when do they wake up?}}.&lt;br /&gt;
&lt;br /&gt;
Enemies that can possibly spawn within The Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Fingerspike]] - often found resting in a room full of corpses&lt;br /&gt;
* [[Shambler]] - corpses spawn with certain rooms of The labyrinth and may be animated by certain [[Gray Statue]] when triggered by Pawn proximity)&lt;br /&gt;
* TBD (compile any other hostile entities found within the maze here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other dangers which may be present within the Labyrinth:&lt;br /&gt;
&lt;br /&gt;
* [[Gray Statue]] - strange sculptures which can cause a variety of effects when a Pawn moves nearby, including teleporting the activating Pawn to a random place within The Labyrinth or creating a gray cloud which animates corpses nearby the Statue. Statues will only trigger one time before becoming inert.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
While a daunting challenge at first glance, navigating the Labyrinth can be extremely profitable. The amount of high value loot found within can easily be worth the risk of extra exploration if an immediate extraction is not necessary. While a single pawn is unlikely to carry out a large amount of loot, multiple colonists can convene within and help carry the burden. Note that additional pawns sent to explore the maze may not necessarily start nearby a colonist in need of rescue, and if unlucky may quickly become overwhelmed themselves. Also, the more colonists sent inside to explore and help with combat, the less there are outside in case a real threat hits your colony in everyone's absence.&lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing to study the Warped Obelisk as even when at low activity it is possible for a random teleport. Any pawns assigned to this anomaly should be either heavily armed or highly skilled in combat, preferably both if possible.&lt;br /&gt;
&lt;br /&gt;
While the maze contains many resources to help with traversal, it may be possible to become stranded without food. A combination of many jammed doors, obstructive enemy spawns, low food drops from corpses, and/or the inability to find the exit room can leave an underprepared group stranded.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Entities&amp;diff=144049</id>
		<title>Entities</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Entities&amp;diff=144049"/>
		<updated>2024-04-21T05:05:46Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Containment */ Add link to dedicated containment article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
'''Entities''' are the major threats of the [[Anomaly DLC]]. After a colonist investigates the monolith, entities will begin to spawn. All entities will appear in the Entity Codex after being discovered.&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 which will advance progress in the Anomaly Tech Tree.&lt;br /&gt;
&lt;br /&gt;
For more information while this page is under construction, see [[Anomaly]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
== Entity List == &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=Deathpall|Deathpall]]&lt;br /&gt;
![[Deathpall]]&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;
{{Main|Containment}}&lt;br /&gt;
There are two ways to secure an Entity for study once it has been downed, with a '''Holding Spot''' or with a '''Holding Platform'''. Both structures are 3x3.The Holding Spot builds instantly and costs nothing, but is less effective at restraining an Entity than a Holding Platform, at 70% efficiency. Each Entity has a Min. Containment Strength which, if not exceeded by the Containment Strength of the Holding Spot/Platform, will allow the entity to quickly break free and either attack or escape. If the Containment Strength exceeds the Min. Containment Strength of the Entity (which can be found on the Stats page of a given Entity under &amp;quot;Containment&amp;quot;) the duration between break outs significantly increases. Generally, the stronger the entity the higher the Min Containment Strength of that entity.&lt;br /&gt;
&lt;br /&gt;
The Holding Spot and Holding Platform do not appear to intrinsically provide any bonus to containment, but instead derive their strength from other factors. These include:&lt;br /&gt;
- How brightly illuminated the room is&lt;br /&gt;
- The average HP of the walls&lt;br /&gt;
- The average HP of the door &lt;br /&gt;
- If the floor is covered with Biorferrite Plate&lt;br /&gt;
- If any special facilities are present, such as the Shard Inhibitor or Bioferrite Harvestor&lt;br /&gt;
- The temperature of the room&lt;br /&gt;
- If other Entities are also restrained in the room&lt;br /&gt;
&lt;br /&gt;
Thus a Containment Cell (the room type of a room with a Holding Spots or Holding Platform in it) with only one occupant, restrained in a Holding Platform, in a brightly lit room, made with uranium doors and walls, will be much more secure than a Containment Cell with multiple occupants, restrained in Holding Spots, in an unlit room, made with wooden doors and walls. Also a badly injured entity will unable to breakout similar to prisoners or slaves.&lt;br /&gt;
&lt;br /&gt;
== Study ==&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Containment&amp;diff=144048</id>
		<title>Containment</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Containment&amp;diff=144048"/>
		<updated>2024-04-21T05:03:20Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Sentence case for main namespace pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Containment is the desired end result when encountering [[Entities]].  Colonies can hold entities on a [[Holding spot]] or a [[Holding platform]], the latter of which requires research and steel to build.  Once contained, entities can be researched or regularly harvested for resources or power.&lt;br /&gt;
&lt;br /&gt;
Any containment room is subject to containment breaches.  The containment strength of the room can be viewed by clicking on the platform.  It is affected by a broad number of factors, including wall strength, door strength, lighting, the presence of a ceiling, temperature, the presence of a bioferrite floor, and the presence of various linkable structures.  Larger and more dangerous entities generally require more containment strength.  An entity can be held in a weak cell just fine in the short term, it simply increases the rate at which they will break out.  As a general rule, the average frequency of breaches for entities that are sufficiently contained is measured in years, while the frequency of those insufficiently contained are measured in days.  This is still likely to be enough time for an unprepared colony to quickly set up an adequate cell.&lt;br /&gt;
&lt;br /&gt;
The size of the cell does not affect containment strength.  Note that storing multiple entities in the same room will increase the required containment strength.  This may still be worthwhile for harvesting certain resources more efficiently.&lt;br /&gt;
&lt;br /&gt;
An entity incapable of moving will never breach.  This includes entities with broken spines, or entities with destroyed legs and insufficient arm strength.  Such entities can even be held outside in a holding spot without any risk, and are a useful resource to a colony.&lt;br /&gt;
&lt;br /&gt;
Only creature entities are placed on holding platforms.  Item entities, such as the Cube, can be hauled around and placed in stockpiles - having an important stockpile dedicated to entities may be a good idea.  Building entities, such as the Monolith, must be studied in their current location, as none of the are mobile.  Be careful about integrating them into your base designs as they may be a source of risk down the road.&lt;br /&gt;
&lt;br /&gt;
A good starting cell would include the strongest walls available, a steel or stone door, a light source, a ceiling, and a holding spot.  In a pinch, a walk-in freezer serves as an excellent holding location for a range of reasons - they tend to have strong walls, double doors, entities will ignore the stored food, and the low temperature actually provides a small containment strength bonus.  Another option is to integrate existing veins of metal into the wall.  The extremely high HP of compacted steel - or better yet, plasteel - will cause the containment strength of the cell to skyrocket.  Endgame setups will vary depending on how many of each entity the colony has acquired.&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=144040</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=144040"/>
		<updated>2024-04-21T02:20:03Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Infobox info, psychic sensitivity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= missing information}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Metalhorror &lt;br /&gt;
| description = 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;
| image = Metalhorror.png&lt;br /&gt;
| type = Entity&lt;br /&gt;
| combatPower = 300&lt;br /&gt;
| movespeed = 5.5&lt;br /&gt;
| basemeatamount = 0&lt;br /&gt;
| baseleatheramount = 0&lt;br /&gt;
| armorblunt = 50&lt;br /&gt;
| armorsharp = 50&lt;br /&gt;
| armorheat = 0&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| flammability = 2&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.6&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| lifespan = 250&lt;br /&gt;
| juvenileage = 0.016667&lt;br /&gt;
| maturityage = 0.05&lt;br /&gt;
| attack1dmg = 20&lt;br /&gt;
| attack1type = Cut&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = left blade&lt;br /&gt;
| attack2dmg = 20&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = left blade&lt;br /&gt;
| attack3dmg = 20&lt;br /&gt;
| attack3type = Cut&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = right blade&lt;br /&gt;
| attack4dmg = 20&lt;br /&gt;
| attack4type = Stab&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = right blade&lt;br /&gt;
| attack5dmg = 9&lt;br /&gt;
| attack5type = Blunt&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = head&lt;br /&gt;
| attack5chancefactor = 0.2&lt;br /&gt;
| destroyyield = {{Icon Small|Bioferrite}} 10 - 20 + {{Icon Small|Shard}} 0 - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Metalhorrors can typically be found in infected pawns. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics}}&lt;br /&gt;
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage. &lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. They can spread through meals or wounds (e.g., surgery, being physically attacked, eating infected food). The [[creepy joiner]] can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 [[bioferrite]], and occasionally 1 [[shard]].&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}&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_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Head&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 9&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors have a [[psychic sensitivity]] of 150%, making certain [[psycast]]s{{RoyaltyIcon}} more effective on them.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
[[Paramedic]]s {{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=144039</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=144039"/>
		<updated>2024-04-21T01:44:32Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Summary */ Death, flammability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= missing information}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Metalhorror &lt;br /&gt;
| description = 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;
| image = Metalhorror.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Metalhorrors can typically be found in infected pawns. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics}}&lt;br /&gt;
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage. &lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. They can spread through meals or wounds (e.g., surgery, being physically attacked, eating infected food). The [[creepy joiner]] can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.&lt;br /&gt;
&lt;br /&gt;
Metalhorrors do not leave behind corpses when killed, instead breaking down into a pile of 10-20 [[bioferrite]], and occasionally 1 [[shard]].&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}&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_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Head&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 9&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike scythers, however, metalhorrors are highly flammable. They can be ignited very easily, and will disengage from combat while on fire.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
[[Paramedic]]s {{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=144038</id>
		<title>Metalhorror</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Metalhorror&amp;diff=144038"/>
		<updated>2024-04-21T01:37:49Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: /* Summary */ Very basic combat summary. Mostly copy-pasted from scyther.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub|reason= missing information}}&lt;br /&gt;
{{Infobox main&amp;lt;!-- Add infobox category here --&amp;gt;&lt;br /&gt;
| name = Metalhorror &lt;br /&gt;
| description = 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;
| image = Metalhorror.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
INTRO TEXT&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Metalhorrors can typically be found in infected pawns. Pre-infected pawns may arrive as [[guest]]s or [[raiders]].&lt;br /&gt;
&lt;br /&gt;
During the [[monolith]] awakening, several mature metalhorrors will be spawned to defend each [[void structure]].&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
{{Stub|section =1 |reason=Comprehensive list of transmission vectors. Operations of all kinds by an infected doctor, tending by infected, food cooked by infected, food fed by infected doctor, and sleeping in the same bed with infected all reported. These, others, and existing vectors need verification and specifics}}&lt;br /&gt;
Metalhorrors are entities that infect other creatures, creating more of themselves as they do. It is possible to test pawns in order to find out who is hosting a Metalhorror. Upon detection, Metalhorrors will cut their way out of their hosts, leaving them wounded and bleeding. The death of their host will also cause them to emerge, even if they have not been detected first. When attacked, they only receive 25% of damage. &lt;br /&gt;
&lt;br /&gt;
Metalhorrors can spread between colonists in various ways and cannot be detected before a gray flesh sample has been found. They can spread through meals or wounds (e.g., surgery, being physically attacked, eating infected food). The [[creepy joiner]] can already have a metalhorror infection upon joining the colony. Contrary to other non-humanlike entities, they have three different life stages. They need 1 day to grow from larva to juvenile, and another two days to grow from a juvenile to a mature metalhorror.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The metalhorror yields 4.4 [[bioferrite]] and 220W per day.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
A metalhorror's attacks are identical to those of a [[scyther]]. Metalhorrors attack with a blade attached to each arm, dealing a massive 20 damage per blade. Even for brawlers with high melee skill, metalhorrors are extremely dangerous.{{Check Tag|Maturity?|How do larval and juvenile metalhorrors compare to mature ones?}}&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_06 text-center}}&lt;br /&gt;
! Melee Attacks !! Damage Amount !! Cooldown&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Cut|Cut]]&lt;br /&gt;
| 20&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Head&lt;br /&gt;
|-&lt;br /&gt;
![[Injury#Blunt|Blunt]]&lt;br /&gt;
| 9&lt;br /&gt;
| 2.0 sec&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Metalhorrors subtly manipulate their hosts, looking for opportunities to spread to others, and making them lie about test results if the tester is infected. Communal areas and shared bedrooms do most of the work for Metalhorrors, giving them ample opportunity to spread.&lt;br /&gt;
&lt;br /&gt;
==== Detection ====&lt;br /&gt;
[[Paramedic]]s {{BiotechIcon}} can never become infected or lie about test results, so they can be used to test for Metalhorror infections safely.&lt;br /&gt;
&lt;br /&gt;
If you don't have a paramedic, the following procedure can be done:&lt;br /&gt;
&lt;br /&gt;
# Have 2 doctors&lt;br /&gt;
# The instant you become aware of a Metalhorror infection, have doctor 1 check someone other than doctor 2&lt;br /&gt;
# If they find an infection, doctor 1 is clear.&lt;br /&gt;
# If they do not, have doctor 2 check the patient&lt;br /&gt;
# if they find an infection, doctor 1 is infected&lt;br /&gt;
# If they do not, have doctor 1 check again&lt;br /&gt;
# if doctor 1 finds an infection, doctor 2 is infected&lt;br /&gt;
# if doctor 1 does not, then either both doctors are clear or both are infected.&lt;br /&gt;
&lt;br /&gt;
In the event of total infection, a sufficient number of [[Mechanoids]] can safely clear out the revealed Metalhorrors, as long as the [[Mechanitor]]s {{BiotechIcon}} they are linked to are still alive.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== Larva ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Larva east.png|East&lt;br /&gt;
Metalhorror Larva north.png|North&lt;br /&gt;
Metalhorror Larva south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Juvenile ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Juvenile east.png|East&lt;br /&gt;
Metalhorror Juvenile north.png|North&lt;br /&gt;
Metalhorror Juvenile south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mature ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Metalhorror Mature east.png|East&lt;br /&gt;
Metalhorror Mature north.png|North&lt;br /&gt;
Metalhorror Mature south.png|South&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
CATEGORIES GO HERE&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=144023</id>
		<title>Template:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main&amp;diff=144023"/>
		<updated>2024-04-21T00:13:19Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Add color sample to right of building glow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
0. TESTING&lt;br /&gt;
--&amp;gt;{{#switch: {{lc:{{{set property|}}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#vardefine:setProperty | true }}&lt;br /&gt;
 | 0 | no | n | f | false = {{#vardefine:setProperty |}}&lt;br /&gt;
 | #default = {{#vardefine:setProperty | {{#ifeq: {{NAMESPACE}} || true }} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
1. HEAD&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;infobox float:right; {{#if: {{{1|}}} | {{#switch: {{{1}}}&lt;br /&gt;
  | furniture | medicine = c_01&lt;br /&gt;
  | structure = c_02&lt;br /&gt;
  | resource = c_03&lt;br /&gt;
  | weapon = c_06&lt;br /&gt;
  | animal | food = c_08&lt;br /&gt;
  | fabric = c_09&lt;br /&gt;
  | security = c_10&lt;br /&gt;
  | area | exotic = c_11&lt;br /&gt;
  | metallic | stony = c_12&lt;br /&gt;
  | plant = c_14&lt;br /&gt;
  | leathery = c_22&lt;br /&gt;
  | drug = c_24&lt;br /&gt;
  | production = c_25&lt;br /&gt;
  | psycast = c_09&lt;br /&gt;
}} }}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;heading&amp;quot;&amp;gt;{{#vardefine:Name|{{{name|{{BASEPAGENAME}} }}} }} {{#var:Name}} {{#if: {{#var:setProperty}} | {{#set:Name = {{#var:Name}} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;wrapper&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;image_wrapper&amp;quot; title=&amp;quot;{{#var:Name}}&amp;quot;&amp;gt;[[File:{{{image|{{#var:Name}} }}}|{{{imagesize|250x250px}}}|link = {{#var:Name}}|{{#var:Name}}]]{{#if: {{#var:setProperty}} | {{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}} }}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p class=&amp;quot;text-center&amp;quot; style=&amp;quot;display:block; font-size:89%; padding: .5em;&amp;quot;&amp;gt;{{#if:{{{audio|}}}|[[File:{{{audio|}}}]]{{#if: {{#var:setProperty}} | {{#set:Audio = {{{audio|}}} }} }} }}{{#if:{{{description|}}} | {{{description|}}}{{#if: {{#var:setProperty}} | {{#set:Description = {{{description|}}} }} }} }}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 2. BASE STATS --&amp;gt;&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important'&amp;gt;Base Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Type = {{{type|}}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Type2 = {{{type2|}}} }} }}&lt;br /&gt;
;Type&lt;br /&gt;
:[[{{{type}}}]]{{#if: {{{type2|}}} |&amp;amp;#32;–&amp;amp;#32; {{#ifeq:{{{type2|}}}|Medicine|[[Medicine (disambiguation)|Medicine]]|[[{{{type2}}}]]}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Category = {{#explode:{{{stuff category|}}}|,|0}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|1}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|2}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|3}}&lt;br /&gt;
         | Stuff Category = {{#explode:{{{stuff category|}}}|,|4}} }} }}&lt;br /&gt;
;Stuff Categories&lt;br /&gt;
:{{{stuff category|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{tech level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Tech Level = {{{tech level|}}} }} }}&lt;br /&gt;
;Tech Level&lt;br /&gt;
:[[Tech levels|{{{tech level|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Class = {{{class|}}} Weapons}} }}&lt;br /&gt;
;Weapon Class&lt;br /&gt;
:[[{{{class|}}} Weapons|{{{class|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.--&amp;gt;&lt;br /&gt;
{{#if: {{{marketvalue|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{{marketvalue|}}} }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{{marketvalue|}}} }}&amp;amp;nbsp;{{Icon Small|silver}}&lt;br /&gt;
| {{#ifeq: {{lc:{{{constructable|}}} }} | false || {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#ifeq: {{{resource 1|}}} | Nutrition | |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Market Value Base = {{Market Value Calculator}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Calculated Market Value = True }} }}&lt;br /&gt;
;Market Value&lt;br /&gt;
:{{Market Value | {{Market Value Calculator}} }}&amp;amp;nbsp;{{Icon Small|silver}} &amp;lt;abbr title=&amp;quot;This value is automatically calculated by the wiki and may not be correct&amp;quot;&amp;gt;&amp;lt;sup&amp;gt;[Note]&amp;lt;/sup&amp;gt;&amp;lt;/abbr&amp;gt; }} }} }} }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stack limit|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stack Limit = {{{stack limit|}}} }} }}&lt;br /&gt;
;Stack Limit&lt;br /&gt;
:{{{stack limit|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mass base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass Base = {{{mass base|}}} }} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{{mass base|}}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty|}}}{{{beauty outdoors|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Base = {{{beauty|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Outdoors Base = {{{beauty outdoors|}}} }} }}&lt;br /&gt;
;Beauty&lt;br /&gt;
:{{{beauty|0}}} {{#if:{{{beauty outdoors|}}}|&amp;lt;abbr title=&amp;quot;Beauty score when outdoors&amp;quot;&amp;gt;({{{beauty outdoors|}}})&amp;lt;/abbr&amp;gt; }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{styledominance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Style Dominance = {{{styledominance|}}} }} }}&lt;br /&gt;
  {{#if: {{{style|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Style = {{{style|}}} }} }}&lt;br /&gt;
  }}&lt;br /&gt;
;Style Dominance&lt;br /&gt;
:{{{style|}}} {{{styledominance|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Durability --&amp;gt;&lt;br /&gt;
{{#if: {{{hp|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Base = {{{hp|}}} }} }}&lt;br /&gt;
;HP&lt;br /&gt;
:{{{hp|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deterioration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Deterioration Rate Base = {{{deterioration|}}} }} }}&lt;br /&gt;
;Deterioration Rate&lt;br /&gt;
:{{{deterioration|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Flammability Base = {{{flammability|}}} }} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:{{%| {{{flammability|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{days to rot|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Days To Start Rot Base = {{{days to rot|}}} }} }}&lt;br /&gt;
;Days To Start Rot&lt;br /&gt;
:{{{days to rot|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min safe temperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Safe Temperature = {{{min safe temperature|}}} }} }}&lt;br /&gt;
;Min Safe Temperature&lt;br /&gt;
:{{Temperature| {{{min safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max safe temperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Safe Temperature = {{{max safe temperature|}}} }} }}&lt;br /&gt;
;Max Safe Temperature&lt;br /&gt;
:{{Temperature| {{{max safe temperature|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{spoiling rate per degree per tick|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Spoiling Rate = {{{spoiling rate per degree per tick|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;per °C outside the safe temperature per tick&amp;quot;&amp;gt;Spoiling Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{spoiling rate per degree per tick|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
{{#if: {{{rotatable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rotatable = {{{rotatable|}}} }} }}&lt;br /&gt;
;Rotatable&lt;br /&gt;
:{{ucfirst:{{{rotatable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{path cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Path Cost = {{{path cost|}}} }} }}&lt;br /&gt;
;Path Cost&lt;br /&gt;
:{{{path cost|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 3. BUILDING --&amp;gt;&lt;br /&gt;
{{#if: {{{size|}}} {{{minifiable|}}} {{{placeable|}}} {{{passability|}}} {{{cover|}}} {{{blockswind|}}} {{{terrain affordance|}}} {{{power|}}} {{{cleanliness|}}} {{{facility|}}} {{{glowcolor|}}} {{{glowradius|}}} {{{heatpersecond|}}} {{{maxheattemperature|}}} {{{mincooltemperature|}}} {{{surgery success chance factor|}}} {{{immunity gain speed factor|}}} {{{rest effectiveness|}}} {{{comfort|}}} {{{comfort offset|}}} {{{recreation power|}}} {{{recreation type|}}} {{{work efficiency factor|}}} {{{work speed offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{efficiency|}}} {{{speed|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Building&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{size|}}} | {{#vardefine: size | {{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{#replace:{{{size|}}}|}}|×|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|*|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|x|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|ˣ|&amp;amp;nbsp;&amp;amp;times;&amp;amp;nbsp;}}|+|&amp;amp;nbsp;+}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Size = {{#var:size}} }} }}&lt;br /&gt;
;Size&lt;br /&gt;
:{{#var:size}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minifiable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minifiable = {{{minifiable|}}} }} }}&lt;br /&gt;
;Minifiable&lt;br /&gt;
:{{ucfirst:{{{minifiable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{placeable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Placeable = {{{placeable|}}} }} }}&lt;br /&gt;
;Placeable&lt;br /&gt;
:{{ucfirst:{{{placeable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{passability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Passability = {{{passability|}}} }} }}&lt;br /&gt;
;Passability&lt;br /&gt;
:{{{passability|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cover|}}} | {{#ifexpr: {{{cover|}}} &amp;gt; 0.75 |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness = 0.75}} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:75%&lt;br /&gt;
| {{#if: {{#var:setProperty}} | {{#set:Cover Effectiveness= {{{cover|}}} }} }}&lt;br /&gt;
;Cover Effectiveness&lt;br /&gt;
:{{%| {{{cover|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{edifice|}}}&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Edifice = {{{edifice|}}} }} }}&lt;br /&gt;
;Edifice&lt;br /&gt;
:{{{edifice|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blockswind|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blocks Wind = {{{blockswind|}}} }} }}&lt;br /&gt;
;Blocks Wind&lt;br /&gt;
:{{ucfirst:{{{blockswind|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{terrain affordance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Terrain Affordance = {{ucfirst:{{{terrain affordance|}}} }} }} }}&lt;br /&gt;
;Terrain Affordance&lt;br /&gt;
:{{ucfirst:{{{terrain affordance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{power|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Power Consumption = {{{power|}}} }} }}&lt;br /&gt;
;Power&lt;br /&gt;
:{{{power|}}} W&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleanliness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cleanliness = {{{cleanliness|}}} }} }}&lt;br /&gt;
;Cleanliness&lt;br /&gt;
:{{{cleanliness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cleaning time factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Cleaning Time Factor = {{{cleaning time factor|}}} }} }}&lt;br /&gt;
;Cleaning Time Multiplier&lt;br /&gt;
:{{%| {{{cleaning time factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{filth multiplier|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Filth Multiplier = {{{filth multiplier|}}} }} }}&lt;br /&gt;
;Filth Multiplier&lt;br /&gt;
:{{%| {{{filth multiplier|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{facility|}}} |&lt;br /&gt;
  {{#vardefine:Facility1 | {{ucfirst:{{#explode:{{{facility|}}}|,|0}} }} }}&lt;br /&gt;
  {{#vardefine:Facility2 | {{ucfirst:{{#explode:{{{facility|}}}|,|1}} }} }}&lt;br /&gt;
  {{#vardefine:Facility3 | {{ucfirst:{{#explode:{{{facility|}}}|,|2}} }} }}&lt;br /&gt;
  {{#vardefine:Facility4 | {{ucfirst:{{#explode:{{{facility|}}}|,|3}} }} }}&lt;br /&gt;
  {{#vardefine:Facility5 | {{ucfirst:{{#explode:{{{facility|}}}|,|4}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Facility = {{#var:Facility1}} | Facility = {{#var:Facility2}} | Facility = {{#var:Facility3}} | Facility = {{#var:Facility4}} | Facility = {{#var:Facility5}} }} }}&lt;br /&gt;
;Facility&lt;br /&gt;
:[[{{#var:Facility1}}]]{{#if: {{#var:Facility2}} |, [[{{#var:Facility2}}]]}}{{#if: {{#var:Facility3}} |, [[{{#var:Facility3}}]]}}{{#if: {{#var:Facility4}} |, [[{{#var:Facility4}}]]}}{{#if: {{#var:Facility5}} |, [[{{#var:Facility5}}]]}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Furniture --&amp;gt;&lt;br /&gt;
{{#if: {{{glowcolor|}}} |&lt;br /&gt;
  {{#vardefine:Red  | {{#replace:{{#explode:{{{glowcolor|}}}|,|0}}|(}} }}&lt;br /&gt;
  {{#vardefine:Green| {{#explode:{{{glowcolor|}}}|,|1}} }}&lt;br /&gt;
  {{#vardefine:Blue | {{#replace:{{#explode:{{{glowcolor|}}}|,|2}}|)}} }}&lt;br /&gt;
  {{#vardefine:LightRadius|{{Lit Radius|{{{glowradius|}}}|{{#expr:{{#var:Red}}+{{#var:Green}}+{{#var:Blue}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Light Radius = {{#var:LightRadius}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The furthest away a tile can be before it falls below 30% light&amp;quot;&amp;gt;Light Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{#var:LightRadius}} round 2}} &amp;lt;!--&lt;br /&gt;
Color Square: --&amp;gt;&amp;lt;abbr title=&amp;quot;RGB: {{{glowcolor|}}}&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;div style=&amp;quot;width:16px;height:16px;background-color:rgb({{#var:Red}},{{#var:Green}},{{#var:Blue}});display:inline-block;border:1px solid black;vertical-align:middle;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{heatpersecond|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Heat Per Second = {{{heatpersecond|}}} }} }}&lt;br /&gt;
;Heat Per Second&lt;br /&gt;
:{{{heatpersecond|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maxheattemperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Heat Temperature = {{{maxheattemperature|}}} }} }}&lt;br /&gt;
;Stops Heating At&lt;br /&gt;
:{{Temperature| {{{maxheattemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mincooltemperature|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Min Cool Temperature = {{{mincooltemperature|}}} }} }}&lt;br /&gt;
;Stops Cooling At&lt;br /&gt;
:{{Temperature| {{{mincooltemperature}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{surgery success chance factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Surgery Success Chance Factor = {{{surgery success chance factor|}}} }} }}&lt;br /&gt;
;Surgery Success Chance Factor&lt;br /&gt;
:{{{surgery success chance factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{immunity gain speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }} }}&lt;br /&gt;
;Immunity Gain Speed Factor&lt;br /&gt;
:{{{immunity gain speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness = {{{rest effectiveness|}}} }} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:{{{rest effectiveness|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Comfort Base = {{{comfort|}}} }} }}&lt;br /&gt;
;Comfort&lt;br /&gt;
:{{{comfort|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{comfort offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Comfort Offset = {{{comfort offset|}}} }} }}&lt;br /&gt;
;Comfort Offset&lt;br /&gt;
:{{{comfort offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Recreation --&amp;gt;&lt;br /&gt;
{{#if: {{{recreation power|}}} {{{recreation type|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Recreation Power = {{{recreation power|}}} | Recreation Type = {{ucfirst: {{{recreation type|}}} }} }} }}&lt;br /&gt;
;Recreation&lt;br /&gt;
:{{#if: {{{recreation power|}}} | {{%| {{{recreation power|}}} }} }} {{{recreation type|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Production --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Factor = {{{work speed factor|}}} }} }}&lt;br /&gt;
;Work Speed Factor&lt;br /&gt;
:{{%| {{{work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work efficiency factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Efficiency Factor = {{{work efficiency factor|}}} }} }}&lt;br /&gt;
;Work Efficiency Factor&lt;br /&gt;
:{{%| {{{work efficiency factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{unpowered work speed factor|}}} | &amp;lt;!-- work speed at an unpowered workstation --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Unpowered Work Speed Factor = {{{unpowered work speed factor|}}} }} }}&lt;br /&gt;
;Unpowered Work Speed Factor&lt;br /&gt;
:{{%| {{{unpowered work speed factor|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Misc --&amp;gt;&lt;br /&gt;
{{#if: {{{work speed offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Offset = {{{work speed offset|}}} }} }}&lt;br /&gt;
;Work Speed Offset&lt;br /&gt;
:{{{work speed offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max simultaneous facilities|}}} | &amp;lt;!-- how many of these facilities a work table can be connected to --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Simultaneous Facilities = {{{max simultaneous facilities|}}} }} }}&lt;br /&gt;
;Max Simultaneous Facilities&lt;br /&gt;
:{{{max simultaneous facilities|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{efficiency|}}} | &amp;lt;!-- efficiency of a battery --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Efficiency = {{{efficiency|}}} }} }}&lt;br /&gt;
;Efficiency&lt;br /&gt;
:{{%| {{{efficiency|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Floors --&amp;gt;&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Factor = {{{speed|}}} }} }}&lt;br /&gt;
;Move Speed Factor&lt;br /&gt;
:{{%| {{{speed|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 4. APPAREL --&amp;gt;&lt;br /&gt;
{{#if: {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}} {{{coverage|}}} {{{layer|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Apparel&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Base= {{{insulationcold|}}} }} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:{{Temperature| {{{insulationcold|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Base= {{{insulationheat|}}} }} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:{{Temperature| {{{insulationheat|}}} || delta}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationcoldfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Cold&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationcoldfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulationheatfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;See Apparel for how this is applied&amp;quot;&amp;gt;Insulation Factor - Heat&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{insulationheatfactor|}}}×&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharp|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp = {{{armorsharp|}}} }} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:{{{armorsharp|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorblunt|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt= {{{armorblunt|}}} }} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:{{{armorblunt|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat = {{{armorheat|}}} }} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:{{{armorheat|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorsharpfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Sharp&lt;br /&gt;
:{{{armorsharpfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorbluntfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Blunt&lt;br /&gt;
:{{{armorbluntfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorheatfactor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }} }}&lt;br /&gt;
;Armor Factor - Heat&lt;br /&gt;
:{{{armorheatfactor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{painshockthreshold|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }} }}&lt;br /&gt;
;Pain Shock Threshold&lt;br /&gt;
:{{{painshockthreshold|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#switch: {{lc:{{{countsAsClothingForNudity|{{{clothing for nudity|}}} }}} }}&lt;br /&gt;
 | 1 | yes | y | t | true = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = True }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:True&lt;br /&gt;
 | 0 | no | n | f | false = {{#if: {{#var:setProperty}} | {{#set:Clothing For Nudity = False }} }}&lt;br /&gt;
;Clothing For Nudity&lt;br /&gt;
:False&lt;br /&gt;
 | #default = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifestage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Lifestage = {{{lifestage|}}} }} }}&lt;br /&gt;
;Lifestage&lt;br /&gt;
:{{{lifestage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{coverage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Coverage = {{{coverage|}}} }} }}&lt;br /&gt;
;Coverage&lt;br /&gt;
:{{{coverage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{layer|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:layer= {{{layer|}}} }} }}&lt;br /&gt;
;Layer&lt;br /&gt;
:{{{layer|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 5. PAWN STATS --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Animal Health ---&amp;gt;&lt;br /&gt;
{{#if: {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}} {{{healthscale|}}} {{{bodysize|}}} {{{ridingspeed|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{roamMtb|}}} {{{nuzzleMtb|}}} {{{maturityage|}}} {{{juvenileage|}}} {{{combatPower|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Pawn Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Animals | {{#if: {{#var:setProperty}} | {{#set:Type = {{{type2|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{combatPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Combat Power = {{{combatPower|}}} }} }}&lt;br /&gt;
;Combat Power&lt;br /&gt;
:{{{combatPower}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bandwidth|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bandwidth = {{{bandwidth|}}} }} }}&lt;br /&gt;
;Bandwidth&lt;br /&gt;
:{{{bandwidth|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{movespeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Move Speed Base = {{{movespeed|}}} }} }}&lt;br /&gt;
;Move Speed&lt;br /&gt;
:{{{movespeed|}}} {{CS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{healthscale|}}} | &amp;lt;!-- please add a short explanation of this property here --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Health Scale = {{{healthscale|}}} }} }}&lt;br /&gt;
;Health Scale&lt;br /&gt;
:{{{healthscale|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Size = {{{bodysize|}}} }} }}&lt;br /&gt;
;Body Size&lt;br /&gt;
:{{{bodysize|}}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{type|}}} | Mechanoid |&lt;br /&gt;
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}&lt;br /&gt;
;Mass&lt;br /&gt;
:{{#var:MassAdult}} kg  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
  &amp;lt;!-- Most animal babies are 0.2 the size of the adults, but birds are 0.1 --&amp;gt;&lt;br /&gt;
  {{#vardefine:BabyScale | {{{babyscale|0.2}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Baby Scale = {{#var:BabyScale}} }} }}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Mass is 60*bodysize, with no exceptions --&amp;gt;&lt;br /&gt;
  {{#vardefine:MassYoung | {{#expr: 60 * {{{bodysize}}} * {{#var:BabyScale}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Young = {{#var:MassYoung}} }} }}&lt;br /&gt;
;Mass - Baby&lt;br /&gt;
:{{#var:MassYoung}} kg&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassJuvenile | {{#expr: 60 * {{{bodysize}}} * 0.5 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Juvenile = {{#var:MassJuvenile}} }} }}&lt;br /&gt;
;Mass - Juvenile&lt;br /&gt;
:{{#var:MassJuvenile}} kg&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine:MassAdult | {{#expr: 60 * {{{bodysize}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mass - Adult = {{#var:MassAdult}} }} }}&lt;br /&gt;
;Mass - Adult&lt;br /&gt;
:{{#var:MassAdult}} kg&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{packanimal|}}} }} | true |&lt;br /&gt;
  {{#vardefine:PackCapacity | {{#expr: {{{bodysize|}}} * 35 }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Pack Capacity = {{#var:PackCapacity}} }} }}&lt;br /&gt;
;Pack Capacity&lt;br /&gt;
:{{#var:PackCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Carrying Capacity = {{#var:CarryingCapacity}} }} }}&lt;br /&gt;
;Carrying Capacity&lt;br /&gt;
:{{#var:CarryingCapacity}} kg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ridingspeed|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Riding Speed = {{{ridingspeed|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Multiplier to the caravan's movement speed.&amp;quot;&amp;gt;Riding Speed&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{ridingspeed|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#vardefineecho:FilthRate | {{{filth rate|{{#if: {{{bodysize|}}} | 1}} }}} }} | &amp;lt;!-- Filth rate seems to default to 1 in game if it's not set in the xml. --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Animal Filth Rate = {{#var:FilthRate}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The average amount of filth produced on constructed floors per 1000 cells walked by this creature.&amp;quot;&amp;gt;Filth Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:FilthRate}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{hungerrate|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Base Hunger Rate = {{{hungerrate|}}} | Real Hunger Rate = {{#expr: {{{hungerrate|}}} * 1.6 round 2}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition lost per day.&amp;quot;&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} Nutrition/Day&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{diet|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Diet = {{#explode:{{{diet|}}}|,|0}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|1}}&lt;br /&gt;
         | Diet = {{#explode:{{{diet|}}}|,|2}} }} }}&lt;br /&gt;
;Diet&lt;br /&gt;
:{{{diet|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespan|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Life Expectancy = {{{lifespan|}}} }} }}&lt;br /&gt;
;Life Expectancy&lt;br /&gt;
:{{{lifespan|}}} years&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhunter|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter when attacked.&amp;quot;&amp;gt;Manhunter Chance&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhunter|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{manhuntertame|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Chance of this animal turning manhunter on a failed taming attempt.&amp;quot;&amp;gt;Manhunter Chance (Taming)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{manhuntertame|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{trainable|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} |&lt;br /&gt;
    {{#set:Trainable Intelligence = {{{trainable|}}} }}&lt;br /&gt;
    {{#switch: {{lc: {{{trainable|}}} }}&lt;br /&gt;
      | none =         {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | hauling only = {{#set:Can Train Guard = no  | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = yes }}&lt;br /&gt;
      | simple =       {{#set:Can Train Guard = yes | Can Train Attack = no  | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | intermediate = {{#set:Can Train Guard = yes | Can Train Attack = yes | Can Train Rescue = no | Can Train Haul = no  }}&lt;br /&gt;
      | advanced =     {{#set:Can Train Guard = yes | Can Train Attack = yes&lt;br /&gt;
        | Can Train Rescue = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.65| no | yes}}&lt;br /&gt;
        | Can Train Haul   = {{#ifexpr: {{{bodysize|}}} &amp;lt; 0.4 | no | yes}}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
;Trainable Intelligence&lt;br /&gt;
:{{ucfirst:{{{trainable|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wildness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wildness = {{{wildness|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Wilder creatures are naturally more difficult to tame, train, and handle.&amp;quot;&amp;gt;Wildness&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{%| {{{wildness|}}} | 0 }}&lt;br /&gt;
&lt;br /&gt;
  {{#vardefine: MinHandlingSkill | {{#if: {{{min handling skill|}}} | {{{min handling skill|}}} | {{#expr:&lt;br /&gt;
    {{#ifexpr: {{{wildness|}}} &amp;lt; 0.2 | 0&lt;br /&gt;
      | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.45 | 1&lt;br /&gt;
        | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.55 | 4&lt;br /&gt;
          | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.75 | 5&lt;br /&gt;
            | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.8 | 7&lt;br /&gt;
              | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.9 | 8&lt;br /&gt;
                | {{#ifexpr: {{{wildness|}}} &amp;lt; 0.97 | 9&lt;br /&gt;
                  | 10&lt;br /&gt;
     }} }} }} }} }} }} }} &amp;lt;!-- Is this really the exact formula? [[Animals#Minimum_skill]] says otherwise, but that formula must be wrong as well --&amp;gt;&lt;br /&gt;
     {{#ifeq: {{#var:Name}} | Human | + 7 }}&lt;br /&gt;
  }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Handling Skill = {{#var:MinHandlingSkill}} }} }}&lt;br /&gt;
  {{#ifeq: {{#var:MinHandlingSkill}}|0||&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.&amp;quot;&amp;gt;Minimum Handling Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:MinHandlingSkill}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{petness|}}} | {{#if: {{#var:setProperty}} | {{#set:Petness = {{{petness|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{{predator|}}} | true | {{#if: {{#var:setProperty}} | {{#set:Is Predator = true}} }}|}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{roamMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Roam Mtb Days = {{{roamMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will attempt to roam away if not in a pen.&amp;quot;&amp;gt;Roam Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{roamMtb|}}} days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nuzzleMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an animal will nuzzle friendly colonists, on average.&amp;quot;&amp;gt;Nuzzle Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
{{#ifexpr: {{{nuzzleMtb|}}} &amp;lt;= 24&lt;br /&gt;
  |{{#switch: {{{nuzzleMtb|}}}&lt;br /&gt;
     |24 = :1&amp;amp;nbsp;day&lt;br /&gt;
     |1 = :1&amp;amp;nbsp;hour&lt;br /&gt;
     |#default = :{{{nuzzleMtb|}}}&amp;amp;nbsp;hours}}&lt;br /&gt;
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&amp;amp;nbsp;days}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mateMtb|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mate Mtb Hours = {{{mateMtb|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;How often an awake, non-sterilised male will attempt to mate with a female, on average.&amp;quot;&amp;gt;Mate Interval&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{mateMtb|}}} hours&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{maturityage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maturity Age = {{{maturityage|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal reaches adulthood.&amp;quot;&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{maturityage|}}} round 3}} years {{#ifexpr: {{{maturityage|}}}  &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}} |R}}*60)round 1}} }} days)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{juvenileage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Juvenile Age = {{{juvenileage|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The age at which an animal becomes a juvenile.&amp;quot;&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#expr:{{{juvenileage|}}} round 3}} years {{#ifexpr: {{{juvenileage|}}} &amp;lt; 1 | ({{formatnum: {{#expr: ({{formatnum:{{{juvenileage|}}}|R}}*60)round 1}} }} days) }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min comfortable temperature|}}} |&lt;br /&gt;
  {{#if: {{{max comfortable temperature|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Min Comfortable Temperature = {{{min comfortable temperature|}}} }} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Max Comfortable Temperature = {{{max comfortable temperature|}}} }} }}&lt;br /&gt;
;Comfortable Temp Range&lt;br /&gt;
:{{Temperature|{{{min comfortable temperature|}}}|{{{max comfortable temperature|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{livesin_temperateforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Forest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_temperateswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Temperate Swamp = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalrainforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Rainforest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tropicalswamp|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tropical Swamp = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_aridshrubland|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Arid Shrubland = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_desert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Desert = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_extremedesert|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Extreme Desert = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_borealforest|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Boreal Forest = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_coldbog|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Cold Bog = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_tundra|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Tundra = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_icesheet|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Ice Sheet = true }} }} }}&lt;br /&gt;
{{#if: {{{livesin_seaice|}}} | {{#if: {{#var:setProperty}} | {{#set:Lives In Sea Ice = true }} }} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 6. PRODUCTION --&amp;gt;&lt;br /&gt;
{{#if: {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milkname|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}} {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Production&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq:{{#expr:{{#ifeq:{{{type|}}}|Animals|1|0}} or {{#ifeq:{{{type|}}}|Animal|1|0}} }}|1|&lt;br /&gt;
  {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}&lt;br /&gt;
  {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}&lt;br /&gt;
  {{#if: {{{is exotic species|}}} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = true}} }} | {{#if: {{#var:setProperty}} | {{#set:Is Exotic Species = false }} }} }}|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#var:LeatherName }} | {{#if: {{#var:setProperty}} | {{#set:Leather Name = {{#var:LeatherName}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{bodysize|}}} |&lt;br /&gt;
  &amp;lt;!-- Uses meatyield when set, otherwise interpolates from curve applied to 140*body_size or basemeatamount*bodysize --&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Meat_Yield for details --&amp;gt;&lt;br /&gt;
  {{#if:{{#var:MeatName}} |&lt;br /&gt;
    {{#vardefine: MeatYield | {{{meatyield | {{Meat Leather Curve | {{{basemeatamount|140}}} * {{{bodysize|}}} }} }}} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Meat Yield = {{#var:MeatYield}} }} }}&lt;br /&gt;
;Meat Yield&lt;br /&gt;
:{{#var:MeatYield}} [[Meat|{{lc:{{#var:MeatName}} }}]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;!-- Uses leatheryield when set, otherwise interpolates from curve applied to 40*body_size or baseleatheramount*bodysize--&amp;gt;&lt;br /&gt;
  &amp;lt;!-- See Property:Leather_Yield for details --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:LeatherName}}&lt;br /&gt;
    | {{#ifeq: {{#vardefineecho:LeatherYield | {{{leatheryield | {{Meat Leather Curve | {{{baseleatheramount|40}}} * {{{bodysize|}}} }} }}} }}&lt;br /&gt;
	| 0 |&lt;br /&gt;
	| {{#if: {{#var:setProperty}} | {{#set:Leather Yield = {{#var:LeatherYield}} }} }}&lt;br /&gt;
;Leather Yield&lt;br /&gt;
:{{#var:LeatherYield}} [[{{#var:LeatherName}}|{{lc:{{#var:LeatherName}} }}]]&lt;br /&gt;
}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milk|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milk Amount = {{{milk|}}} }} }}&lt;br /&gt;
  {{#vardefine: MilkName | {{{milkname| Milk}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milk Name = {{#var:MilkName}} }} }}&lt;br /&gt;
;Milk Amount&lt;br /&gt;
:{{{milk|}}} [[{{#var:MilkName}}|{{lc:{{#var:MilkName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{milktime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Milking Interval Days = {{{milktime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }} }}&lt;br /&gt;
;Milking Interval&lt;br /&gt;
:{{{milktime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{wool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wool Amount = {{{wool|}}} }} }}&lt;br /&gt;
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Wool Name = {{#var:WoolName}} }} }}&lt;br /&gt;
;Wool Amount&lt;br /&gt;
:{{{wool|}}} [[{{#var:WoolName}}|{{lc:{{#var:WoolName}} }}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sheartime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Shearing Interval Days = {{{sheartime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }} }}&lt;br /&gt;
;Shearing Interval&lt;br /&gt;
:{{{sheartime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggsmin|}}} |&lt;br /&gt;
  {{#if: {{{eggsmax|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Minimum = {{{eggsmin|}}} }} }}&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}&lt;br /&gt;
;Eggs Per Clutch&lt;br /&gt;
:{{{eggsmin|}}} to {{{eggsmax|}}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggtime|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Egg Laying Interval = {{{eggtime|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }} }}&lt;br /&gt;
;Egg Laying Interval&lt;br /&gt;
:{{{eggtime|}}}&amp;amp;nbsp;days&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_avg|}}} | {{#if: {{#var:setProperty}} | {{#set:Eggs Per Clutch Average = {{{eggs_avg|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{eggs_unfertilized|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }} }}&lt;br /&gt;
;Can Lay Unfertilized Eggs&lt;br /&gt;
:{{{eggs_unfertilized|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Period Days = {{{gestation|}}} }} }}&lt;br /&gt;
;Gestation Period&lt;br /&gt;
{{#switch: {{{gestation|}}}&lt;br /&gt;
  | N/A      = :N/A&lt;br /&gt;
  | 1        = :{{{gestation|}}} day&lt;br /&gt;
  | #default = :{{{gestation|}}} days&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{offspring|}}} {{{avg offspring|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Offspring Per Birth = {{{offspring|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Average Offspring Per Birth = {{{avg offspring|}}} }} }}&lt;br /&gt;
;Offspring Per Birth&lt;br /&gt;
:{{{offspring|}}} {{#if:{{{avg offspring|}}}|({{{avg offspring|}}} avg)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 7. INGESTION --&amp;gt;&lt;br /&gt;
{{#if: {{{nutrition|}}} {{{taste|}}} {{{ingested direct thought|}}} {{{joy offset|}}} {{{joy kind|}}} {{{addictiveness|}}} {{{food poison chance|}}} {{{max num to ingest at once|}}} {{{ingestion time|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ingestion&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{nutrition|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Nutrition = {{{nutrition|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Nutrition gained when this item or object is eaten&amp;quot;&amp;gt;Nutrition&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{nutrition}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{taste|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Taste = {{ucfirst: {{{taste|}}} }} }} }}&lt;br /&gt;
;Taste&lt;br /&gt;
:{{ucfirst: {{{taste|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingested direct thought|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ingested Direct Thought = {{{ingested direct thought|}}} }} }}&lt;br /&gt;
;Ingested Direct Thought&lt;br /&gt;
:{{{ingested direct thought|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Joy Offset = {{{joy offset|}}} }} }}&lt;br /&gt;
;Recreation Offset&lt;br /&gt;
:{{%|{{{joy offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{joy kind|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Joy Kind = {{{joy kind|}}} }} }}&lt;br /&gt;
;Recreation Kind&lt;br /&gt;
:{{{joy kind|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{addictiveness|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Addictiveness = {{{addictiveness|}}} }} }}&lt;br /&gt;
;Addictiveness&lt;br /&gt;
:{{%| {{{addictiveness|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{food poison chance|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Food Poison Chance Base = {{{food poison chance|}}} }} }}&lt;br /&gt;
;Food Poison Chance&lt;br /&gt;
:{{%| {{{food poison chance|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max num to ingest at once|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Num To Ingest At Once = {{{max num to ingest at once|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Maximum Number To Ingest At Once&amp;quot;&amp;gt;Maximum To Ingest&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{max num to ingest at once|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ingestion time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ingestion Time= {{{ingestion time|}}} }} }}&lt;br /&gt;
;Ingestion Time&lt;br /&gt;
:{{ticks| {{{ingestion time|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 8. STAT MODIFIERS (for Materials) --&amp;gt;&lt;br /&gt;
{{#if: {{{beauty factor|}}} {{{beauty offset|}}} {{{work to make factor|}}} {{{work to build factor|}}} {{{work to build offset|}}} {{{max hit points factor|}}} {{{flammability factor|}}} {{{armor - sharp factor|}}} {{{armor - blunt factor|}}} {{{armor - heat factor|}}} {{{armor - heat factor|}}} {{{insulation - cold factor|}}} {{{insulation - heat factor|}}} {{{melee blunt damage factor|}}} {{{melee sharp damage factor|}}} {{{melee cooldown factor|}}} {{{door opening speed factor|}}} {{{rest effectiveness factor|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Stat Modifiers&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Factor = {{{beauty factor|}}} }} }}&lt;br /&gt;
;Beauty Factor&lt;br /&gt;
:×{{{beauty factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{beauty offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Beauty Offset = {{{beauty offset|}}} }} }}&lt;br /&gt;
;Beauty Offset&lt;br /&gt;
:+{{{beauty offset|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to make factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Make Factor = {{{work to make factor|}}} }} }}&lt;br /&gt;
;Work To Make Factor&lt;br /&gt;
:×{{{work to make factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Factor = {{{work to build factor|}}} }} }}&lt;br /&gt;
;Work To Build Factor&lt;br /&gt;
:×{{{work to build factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work to build offset|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work To Build Offset = {{{work to build offset|}}} }} }}&lt;br /&gt;
;Work To Build Offset&lt;br /&gt;
:+{{ticks| {{{work to build offset|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{max hit points factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Max Hit Points Factor = {{{max hit points factor|}}} }} }}&lt;br /&gt;
;Max Hit Points&lt;br /&gt;
:×{{{max hit points factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{flammability factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Flammability Factor = {{{flammability factor|}}} }} }}&lt;br /&gt;
;Flammability&lt;br /&gt;
:×{{{flammability factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - sharp factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Sharp Factor = {{{armor - sharp factor|}}} }} }}&lt;br /&gt;
;Armor - Sharp&lt;br /&gt;
:×{{{armor - sharp factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - blunt factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Blunt Factor = {{{armor - blunt factor|}}} }} }}&lt;br /&gt;
;Armor - Blunt&lt;br /&gt;
:×{{{armor - blunt factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armor - heat factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor - Heat Factor = {{{armor - heat factor|}}} }} }}&lt;br /&gt;
;Armor - Heat&lt;br /&gt;
:×{{{armor - heat factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - cold factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Cold Factor = {{{insulation - cold factor|}}} }} }}&lt;br /&gt;
;Insulation - Cold&lt;br /&gt;
:+{{Temperature| {{{insulation - cold factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{insulation - heat factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Insulation - Heat Factor = {{{insulation - heat factor|}}} }} }}&lt;br /&gt;
;Insulation - Heat&lt;br /&gt;
:+{{Temperature| {{{insulation - heat factor|}}} || delta }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee blunt damage factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Blunt Damage Factor = {{{melee blunt damage factor|}}} }} }}&lt;br /&gt;
;Melee Blunt Damage&lt;br /&gt;
:×{{{melee blunt damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee sharp damage factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Sharp Damage Factor = {{{melee sharp damage factor|}}} }} }}&lt;br /&gt;
;Melee Sharp Damage&lt;br /&gt;
:×{{{melee sharp damage factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{melee cooldown factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Cooldown Factor = {{{melee cooldown factor|}}} }} }}&lt;br /&gt;
;Melee Cooldown&lt;br /&gt;
:×{{{melee cooldown factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{door opening speed factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Door Opening Speed Factor = {{{door opening speed factor|}}} }} }}&lt;br /&gt;
;Door Opening Speed&lt;br /&gt;
:×{{{door opening speed factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{rest effectiveness factor|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Rest Effectiveness Factor = {{{rest effectiveness factor|}}} }} }}&lt;br /&gt;
;Rest Effectiveness&lt;br /&gt;
:×{{{rest effectiveness factor|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 9. MEDICAL --&amp;gt;&lt;br /&gt;
{{#if: {{{medical potency base|}}} {{{medical quality max|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Medical&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical potency base|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Medical Potency Base = {{{medical potency base|}}} }} }}&lt;br /&gt;
;Medical Potency&lt;br /&gt;
:{{%| {{{medical potency base|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{medical quality max|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Medical Quality Max = {{{medical quality max|}}} }} }}&lt;br /&gt;
;Max medical tend quality&lt;br /&gt;
:{{%| {{{medical quality max|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 10. PLANT STATS --&amp;gt;&lt;br /&gt;
{{#if: {{{grow days|}}} {{{sow work|}}} {{{harvest work|}}} {{{product|}}} {{{yield|}}} {{{min sowing skill|}}} {{{min fertility|}}} {{{fertility sensitivity|}}} {{{min grow light|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Plant Stats&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{grow days|}}} |&lt;br /&gt;
  {{#vardefine:realGrowDays | {{#expr: {{{grow days|}}} / 0.54167 round 2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Grow Days = {{{grow days|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Real Grow Days = {{#var:realGrowDays}} }} }}&lt;br /&gt;
;Time to grow&lt;br /&gt;
:{{{grow days|}}} days &amp;lt;abbr title=&amp;quot;Actual days to grow, taking into account rest time&amp;quot;&amp;gt;({{#var:realGrowDays}} days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{lifespanDaysPerGrowDays|}}} |&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Lifespan Days Per Grow Days = {{{lifespanDaysPerGrowDays|}}} }} }}&lt;br /&gt;
;Lifespan&lt;br /&gt;
:{{#ifeq: {{{lifespanDaysPerGrowDays|}}} | 0 | Indefinite |  {{#if: {{#var:setProperty}} | {{#set:Lifespan = {{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} }} }}{{#expr: {{{grow days|}}} * {{{lifespanDaysPerGrowDays|}}} }} days}}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{sow work|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Sow Work = {{{sow work|}}} }} }}&lt;br /&gt;
;Work to Sow&lt;br /&gt;
:{{ticks| {{{sow work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{harvest work|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Work = {{{harvest work|}}} }} }}&lt;br /&gt;
;Work to Harvest&lt;br /&gt;
:{{ticks| {{{harvest work|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product|}}} |&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Product = {{{product|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Harvest Yield = {{{yield|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Assumes 1x multipliers from difficulty, pawn stats, and other sources.&amp;quot;&amp;gt;Base Harvest Yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{yield|}}} {{Icon Small| {{{product|}}} | 16 }}&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
{{#if: {{{yield|}}} |&lt;br /&gt;
  {{#if: {{{sow work|}}} |&lt;br /&gt;
    {{#if: {{{harvest work|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Work = {{#expr:{{{yield|}}}/( {{{sow work|}}} + {{{harvest work|}}})}} }} }}&lt;br /&gt;
    }}&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min sowing skill|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Required Growing Skill = {{{min sowing skill|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Minimum skill required to sow the plant&amp;quot;&amp;gt;Min Skill&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{min sowing skill|}}} [[Skills#Plants|Plants]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{min fertility|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Min = {{{min fertility|}}} }} }}&lt;br /&gt;
;Min Fertility&lt;br /&gt;
:{{%| {{{min fertility|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Fertility Sensitivity = {{{fertility sensitivity|}}} }} }}&lt;br /&gt;
;Fertility Sensitivity&lt;br /&gt;
:{{%| {{{fertility sensitivity|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{fertility sensitivity|}}} |&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:Min Grow Light = {{{min grow light|0.5}}} }} }}&lt;br /&gt;
;Min light to grow&lt;br /&gt;
:{{%| {{{min grow light|0.5}}} }}&lt;br /&gt;
  {{#if: {{{grow days|}}} |&lt;br /&gt;
    {{#if: {{{yield|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (70)  = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((0.7-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (100) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.0-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (140) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((1.4-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }}&lt;br /&gt;
      {{#if: {{#pos:{{{sowTags|}}}|Hydroponic}} | {{#if: {{#var:setProperty}} | {{#set:Harvest Yield Per Day (280) = {{#expr: {{{yield|}}}/( ({{{grow days|}}}/0.54167) / (((2.8-1)*{{{fertility sensitivity|}}}) + 1)) round 2}} }} }} }}&lt;br /&gt;
}} }} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WEAPONS --&amp;gt;&lt;br /&gt;
{{#ifeq: {{{mode|}}} | Melee&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{damage|}}} | Melee Warmup = {{{warmup|}}} | Melee Cooldown Base = {{{cooldown|}}} }} }}&lt;br /&gt;
  | {{#if: {{#var:setProperty}} | {{#set:Damage Base = {{{damage|}}} }} }}&lt;br /&gt;
    {{#if: {{{mode|}}}&lt;br /&gt;
    | {{#if: {{#var:setProperty}} | {{#set:Aiming Time Base = {{{warmup|}}} | Ranged Cooldown Base = {{{cooldown|}}} }}&lt;br /&gt;
    }} }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 11. RANGED COMBAT --&amp;gt;&lt;br /&gt;
{{#if: {{{damage type|}}} {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}} {{{cooldown |}}} {{{range|}}} {{{minrange|}}} {{{accuracy|}}} {{{accuracyTouch|}}} {{{accuracyShort|}}} {{{accuracyMedium|}}} {{{accuracyLong|}}} {{{accuracyAvg|}}} {{{velocity|}}} {{{burst|}}} {{{burstTicks|}}} {{{missRadius|}}} {{{blastRadius|}}} {{{DPS|}}} {{{stoppingPower|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ranged Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mode|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{damage|}}} |&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{damage|}}} dmg {{#if: {{{damage type|}}} | {{#if: {{#var:setProperty}} | {{#set:Damage Type = {{ucfirst:{{{damage type|}}} }} }} }}([[Damage Types#{{ucfirst:{{{damage type|}}} }}|{{ucfirst:{{{damage type|}}} }}]])}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{armorPenetration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Armor Penetration = {{{armorPenetration|}}} }} }}&lt;br /&gt;
;Armor penetration&lt;br /&gt;
:{{{armorPenetration|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{warmup|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time it takes to aim the weapon&amp;quot;&amp;gt;Warm-Up&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{warmup|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{cooldown |}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Waiting time before you can aim again after firing&amp;quot;&amp;gt;Cooldown&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{cooldown|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{range|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Range = {{{range|}}} }} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{range|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{minrange|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Minimum Range = {{{minrange|}}} }} }}&lt;br /&gt;
;Minimum Range&lt;br /&gt;
:{{{minrange|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracy|}}} |&lt;br /&gt;
;Accuracy&lt;br /&gt;
:{{{accuracy|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyTouch|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Accuracy (Touch) Base = {{{accuracyTouch|}}} }} }}&lt;br /&gt;
  {{#if: {{{accuracyShort|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Accuracy (Short) Base = {{{accuracyShort|}}} }} }}&lt;br /&gt;
    {{#if: {{{accuracyMedium|}}} |&lt;br /&gt;
      {{#if: {{#var:setProperty}} | {{#set:Accuracy (Medium) Base = {{{accuracyMedium|}}} }} }}&lt;br /&gt;
      {{#if: {{{accuracyLong|}}} |&lt;br /&gt;
        {{#if: {{#var:setProperty}} | {{#set:Accuracy (Long) Base = {{{accuracyLong|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Touch % - Short % - Medium % - Long %&amp;quot;&amp;gt;Accuracy&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%&lt;br /&gt;
}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{accuracyAvg|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Average Accuracy = {{{accuracyAvg|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Average accuracy of the weapon, taking range into account.&amp;quot;&amp;gt;Avg. accuracy&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{accuracyAvg|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{velocity|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Velocity = {{{velocity|}}} }} }}&lt;br /&gt;
;Velocity&lt;br /&gt;
:{{{velocity|}}} (m/s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burst|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Count = {{{burst|}}} }} }}&lt;br /&gt;
;Burst Count&lt;br /&gt;
:{{{burst|}}} (per burst)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{burstTicks|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Burst Ticks = {{{burstTicks|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Time between shots in a single burst&amp;quot;&amp;gt;Burst Ticks&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{ticks| {{{burstTicks|}}} }}&amp;lt;br/&amp;gt;({{#expr: 3600 / {{{burstTicks|}}} round2}} &amp;lt;abbr title=&amp;quot;Rounds Per Minute&amp;quot;&amp;gt;RPM&amp;lt;/abbr&amp;gt;)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{missRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Miss Radius = {{{missRadius|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Missed shots are forced to land within this radius&amp;quot;&amp;gt;Miss Radius&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{missRadius|}}} tile(s)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{blastRadius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Blast Radius = {{{blastRadius|}}} }} }}&lt;br /&gt;
;Blast Radius&lt;br /&gt;
:{{{blastRadius|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{DPS|}}} |&lt;br /&gt;
  {{#vardefine:maximumDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}}|1}} - 1 ))) / 60))) round2}} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Maximum DPS = {{#var:maximumDPS}} }} }}&lt;br /&gt;
  {{#if: {{{accuracyTouch|}}} |&lt;br /&gt;
    {{#if: {{{accuracyShort|}}} |&lt;br /&gt;
      {{#if: {{{accuracyMedium|}}} |&lt;br /&gt;
	    {{#if: {{{accuracyLong|}}} |&lt;br /&gt;
		  {{#vardefine:averageDPS | {{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} ) / (( {{#if: {{{cooldown|}}} | {{{cooldown|}}} | 1 }} + {{#if: {{{warmup|}}} | {{{warmup|}}} | 0 }} + ( {{#if: {{{burstTicks|}}} | {{{burstTicks|}}} | 1 }} * ( {{#if: {{{burst|}}} | {{{burst|}}} | 1 }} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2}} }} }} }} }} }}&lt;br /&gt;
          {{#if: {{#var:setProperty}} | {{#set:Average DPS = {{#var:maximumDPS}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Formatted as: Maximum damage per second (DPS with average accuracy)&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#var:maximumDPS}} {{#if: {{#var:averageDPS}} | ({{#var:averageDPS}}) }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stoppingPower|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stopping Power = {{{stoppingPower|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.&amp;quot;&amp;gt;Stopping power&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stoppingPower|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 12. MELEE COMBAT --&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1ap|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}{{{attack1chancefactor|}}}    {{{attack2dmg|}}}{{{attack2ap|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}{{{attack2chancefactor|}}}    {{{attack3dmg|}}}{{{attack3ap|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}{{{attack3chancefactor|}}}    {{{attack4dmg|}}}{{{attack4ap|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}{{{attack4chancefactor|}}}    {{{attack5dmg|}}}{{{attack5ap|}}}{{{attack5type|}}}{{{attack45art|}}}{{{attack5cool|}}}{{{attack5chancefactor|}}}    {{{attack6dmg|}}}{{{attack6ap|}}}{{{attack6type|}}}{{{attack46art|}}}{{{attack6cool|}}}{{{attack6chancefactor|}}}    {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Melee Combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animal Melee Combat --&amp;gt;&lt;br /&gt;
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{attack1dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{attack1type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{attack1part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{attack1chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 DPS = {{#var:Attack1DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Stun = {{{attack1stun|}}} }} }}&lt;br /&gt;
;Attack{{#if: {{{attack2dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{ucfirst:{{{attack1part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack1type|}}} }}|{{ucfirst:{{{attack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1ap|{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack1cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack1chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack1stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack1stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{attack2dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{attack2type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{attack2part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{attack2chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 DPS = {{#var:Attack2DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Stun = {{{attack2stun|}}} }} }}&lt;br /&gt;
;Attack 2&lt;br /&gt;
:{{ucfirst:{{{attack2part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack2type|}}} }}|{{ucfirst:{{{attack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2ap|{{#expr: ({{{attack2dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack2cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack2chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack2stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack2stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{attack3dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{attack3type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{attack3part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{attack3chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 DPS = {{#var:Attack3DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Stun = {{{attack3stun|}}} }} }}&lt;br /&gt;
;Attack 3&lt;br /&gt;
:{{ucfirst:{{{attack3part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack3type|}}} }}|{{ucfirst:{{{attack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3ap|{{#expr: ({{{attack3dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack3cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack3chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack3stun|}}}| &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack3stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{attack4dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{attack4type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{attack4part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{attack4chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 DPS = {{#var:Attack4DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Stun = {{{attack4stun|}}} }} }}&lt;br /&gt;
;Attack 4&lt;br /&gt;
:{{ucfirst:{{{attack4part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack4type|}}} }}|{{ucfirst:{{{attack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4ap|{{#expr: ({{{attack4dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack4cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack4chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack4stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack4stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack5dmg|}}}{{{attack5type|}}}{{{attack5part|}}}{{{attack5cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Damage = {{{attack5dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 AP = {{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Type = {{ucfirst:{{{attack5type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Part = {{ucfirst:{{{attack5part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Cooldown = {{{attack5cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Chance Factor = {{{attack5chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack5DPS | {{#expr: {{{attack5dmg|}}} / ({{{attack5cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 DPS = {{#var:Attack5DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 5 Stun = {{{attack5stun|}}} }} }}&lt;br /&gt;
;Attack 5&lt;br /&gt;
:{{ucfirst:{{{attack5part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack5type|}}} }}|{{ucfirst:{{{attack5type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5ap|{{#expr: ({{{attack5dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack5cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack5chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack5stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack5stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{attack6dmg|}}}{{{attack6type|}}}{{{attack6part|}}}{{{attack6cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Damage = {{{attack6dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 AP = {{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Type = {{ucfirst:{{{attack6type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Part = {{ucfirst:{{{attack6part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Cooldown = {{{attack6cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Chance Factor = {{{attack6chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: Attack6DPS | {{#expr: {{{attack6dmg|}}} / ({{{attack6cool|}}}) }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 DPS = {{#var:Attack6DPS}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 6 Stun = {{{attack6stun|}}} }} }}&lt;br /&gt;
;Attack 6&lt;br /&gt;
:{{ucfirst:{{{attack6part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{attack6type|}}} }}|{{ucfirst:{{{attack6type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6ap|{{#expr: ({{{attack6dmg|}}}*1.5-0.001) round 0}} }}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{attack6cool|0}}} second cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6chancefactor|}}} | &amp;lt;br/&amp;gt;{{{attack6chancefactor|}}} chance factor}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{attack6stun|}}} | &amp;lt;br/&amp;gt;Stun for {{Ticks|{{{attack6stun|0}}}*20}} on first strike}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: Attack6DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}} + {{#var:Attack6DPS}})/6 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack5DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}} + {{#var:Attack5DPS}})/5 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack4DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}} + {{#var:Attack4DPS}})/4 * 0.62 round 2}} }}|&lt;br /&gt;
{{#ifeq: {{#varexists: Attack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}} + {{#var:Attack3DPS}})/3 * 0.62 round 2}} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: Attack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var:Attack1DPS}} + {{#var:Attack2DPS}})/2 * 0.62 round 2}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: Attack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MobAverageDPS | {{#expr: {{#var:Attack1DPS}} * 0.62 round 2}} }} }} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MobAverageDPS}} | 1 |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mob Average DPS = {{#var:MobAverageDPS}} }} }}&lt;br /&gt;
;Average {{DPS}}&lt;br /&gt;
:{{#var:MobAverageDPS}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage|}}} }} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype|}}} }} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage2|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage2|}}} }} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage2|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype2|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype2|}}} }} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype2|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamage3|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Base = {{{mobdamage3|}}} }} }}&lt;br /&gt;
;Damage&lt;br /&gt;
:{{{mobdamage3|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamagetype3|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Melee Damage Def = {{{mobdamagetype3|}}} }} }}&lt;br /&gt;
;Damage Type&lt;br /&gt;
:{{{mobdamagetype3|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{mobdamageaverage|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Average Melee Damage = {{{mobdamageaverage|}}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- New melee starting from Beta 18 --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{mode|}}} }} | melee |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Mode = {{{mode|}}} }} }}&lt;br /&gt;
;Mode&lt;br /&gt;
:{{{mode|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Type = {{ucfirst:{{{meleeattack1type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Part = {{ucfirst:{{{meleeattack1part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 1 Chance Factor = {{{meleeattack1chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&amp;amp;nbsp;1}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack1part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack1type|}}} }}|{{ucfirst:{{{meleeattack1type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack1cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack1chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack1chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{body part|}}} | &amp;lt;!-- Body part that is replaced by an artificial body part --&amp;gt;&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Body Part = {{{body part|}}} }} }} &amp;lt;!-- appliedOnFixedBodyParts or appliedOnFixedBodyPartGroups in the xml.--&amp;gt;&lt;br /&gt;
;Body Part&lt;br /&gt;
:{{{body part|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Type = {{ucfirst:{{{meleeattack2type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Part = {{ucfirst:{{{meleeattack2part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 2 Chance Factor = {{{meleeattack2chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack2part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack2type|}}} }}|{{ucfirst:{{{meleeattack2type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack2cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack2chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack2chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Type = {{ucfirst:{{{meleeattack3type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Part = {{ucfirst:{{{meleeattack3part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 3 Chance Factor = {{{meleeattack3chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack3part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack3type|}}} }}|{{ucfirst:{{{meleeattack3type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack3cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack3chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack3chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Type = {{ucfirst:{{{meleeattack4type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Part = {{ucfirst:{{{meleeattack4part|}}} }} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }} }}&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Attack 4 Chance Factor = {{{meleeattack4chancefactor|}}} }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}&lt;br /&gt;
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}&lt;br /&gt;
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&amp;amp;nbsp;}}&lt;br /&gt;
:{{ucfirst:{{{meleeattack4part|Body part?}}} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4dmg|?}}} dmg ([[Damage Types#{{ucfirst:{{{meleeattack4type|}}} }}|{{ucfirst:{{{meleeattack4type|type?}}} }}]])&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4ap|0}}}% {{AP}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{{meleeattack4cool|0}}} seconds cooldown&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{meleeattack4chancefactor|}}} | &amp;lt;br/&amp;gt;{{{meleeattack4chancefactor|}}} chance factor}} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageDPS|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:MeleeDPS = {{{MeleeWeaponAverageDPS|}}} }} }}&lt;br /&gt;
;Melee Average {{DPS}}&lt;br /&gt;
:{{{MeleeWeaponAverageDPS|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{MeleeWeaponAverageAP|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:MeleeAP = {{{MeleeWeaponAverageAP|}}} }} }}&lt;br /&gt;
;Melee Average {{AP}}&lt;br /&gt;
:{{{MeleeWeaponAverageAP|}}}%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|&lt;br /&gt;
  {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3Chance}}) }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|&lt;br /&gt;
      {{#vardefine: TotalChance | {{#expr: ({{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2Chance}})}} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|&lt;br /&gt;
        {{#vardefine: TotalChance | {{#expr: {{#var:MeleeAttack1Chance}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|&lt;br /&gt;
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:MeleeAttack2DPS}} * {{#var:MeleeAttack2Chance}} + {{#var:MeleeAttack3DPS}} * {{#var:MeleeAttack3Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|&lt;br /&gt;
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var:MeleeAttack1DPS}} * {{#var:MeleeAttack1Chance}} + {{#var:meleeattack2dmg}} * {{#var:MeleeAttack2Chance}} ) / {{#var:TotalChance}} }} }}|&lt;br /&gt;
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|&lt;br /&gt;
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var:MeleeAttack1DPS}} }} }} }} }} }}&lt;br /&gt;
&lt;br /&gt;
 ---------- Line to separate the mess above from the other stuff below ---------- --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- 13. CREATION ---&amp;gt;&lt;br /&gt;
{{#if: {{{research|}}} {{{production facility 1|}}} {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} {{{product amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Creation&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{production facility 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 1 = {{{production facility 1|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 2 = {{{production facility 2|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 3 = {{{production facility 3|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Production Facility 4 = {{{production facility 4|}}} }} }} }}&lt;br /&gt;
{{#if: {{{production facility 1|}}} |&lt;br /&gt;
;Crafted At&lt;br /&gt;
:{{#if:{{{production facility 1|}}}|{{Icon Small|{{{production facility 1|}}}|{{#switch:{{lc:{{{production facility 1|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 2|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 2|}}}|{{#switch:{{lc:{{{production facility 2|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 3|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 3|}}}|{{#switch:{{lc:{{{production facility 3|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}{{#if:{{{production facility 4|}}}|&amp;amp;nbsp;/&amp;amp;nbsp;{{Icon Small|{{{production facility 4|}}}|{{#switch:{{lc:{{{production facility 4|}}} }}|butcher spot|crafting spot|campfire|fermenting barrel|nutrient paste dispenser=16|#default=32}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{#vardefineecho:research|{{lc:{{{research|}}} }} }} | {{#vardefine:research1|{{ucfirst:{{#explode:{{#var:research}}|,|0}} }} }}{{#vardefine:research2|{{ucfirst:{{#explode:{{#var:research}}|,|1}} }} }}{{#vardefine:research3|{{ucfirst:{{#explode:{{#var:research}}|,|2}} }} }}{{#vardefine:research4|{{ucfirst:{{#explode:{{#var:research}}|,|3}} }} }}{{#vardefine:research5|{{ucfirst:{{#explode:{{#var:research}}|,|4}} }} }}&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
   Required Research = {{#var:research1}}&lt;br /&gt;
 | Required Research = {{#var:research2}}&lt;br /&gt;
 | Required Research = {{#var:research3}}&lt;br /&gt;
 | Required Research = {{#var:research4}}&lt;br /&gt;
 | Required Research = {{#var:research5}}&lt;br /&gt;
}} }}&lt;br /&gt;
;Required Research&lt;br /&gt;
:[[Research#{{#var:research1}}|{{#var:research1}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research1}} }} | {{Icon Small|Techprint|16}} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research2}}|, [[Research#{{#var:research2}}|{{#var:research2}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research2}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research3}}|, [[Research#{{#var:research3}}|{{#var:research3}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research3}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research4}}|, [[Research#{{#var:research4}}|{{#var:research4}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research4}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;{{#if:{{#var:research5}}|, [[Research#{{#var:research5}}|{{#var:research5}}]]{{#if: {{#pos:Artificial metabolism, Brain wiring, Cataphract armor, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:research5}} }} | &amp;amp;nbsp;{{Icon Small|Techprint|16}} }} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 = {{ucfirst:{{{skill 1|}}} }} }} }} }}&lt;br /&gt;
{{#if: {{{skill 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 = {{ucfirst:{{{skill 2|}}} }} }} }} }}&lt;br /&gt;
{{#if: {{{skill 1 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 1 Level = {{{skill 1 level|}}} }} }} }}&lt;br /&gt;
{{#if: {{{skill 2 level|}}} | {{#if: {{#var:setProperty}} | {{#set:Skill 2 Level = {{{skill 2 level|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{skill 1|}}} |&lt;br /&gt;
;Skill{{#if:{{{skill 2|}}}|s}} Required&lt;br /&gt;
:[[Skills#{{ucfirst:{{{skill 1|}}} }}|{{ucfirst:{{{skill 1|}}} }}]] {{{skill 1 level|}}} {{#if: {{{skill 2|}}}|&amp;amp; [[Skills#{{ucfirst:{{{skill 2|}}} }}|{{ucfirst:{{{skill 2|}}} }}]] {{{skill 2 level|}}} }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Work to make should be specified in *ticks*, like in the game files. This has been inconsistent in the past --&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{work to make|}}} |&lt;br /&gt;
    {{#if: {{#var:setProperty}} | {{#set:Work To Make = {{{work to make|}}} }} }}&lt;br /&gt;
;Work To Make&lt;br /&gt;
:{{ticks| {{{work to make|}}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{work speed stat|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Work Speed Stat = {{{work speed stat|}}} }} }}&lt;br /&gt;
;Work Speed Stat&lt;br /&gt;
:[[{{{work speed stat|}}}]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{gestation cycles|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Gestation Cycles = {{{gestation cycles}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The number of gestation cycles that must be initiated by a mechanitor to gestate this mechanoid&amp;quot;&amp;gt;Gestation Cycles&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{gestation cycles|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{stuff tags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:Stuff Tags = {{#explode:{{{stuff tags|}}}|,|0}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|1}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|2}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|3}}&lt;br /&gt;
         | Stuff Tags = {{#explode:{{{stuff tags|}}}|,|4}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff Tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{stuff tags|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#ifeq: {{lc:{{{constructable|}}} }} | false ||&lt;br /&gt;
  {{#if: {{{resource 1|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 = {{{resource 1|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 = {{{resource 2|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 = {{{resource 3|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 = {{{resource 4|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 = {{{resource 5|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 = {{{resource 6|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Type = {{{resource 1 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Type = {{{resource 2 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Type = {{{resource 3 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Type = {{{resource 4 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Type = {{{resource 5 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 type|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Type = {{{resource 6 type|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 1 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 1 Amount = {{{resource 1 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 2 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 2 Amount = {{{resource 2 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 3 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 3 Amount = {{{resource 3 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 4 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 4 Amount = {{{resource 4 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 5 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 5 Amount = {{{resource 5 amount|}}} }} }} }}&lt;br /&gt;
  {{#if: {{{resource 6 amount|}}} | {{#if: {{#var:setProperty}} | {{#set:Resource 6 Amount = {{{resource 6 amount|}}} }} }} }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  {{#if: {{{resource 1|}}}|&amp;lt;!--{{#ifeq: {{lc:{{{placeable|}}} }}|false||--&amp;gt;&lt;br /&gt;
;Resources to make&lt;br /&gt;
:{{#ifeq: {{{resource 1|}}}|Nutrition|{{{resource 1 amount|}}} [[{{{resource 1|}}}]] ({{{resource 1 type|}}})|{{Icon Small|{{{resource 1|}}}|16}} {{{resource 1 amount|}}} }} {{#if: {{{resource 2|}}}| + {{#ifeq: {{{resource 2|}}}|Nutrition|{{{resource 2 amount|}}} [[{{{resource 2|}}}]] ({{{resource 2 type|}}})|{{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}} }} }} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}} {{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}} {{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}} {{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}&lt;br /&gt;
&amp;lt;!--|}}--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---If resource 1 is set to stuff, but theres no stuff tags, make note of it---&amp;gt;&lt;br /&gt;
{{#ifeq: Stuff | {{{resource 1|}}} | {{#if: {{{stuff tags|}}}| |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The types of resource that can be substituted for the generic resource type&amp;quot;&amp;gt;Stuff tags&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''ERROR: NO STUFF TAGS'''&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Product Amount = {{{product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced from the required resources&amp;quot;&amp;gt;Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} | 16 }} {{{product amount|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{deconstruct yield|}}}|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{deconstruct yield|}}}|&lt;br /&gt;
&amp;lt;!-- if resource 1 != None and type = Building and deconstructable != false and deconstructyieldfraction|0.5 &amp;gt; 0 NON-EXCLUSIVE OR if deconstruct yield fraction set above 0 manually OR set to deconstructable true&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#if: {{{resource 1|}}}|1|0}}*{{#ifeq:{{{type|}}}|Building|1|0}}*{{#ifeq:{{lc:{{{deconstructable|}}} }}|false|0|1}}*{{#ifexpr: {{{deconstructyieldfraction|0.5}}} &amp;gt; 0|1|0}} + {{#ifexpr: {{{deconstructyieldfraction|-1}}} &amp;gt; 0|1|0}} + {{#ifeq:{{lc:{{{deconstructable|}}} }}|true|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when deconstructing.&amp;quot;&amp;gt;Deconstruct yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 1 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 2 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 3 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 4 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 5 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} | {{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }}|{{#expr: {{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}} }}|{{#expr: floor({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} - {{#expr: ceil({{{resource 6 amount|}}}*{{{deconstructyieldfraction|0.5}}}) }} }}|}}&lt;br /&gt;
|}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{destroyyield|}}} |&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{{destroyyield|}}}&amp;lt;!--Uses destroyyield if it's set. leavesresourceswhendestroyed and bonusdestroyleavings are to be phased out.&lt;br /&gt;
--&amp;gt;| {{#ifeq:{{{type|}}}|Building|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None or if bonusdestroyleavings != None: write the title&lt;br /&gt;
--&amp;gt;{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} + {{#if:{{{bonusdestroyleavings|}}}|1|0}} &amp;gt; 0|&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;Resources recovered when destroyed.&amp;quot;&amp;gt;Destroy yield&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{#ifexpr: {{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}} = 1|&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None: list out resources*0.25&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 1|}}}| {{Icon Small|{{{resource 1|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} | {{#expr: {{{resource 1 amount|}}}*0.25 }} | {{#expr: floor({{{resource 1 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 1 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} | {{#expr: {{{resource 2 amount|}}}*0.25 }} | {{#expr: floor({{{resource 2 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 2 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} | {{#expr: {{{resource 3 amount|}}}*0.25 }} | {{#expr: floor({{{resource 3 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 3 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} | {{#expr: {{{resource 4 amount|}}}*0.25 }} | {{#expr: floor({{{resource 4 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 4 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} | {{#expr: {{{resource 5 amount|}}}*0.25 }} | {{#expr: floor({{{resource 5 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 5 amount|}}}*0.25) }} }}|}} &amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{#ifeq: {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} | {{#expr: {{{resource 6 amount|}}}*0.25 }} | {{#expr: floor({{{resource 6 amount|}}}*0.25) }} - {{#expr: ceil({{{resource 6 amount|}}}*0.25) }} }}|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#ifexpr:{{#ifeq:{{lc:{{{leavesresourceswhendestroyed|}}} }}|false|0|1}}*{{#if:{{{resource 1|}}}|1|0}}*{{#if:{{{bonusdestroyleavings|}}}|1|0}} = 1| + }}&amp;lt;!--If leavesresourceswhendestroyed != false and resource 1 != None and bonusdestroyleavings != None: write &amp;quot; + &amp;quot;&lt;br /&gt;
--&amp;gt;{{#if: {{{bonusdestroyleavings|}}} | {{{bonusdestroyleavings|}}} }}&amp;lt;!--If bonusdestroyleavings != None, write bonusdestroyleavings (should be given in format: &amp;lt;amount&amp;gt; {{Icon Small|&amp;lt;resource&amp;gt;}})&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 14. ABILITY --&amp;gt;&lt;br /&gt;
{{#if: {{{psylink level|}}} {{{casting time|}}} {{{ability range|}}} {{{psyfocus cost|}}} {{{neural heat gain|}}} {{{effect radius|}}} {{{duration|}}} {{{duration multiplier|}}} {{{goodwill impact|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;p class='subheading' style='height: 1em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'&amp;gt;Ability&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psylink level|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psylink Level = {{{psylink level|}}} }} }}&lt;br /&gt;
;Psylink Level&lt;br /&gt;
:{{{psylink level|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{psyfocus cost|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Psyfocus Cost = {{{psyfocus cost|}}} }} }}&lt;br /&gt;
;Psyfocus Cost&lt;br /&gt;
:{{%|{{{psyfocus cost|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{neural heat gain|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Neural Heat Gain = {{{neural heat gain|}}} }} }}&lt;br /&gt;
;Neural Heat Gain&lt;br /&gt;
:{{{neural heat gain|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{casting time|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Casting Time = {{{casting time|}}} }} }}&lt;br /&gt;
;Casting Time&lt;br /&gt;
:{{Ticks|{{{casting time|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{ability range|}}} | &amp;lt;!--- Unsure whether to fold this inot normal range - is currently used by weapons, weapon likes and weapon like utilityies --&amp;gt; &lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Ability Range = {{{ability range|}}} }} }}&lt;br /&gt;
;Range&lt;br /&gt;
:{{{ability range|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{effect radius|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Effect Radius = {{{effect radius|}}} }} }}&lt;br /&gt;
;Effect Radius&lt;br /&gt;
:{{{effect radius|}}} tiles&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{duration|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Duration = {{{duration|}}} }} {{#set:Duration Multiplier = {{{duration multiplier|}}} }} }}&lt;br /&gt;
;Duration&lt;br /&gt;
:{{ticks|{{{duration|}}}}}{{#if: {{{duration multiplier|}}}|&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Modified by {{{duration multiplier|}}})&amp;lt;/small&amp;gt;}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{goodwill impact|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Goodwill Impact = {{{goodwill impact|}}} }} }}&lt;br /&gt;
;Goodwill Impact&lt;br /&gt;
:{{{goodwill impact|}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{caster must be capable of violence|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Caster Must Be Capable Of Violence = {{{caster must be capable of violence|}}} }} }}&lt;br /&gt;
;Caster Must Be Capable of Violence&lt;br /&gt;
:{{ucfirst:{{{caster must be capable of violence|}}}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 15. TECHNICAL --&amp;gt;&lt;br /&gt;
{{#if: {{#var:setProperty}} | {{#if: {{{page verified for version|}}} | {{Verified|{{{page verified for version|}}} }} | {{Verified}} }} }}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{defName|}}} {{{has quality|}}} {{{color|}}} {{{thingCategories|}}} {{{file|}}} {{{weaponTags|}}} {{{thingSetMakerTags|}}} {{{defaultOutfitTags|}}} {{{factionPrerequisiteTags|}}} {{{harvestTag|}}} {{{recipePrerequisiteTags|}}} {{{ResearchProjectTagDef|}}} {{{sowTag|}}} {{{sowTags|}}} {{{tag|}}} {{{tags|}}} {{{techHediffsTags|}}} {{{thingSetMakerTagsToAllow|}}} {{{thingSetMakerTagsToDisallow|}}} {{{tradeTag|}}} {{{tradeTags|}}} {{{tradeTagsBuy|}}} {{{tradeTagsSell|}}} {{{tradeTagsToAllow|}}} {{{tutorHighlightTag|}}} {{{apparelTags|}}} {{{buildingTags|}}} {{{stuff adjective|}}} {{{small volume|}}} {{{preferability|}}} {{{food preference|}}} {{{drug category|}}} {{{is pleasure drug|}}} {{{work efficiency factor|}}} {{{work efficiency offset|}}} {{{max simultaneous facilities|}}} {{{unpowered work speed factor|}}} {{{bulk product amount|}}} |&lt;br /&gt;
&amp;lt;/dl&amp;gt;{{clear}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;subheading mw-customtoggle-myDivision&amp;quot; style='height: 1em !important; padding: 0.25em 0em 0.5em !important; margin: 0.5em 0 0.5em !important; width:300px'&amp;gt; Technical&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-myDivision&amp;quot;&amp;gt; &amp;lt;span style='color: #504f54; text-align: left; text-shadow: 0px 0px; font-family: Arial; font-size: 0.8em; height: 0em !important; padding: 0em 0em 0em !important; margin: 0em 0 0em !important;'&amp;gt;&lt;br /&gt;
{{#if: {{{defName|}}} |&lt;br /&gt;
; defName&lt;br /&gt;
: {{{defName|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{has quality|}}} | {{#if: {{#var:setProperty}} | {{#set:Has Quality = {{ucfirst:{{{has quality|}}} }} }} }}&lt;br /&gt;
;Has Quality&lt;br /&gt;
:{{ucfirst:{{{has quality|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{color|}}} | {{#if: {{#var:setProperty}} | {{#set:color = {{{color|}}} }} }}&lt;br /&gt;
;Color&lt;br /&gt;
:{{{color|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{file|}}} |&lt;br /&gt;
; File&lt;br /&gt;
: {{{file|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingCategories|}}} |&lt;br /&gt;
; thingCategories&lt;br /&gt;
: {{{thingCategories|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{weaponTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|0}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|1}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|2}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|3}} }}&lt;br /&gt;
|weaponTags = {{ucfirst:{{#explode:{{{weaponTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
; weaponTags&lt;br /&gt;
: {{{weaponTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTags|}}} |&lt;br /&gt;
; thingSetMakerTags&lt;br /&gt;
: {{{thingSetMakerTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{defaultOutfitTags|}}} |&lt;br /&gt;
; defaultOutfitTags&lt;br /&gt;
: {{{defaultOutfitTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{factionPrerequisiteTags|}}} |&lt;br /&gt;
; factionPrerequisiteTags&lt;br /&gt;
: {{{factionPrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{harvestTag|}}} |&lt;br /&gt;
; harvestTag&lt;br /&gt;
: {{{harvestTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{recipePrerequisiteTags|}}} |&lt;br /&gt;
;recipePrerequisiteTags&lt;br /&gt;
: {{{recipePrerequisiteTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{ResearchProjectTagDef|}}} |&lt;br /&gt;
;ResearchProjectTagDef&lt;br /&gt;
:{{{ResearchProjectTagDef|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTag|}}} | {{#if: {{#var:setProperty}} | {{#set:sowTag = {{{sowTag|}}} }} }}&lt;br /&gt;
;sowTag&lt;br /&gt;
:{{{sowTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{sowTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|0}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|1}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|2}} }}&lt;br /&gt;
|sowTags = {{ucfirst:{{#explode:{{{sowTags|}}}|,|3}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;sowTags&lt;br /&gt;
:{{{sowTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tag|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tag = {{ucfirst:{{#explode:{{{tag|}}}|,|0}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|1}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|2}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|3}} }}&lt;br /&gt;
|tag = {{ucfirst:{{#explode:{{{tag|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tag&lt;br /&gt;
:{{{tag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 tags = {{ucfirst:{{#explode:{{{tags|}}}|,|0}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|1}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|2}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|3}} }}&lt;br /&gt;
|tags = {{ucfirst:{{#explode:{{{tags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;tags&lt;br /&gt;
:{{{tags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{techHediffsTags|}}} | {{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|0}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|1}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|2}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|3}} }}&lt;br /&gt;
|techHediffsTags = {{ucfirst:{{#explode:{{{techHediffsTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;techHediffsTags&lt;br /&gt;
:{{{techHediffsTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToAllow|}}} |&lt;br /&gt;
;thingSetMakerTagsToAllow&lt;br /&gt;
:{{{thingSetMakerTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{thingSetMakerTagsToDisallow|}}} |&lt;br /&gt;
;thingSetMakerTagsToDisallow&lt;br /&gt;
:{{{thingSetMakerTagsToDisallow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTag|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:tradeTag = {{{tradeTag|}}} }} }}&lt;br /&gt;
;tradeTag&lt;br /&gt;
:{{{tradeTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTags|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | &lt;br /&gt;
    {{#set:TradeTags = {{#explode:{{{tradeTags|}}}|,|0}}&lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|1}} &lt;br /&gt;
         | TradeTags = {{#explode:{{{tradeTags|}}}|,|2}} }} }}&lt;br /&gt;
;tradeTags&lt;br /&gt;
:{{{tradeTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsBuy|}}} |&lt;br /&gt;
;tradeTagsBuy&lt;br /&gt;
:{{{tradeTagsBuy|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsSell|}}} |&lt;br /&gt;
;tradeTagsSell&lt;br /&gt;
:{{{tradeTagsSell|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tradeTagsToAllow|}}} |&lt;br /&gt;
;tradeTagsToAllow&lt;br /&gt;
:{{{tradeTagsToAllow|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{tutorHighlightTag|}}} |&lt;br /&gt;
;tutorHighlightTag&lt;br /&gt;
:{{{tutorHighlightTag|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{apparelTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|0}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|1}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|2}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|3}} }}&lt;br /&gt;
|apparelTags = {{ucfirst:{{#explode:{{{apparelTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;apparelTags&lt;br /&gt;
:{{{apparelTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{buildingTags|}}} |{{#if: {{#var:setProperty}} | {{#set:&lt;br /&gt;
 buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|0}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|1}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|2}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|3}} }}&lt;br /&gt;
|buildingTags = {{ucfirst:{{#explode:{{{buildingTags|}}}|,|4}} }}&lt;br /&gt;
}} }}&lt;br /&gt;
;buildingTags&lt;br /&gt;
:{{{buildingTags|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{stuff adjective|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Stuff Adjective = {{{stuff adjective|}}} }} }}&lt;br /&gt;
; Stuff Adjective&lt;br /&gt;
:{{{stuff adjective|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{small volume|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Small Volume = {{{small volume|}}} }} }}&lt;br /&gt;
; Small Volume&lt;br /&gt;
:{{{small volume|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{preferability|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Preferability = {{ucfirst:{{{preferability|}}} }} }} }}&lt;br /&gt;
; Preferability&lt;br /&gt;
: {{ucfirst:{{{preferability|}}} }}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{food preference|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Food Preference = {{{food preference|}}} }} }}&lt;br /&gt;
; Food Preference&lt;br /&gt;
: {{{food preference|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{drug category|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Drug Category = {{{drug category|}}} }} }}&lt;br /&gt;
; Drug Category&lt;br /&gt;
: {{{drug category|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{is pleasure drug|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Is Pleasure Drug = {{{is pleasure drug|}}} }} }}&lt;br /&gt;
; Is Pleasure Drug&lt;br /&gt;
: {{{is pleasure drug|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#if: {{{bulk product amount|}}} |&lt;br /&gt;
  {{#if: {{#var:setProperty}} | {{#set:Bulk Product Amount = {{{bulk product amount|}}} }} }}&lt;br /&gt;
;&amp;lt;abbr title=&amp;quot;The amount of this item produced by the bulk recipe&amp;quot;&amp;gt;Bulk Product Amount&amp;lt;/abbr&amp;gt;&lt;br /&gt;
:{{Icon Small| {{#var:Name}} }} {{{product amount|}}}&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{documentation}}&amp;lt;/noinclude&amp;gt;&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=144020</id>
		<title>Template:Infobox main/doc</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Infobox_main/doc&amp;diff=144020"/>
		<updated>2024-04-21T00:04:22Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Add chemfuel powered generator example because I need it for testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Recode|reason=Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.}}&lt;br /&gt;
== Intro ==&lt;br /&gt;
[[Template:Infobox main]] Is the core of what powers the SemanticMediaWiki database of rimworld objects.&lt;br /&gt;
Since the template is so complex, it's worth taking a step back and summarizing what this template does:&lt;br /&gt;
* '''Takes in facts''': On each page which describes an in-game object, we call &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ...}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;...&amp;lt;/code&amp;gt; is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things&lt;br /&gt;
* '''Rendering an infobox''': This template takes those parameters and presents them in a nice looking infobox on the right side of the page.  If you add a param &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt;, this template will add a line to the infobox showing the market value annotated with a silver icon.  Cool!&lt;br /&gt;
* '''Setting SMW properties''': The real magic comes from this templates ability to also set SMW properties.  If the &amp;lt;code&amp;gt;|marketvalue = 200&amp;lt;/code&amp;gt; param is present, this template will ''also'' set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.&lt;br /&gt;
&lt;br /&gt;
As an example, say there was an Page called &amp;quot;Foo&amp;quot; for an in-game object with the same name.  In-game, a foo has a market value of 200.  When you invoke &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{infobox main | ... | marketvalue = 200 | ...&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, this template will set the 'Market Value Base' property of the 'Foo' page to 200.&lt;br /&gt;
&lt;br /&gt;
These properties can then be retrieved using a snippet like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{#show:Foo|?Market Value Base}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  You can browse the properties for a given page by clicking the &amp;quot;Browse properties&amp;quot; link on the left side of the page.  For an example, see [[Special:Browse/:Duster]]&lt;br /&gt;
&lt;br /&gt;
== Positional parameters ==&lt;br /&gt;
This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{Stub|section =1|reason= Add Bandwidth and combat power}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot;&amp;gt;&lt;br /&gt;
* Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. &lt;br /&gt;
&lt;br /&gt;
* You can add a &amp;quot;name&amp;quot; and &amp;quot;image&amp;quot;. Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
'''Parameter List'''&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All pawns (animals, humanoids, mechanoids) --&amp;gt;&lt;br /&gt;
|movespeed    = base movement speed&lt;br /&gt;
|attack1dmg   = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|attack1type  = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|attack1part  = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|attack1cool  = cooldown of first attack (in ticks) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|attack1stun  = stun applied with first attack, if any (in stun damage, 20 ticks per point) &amp;lt;extraMeleeDamages&amp;gt;&lt;br /&gt;
|attack2dmg   = as above for second attack&lt;br /&gt;
|attack2type  = as above for second attack&lt;br /&gt;
|attack2part  = as above for second attack&lt;br /&gt;
|attack2cool  = as above for second attack&lt;br /&gt;
|attack2stun  = as above for second attack&lt;br /&gt;
|attack3dmg   = as above for third attack&lt;br /&gt;
|attack3type  = as above for third attack&lt;br /&gt;
|attack3part  = as above for third attack&lt;br /&gt;
|attack3cool  = as above for third attack&lt;br /&gt;
|attack3stun  = as above for third attack&lt;br /&gt;
|attack4dmg   = as above for fourth attack&lt;br /&gt;
|attack4type  = as above for fourth attack&lt;br /&gt;
|attack4part  = as above for fourth attack&lt;br /&gt;
|attack4cool  = as above for fourth attack&lt;br /&gt;
|attack4stun  = as above for fourth attack&lt;br /&gt;
|bodysize     = required in order to calculate meat yield, leather yields, and carrying capacity&lt;br /&gt;
|massyoung    = the mass of an animal when young&lt;br /&gt;
|massjuvenile = the mass of an animal when juvenile&lt;br /&gt;
|massadult    = the mass of an animal when adult&lt;br /&gt;
|meatname     = name of meat given when butchered. Defaults to &amp;quot;x meat&amp;quot; when not defined.&lt;br /&gt;
|meatyield    = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield.&lt;br /&gt;
|leathername  = name of leather given when butchered. Defaults to &amp;quot;x leather&amp;quot; when not defined. Leave empty if no leather is produced.&lt;br /&gt;
|leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Apparel and Armor--&amp;gt;&lt;br /&gt;
|armorblunt           = blunt armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorsharp           = sharp armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorheat            = heat armor rating for non-material dependent Apparel and Armor&lt;br /&gt;
|armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|armorheatfactor      = heat armor multiplier for material dependent Apparel and Armor&lt;br /&gt;
|painshockthreshold   = increase in pain shock threshold&lt;br /&gt;
|insulationheat       = base heat tolerance modifier&lt;br /&gt;
|insulationcold       = base cold tolerance modifier&lt;br /&gt;
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor&lt;br /&gt;
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor&lt;br /&gt;
|lifestage            = the valid lifestages the pawn can be i.e. Child and/or Adult&lt;br /&gt;
|clothing for nudity  = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity=&lt;br /&gt;
|coverage             = coverage provided by the item&lt;br /&gt;
|layer                = the layer the item occupies on the pawn&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals only --&amp;gt;&lt;br /&gt;
|manhunter          = chance to turn manhunter when attacked (0.00 - 1.00)&lt;br /&gt;
|manhuntertame      = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)&lt;br /&gt;
|hungerrate         = base hunger rate&lt;br /&gt;
|diet               = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous&lt;br /&gt;
|lifespan           = life expectancy&lt;br /&gt;
|trainable          = none/simple/intermediate/advanced&lt;br /&gt;
|wildness           = wildness level of creature&lt;br /&gt;
|min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness&lt;br /&gt;
|milk               = amount of milk produced&lt;br /&gt;
|milktime           = milking interval (days)&lt;br /&gt;
|woolname           = name of wool given when sheared. Defaults to &amp;quot;x wool&amp;quot; when not defined.&lt;br /&gt;
|wool               = wool amount&lt;br /&gt;
|sheartime          = shearing interval&lt;br /&gt;
|eggsmin            = eggs per clutch minimum&lt;br /&gt;
|eggsmax            = eggs per clutch maximum&lt;br /&gt;
|eggtime            = egg laying interval&lt;br /&gt;
|eggs_avg           = eggs per clutch average&lt;br /&gt;
|gestation          = gestation period (days) (must either be a number or N/A)&lt;br /&gt;
|offspring          = offspring per birth (Do not use for egg-laying animals)&lt;br /&gt;
|maturityage        = age of maturity&lt;br /&gt;
|livesin_aridshrubland = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_borealforest  = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_desert        = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_extremedesert = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_icesheet      = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_seaice        = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_temperateforest    = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tropicalrainforest = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|livesin_tundra             = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|predator                   = true or &amp;lt;omit&amp;gt;&lt;br /&gt;
|min comfortable temperature = min temperature animal can withstand&lt;br /&gt;
|max comfortable temperature = max temperature animal can withstand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| nutrition base            = number&lt;br /&gt;
| taste                     = string&lt;br /&gt;
| ingested direct thought   = string&lt;br /&gt;
| joy offset                = number&lt;br /&gt;
| preferability             = string&lt;br /&gt;
| max num to ingest at once = number&lt;br /&gt;
| days to rot               = number&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Plants --&amp;gt;&lt;br /&gt;
|growth time    = number of days to grow&lt;br /&gt;
|yield          = how much food given when harvested&lt;br /&gt;
|wood           = how much wood given when harvested&lt;br /&gt;
|min grow light = Minimum light required to grow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- BUILDING --&amp;gt;&lt;br /&gt;
| size                 = two values in the format: 3 ˣ 1&lt;br /&gt;
| minifiable           = whether there is an item for this building. Format: true/false&lt;br /&gt;
| placeable            = true/false&lt;br /&gt;
| rotatable            = true/false&lt;br /&gt;
| passability          = string e.g. pass through only&lt;br /&gt;
| cover                = how effective the object is when used for cover&lt;br /&gt;
| blockswind           = true/false&lt;br /&gt;
| terrain affordance   = light, medium or heavy terrain requirements to place object.&lt;br /&gt;
| power                = power generated or consumed. Format: + 3600 or - 150&lt;br /&gt;
| cleanliness          = number&lt;br /&gt;
| cleaning time factor = number&lt;br /&gt;
| facility             = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Furniture --&amp;gt;&lt;br /&gt;
| glowcolor                     = ?&lt;br /&gt;
| glowradius                    = ?&lt;br /&gt;
| maxheattemperature            = ?&lt;br /&gt;
| mincooltemperature            = ?&lt;br /&gt;
| surgery success chance factor = ?&lt;br /&gt;
| immunity gain speed factor    = how fast a pawn acquires immunity while using object&lt;br /&gt;
| rest effectiveness            = how quickly rest gets restored&lt;br /&gt;
| comfort                       = how much comfort it gives when using&lt;br /&gt;
| comfort offset                = ?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Recreation --&amp;gt;&lt;br /&gt;
| recreation power = number&lt;br /&gt;
| recreation type  = string&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Production --&amp;gt;&lt;br /&gt;
| work efficiency factor      = number&lt;br /&gt;
| unpowered work speed factor = work speed at an unpowered workstation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Misc --&amp;gt;&lt;br /&gt;
| work speed offset           = number&lt;br /&gt;
| max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer&lt;br /&gt;
| efficiency                  = efficiency of a battery&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Building - Floors --&amp;gt;&lt;br /&gt;
| speed = move speed factor of that flooring. Format: number&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- CREATION --&amp;gt;&lt;br /&gt;
| work to make      = the base amount of work it takes to build a structure, once all materials are gathered.&lt;br /&gt;
| work to uninstall = the amount of work it takes to uninstall a structure.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- All Weapons --&amp;gt;&lt;br /&gt;
|damage      = Base weapon damage&lt;br /&gt;
|cooldown    = use for cooldown time of weapon (in ticks)&lt;br /&gt;
|mode        = Melee/Single-Shot/Single-Use/Burst&lt;br /&gt;
|warmup      = How long it takes to aim (in ticks). Set to 0 if melee weapon.&lt;br /&gt;
|damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ranged Weapons Only --&amp;gt;&lt;br /&gt;
|burst = Shots per burst. Set to 1 for single-shot weapons.&lt;br /&gt;
|burstticks = Time between bursts (in ticks)&lt;br /&gt;
|range = Weapon range&lt;br /&gt;
|minrange = Minimum weapon range AKA forced-miss range&lt;br /&gt;
|missRadius = Missed shots are forced to land within this radius of the target&lt;br /&gt;
|area = Explosive area (in squares)&lt;br /&gt;
|velocity = use for projectile velocity&lt;br /&gt;
|accuracyTouch = use for touch accuracy &lt;br /&gt;
|accuracyShort = use for short range accuracy &lt;br /&gt;
|accuracyMedium = use for medium range accuracy &lt;br /&gt;
|accuracyLong = use for long range accuracy&lt;br /&gt;
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies&lt;br /&gt;
|blastRadius = use for blast radius of explosive weapons&lt;br /&gt;
|armor penetration = armor penetration  of the attack&lt;br /&gt;
|stoppingPower = stopping power of the weapon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Weapons Only --&amp;gt;&lt;br /&gt;
|meleeattack1dmg  = base damage of first attack &amp;lt;meleeDamageBaseAmount&amp;gt;&lt;br /&gt;
|meleeattack1type = damage type of first attack &amp;lt;meleeDamageDef&amp;gt;&lt;br /&gt;
|meleeattack1part = body part of first attack &amp;lt;linkedBodyPartsGroup&amp;gt;&lt;br /&gt;
|meleeattack1cool = cooldown of first attack (in seconds) &amp;lt;defaultCooldownTicks&amp;gt;&lt;br /&gt;
|meleeattack1ap   = armor penetration of first attack&lt;br /&gt;
|meleeattack2dmg  = as above for second attack&lt;br /&gt;
|meleeattack2type = as above for second attack&lt;br /&gt;
|meleeattack2part = as above for second attack&lt;br /&gt;
|meleeattack2cool = as above for second attack&lt;br /&gt;
|meleeattack2ap   = as above for second attack&lt;br /&gt;
|meleeattack3dmg  = as above for third attack&lt;br /&gt;
|meleeattack3type = as above for third attack&lt;br /&gt;
|meleeattack3part = as above for third attack&lt;br /&gt;
|meleeattack3cool = as above for third attack&lt;br /&gt;
|meleeattack3ap   = as above for fourth attack&lt;br /&gt;
|meleeattack4dmg  = as above for fourth attack&lt;br /&gt;
|meleeattack4type = as above for fourth attack&lt;br /&gt;
|meleeattack4part = as above for fourth attack&lt;br /&gt;
|meleeattack4cool = as above for fourth attack&lt;br /&gt;
|meleeattack4ap   = as above for fourth attack&lt;br /&gt;
|MeleeWeaponAverageDPS = average melee DPS of the weapon&lt;br /&gt;
|MeleeWeaponAverageAP = average melee armor penetration of the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Miscellaneous --&amp;gt;&lt;br /&gt;
|stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody&lt;br /&gt;
|work to make = the amount of work required to craft the item&lt;br /&gt;
|resource 1 = The first type of resource required to build or craft this item. Replace with &amp;quot;Stuff&amp;quot; when a stuffable items is being defined.&lt;br /&gt;
|resource 2 = The second type of resource required to build or craft this item&lt;br /&gt;
|resource 3 = The third type of resource required to build or craft this item&lt;br /&gt;
|resource 4 = The fourth type of resource required to build or craft this item&lt;br /&gt;
|resource 5 = The fifth type of resource required to build or craft this item&lt;br /&gt;
|resource 6 = The sixth type of resource required to build or craft this item&lt;br /&gt;
|resource 1 amount = The amount of the first type of resource required to build or craft this item&lt;br /&gt;
|resource 2 amount = The amount of the second type of resource required to build or craft this item&lt;br /&gt;
|resource 3 amount = The amount of the third type of resource required to build or craft this item&lt;br /&gt;
|resource 4 amount = The amount of the fourth type of resource required to build or craft this item&lt;br /&gt;
|resource 5 amount = The amount of the fifth type of resource required to build or craft this item&lt;br /&gt;
|resource 6 amount = The amount of the sixth type of resource required to build or craft this item&lt;br /&gt;
|product amount = The amount of items crafted&lt;br /&gt;
|deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)&lt;br /&gt;
|skill 1 = Primary required skill&lt;br /&gt;
|skill 1 level = Minimum primary skill level required&lt;br /&gt;
|skill 2 = Secondary required skill&lt;br /&gt;
|skill 2 level = Minimum secondary skill level required&lt;br /&gt;
&lt;br /&gt;
|page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| stuff adjective = Used for materials. Prefix for a stuffable item e.g. &amp;quot;golden&amp;quot; for &amp;quot;golden Club&amp;quot;&lt;br /&gt;
| small value = boolean; &amp;quot;true&amp;quot; for materials like gold and silver&lt;br /&gt;
| color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Undocumented parameters --&amp;gt;&lt;br /&gt;
|is exotic species =&lt;br /&gt;
|petness =&lt;br /&gt;
|nuzzleMtb =&lt;br /&gt;
|eggs_unfertilized =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Deprecated parameters --&amp;gt;&lt;br /&gt;
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. &lt;br /&gt;
|work to build = merged with work to make&lt;br /&gt;
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied&lt;br /&gt;
|info = Removed and replaced with description =.&lt;br /&gt;
|walkSpeed = Superseded by moveSpeed&lt;br /&gt;
|speed = Superseded by moveSpeed&lt;br /&gt;
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.&lt;br /&gt;
|DPS = Removed. Now calculated automatically.&lt;br /&gt;
|healthscale = Unused. Would determine hit points for each body part.&lt;br /&gt;
|armorelectric = Not currently used.&lt;br /&gt;
|armorpoison = Not currently used.&lt;br /&gt;
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.&lt;br /&gt;
|mobdamage = Superseded by attack1dmg&lt;br /&gt;
|mobdamagetype = Superseded by attack1type&lt;br /&gt;
|mobdamage2 = As above, for second attack&lt;br /&gt;
|mobdamagetype2 = As above, for second attack&lt;br /&gt;
|mobdamage3 = As above for, third attack&lt;br /&gt;
|mobdamagetype3 = As above, for third attack&lt;br /&gt;
|handleskill = minimum handling skill&lt;br /&gt;
|sell price multiplier = a multiplier on the price at which you can sell items.&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! Parameter !! Dependencies !! Type/Unit !! Property !! Description !! xml-tag&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 0. Testing&lt;br /&gt;
|-&lt;br /&gt;
| set property || optional || boolean || – || Boolean value for whether the template should set properties. This defaults to true on main namespace pages, and false on all other namespace pages. Only use it when absolutely neccesary. || –&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 1. Head&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1&amp;gt; || optional || One of: &lt;br /&gt;
* animal&lt;br /&gt;
* area&lt;br /&gt;
* drug&lt;br /&gt;
* exotic&lt;br /&gt;
* fabric&lt;br /&gt;
* food&lt;br /&gt;
* furniture&lt;br /&gt;
* leathery&lt;br /&gt;
* medicine&lt;br /&gt;
* metallic&lt;br /&gt;
* plant&lt;br /&gt;
* production&lt;br /&gt;
* resource &lt;br /&gt;
* security&lt;br /&gt;
* stony&lt;br /&gt;
* structure&lt;br /&gt;
* weapon&lt;br /&gt;
| – || Sets the color of the infobox. || –&lt;br /&gt;
|-&lt;br /&gt;
| name || optional || pagename || [[Property:Name]] || Title of the infobox. Defaults to current page name if not specified. || &amp;lt;label&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| image || optional || Picture name.png || [[Property:Image]] || Defaults to name.png. || &amp;lt;graphicData&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| imagesize || optional, image || px || – || See [https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || –&lt;br /&gt;
|-&lt;br /&gt;
| audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s. || &amp;lt;soundPlayInstrument&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| description || optional || text || [[Property:Description]] || In-game description of the item. || &amp;lt;description&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 2. Base Stats&lt;br /&gt;
|-&lt;br /&gt;
| type || mandatory || pagename || [[Property:Type]] || Sets main category. || –&lt;br /&gt;
|-&lt;br /&gt;
| type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || –&lt;br /&gt;
|-&lt;br /&gt;
| stuff category || optional || One of:&lt;br /&gt;
* Metallic&lt;br /&gt;
* Woody&lt;br /&gt;
* Stony&lt;br /&gt;
* Fabric&lt;br /&gt;
* Leathery&lt;br /&gt;
| [[Property:Stuff Category]] || Used by [[materials]]. || &amp;lt;stuffProps&amp;gt;&amp;lt;categories&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| tech level || optional || One of:&lt;br /&gt;
* Neolithic&lt;br /&gt;
* Medieval&lt;br /&gt;
* Industrial&lt;br /&gt;
* Archotech&lt;br /&gt;
* Spacer&lt;br /&gt;
* Ultra&lt;br /&gt;
| [[Property:Tech Level]] || || &amp;lt;techLevel&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| class || optional || One of:&lt;br /&gt;
* Neolithic&lt;br /&gt;
* Medieval&lt;br /&gt;
* Industrial&lt;br /&gt;
* Spacer&lt;br /&gt;
* Ultra&lt;br /&gt;
* Mechanoid&lt;br /&gt;
| [[Property:Class]] || Used by [[weapons]]. || &amp;lt;weaponClasses&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| market value || optional || silver || [[Property:Market Value Base]] || The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]]. || &amp;lt;statBases&amp;gt;&amp;lt;MarketValue&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size. || &amp;lt;stackLimit&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS. || &amp;lt;statBases&amp;gt;&amp;lt;Mass&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| beauty || optional || integer || [[Property:Beauty]] || || &amp;lt;statBases&amp;gt;&amp;lt;Beauty&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| beauty outdoors || optional || integer || [[Property:Beauty]] || Beauty score when outdoors. || &amp;lt;statBases&amp;gt;&amp;lt;BeautyOutdoors&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| styledominance || optional || integer || [[Property:Style Dominance]] || How much this object contributes to overall style dominance in an area. || &amp;lt;statBases&amp;gt;&amp;lt;StyleDominance&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style || optional, styledominance || One of:&lt;br /&gt;
* Hindu&lt;br /&gt;
* Christian&lt;br /&gt;
* Islamic&lt;br /&gt;
* Buddhist&lt;br /&gt;
* Morbid&lt;br /&gt;
* Totemic&lt;br /&gt;
* Spikecore&lt;br /&gt;
* Rustic&lt;br /&gt;
* Animalist&lt;br /&gt;
* Techist&lt;br /&gt;
| [[Property:Style]] || || &amp;lt;StyleCategoryDef&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take. || &amp;lt;statBases&amp;gt;&amp;lt;MaxHitPoints&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| deterioration || optional || number || [[Property:Deterioration Rate Base]] || {{Q|Deterioration Rate|Description}} || &amp;lt;statBases&amp;gt;&amp;lt;DeteriorationRate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| flammability || optional || number (displayed as %) || [[Property:Style]] || How quickly it burns. || &amp;lt;statBases&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| days to rot || optional || days || [[Property:Days To Start Rot Base]] || Used for items that spoil when not frozen. || &amp;lt;daysToRotStart&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| min safe temperature || optional || °C || [[Property:Min Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || &amp;lt;minSafeTemperature&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || &amp;lt;maxSafeTemperature&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || &amp;lt;progressPerDegreePerTick&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen. || &amp;lt;rotatable&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| path cost || optional || integer || [[Property:Path Cost]] || || &amp;lt;pathCost&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 3. Building&lt;br /&gt;
|-&lt;br /&gt;
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight. || &amp;lt;building&amp;gt;&amp;lt;isEdifice&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 4. Apparel&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 5. Pawn Stats&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 6. Production&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 7. Ingestion&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 8. Stat Modifiers (for materials)&lt;br /&gt;
|-&lt;br /&gt;
| beauty factor || optional || number || [[Property:Beauty Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;Beauty&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| beauty offset || optional || number || [[Property:Beauty Offset]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statOffsets&amp;gt;&amp;lt;Beauty&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| work to make factor || optional || number || [[Property:Work To Make Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;WorkToMake&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| work to build factor || optional || number || [[Property:Work To Build Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;WorkToBuild&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| work to build offset || optional || ticks || [[Property:Work To Build Offset]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statOffsets&amp;gt;&amp;lt;WorkToBuild&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| max hit points factor || optional || number || [[Property:Max Hit Points Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;MaxHitPoints&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| flammability factor || optional || number || [[Property:Flammability Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;Flammability&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor - sharp factor || optional || number || [[Property:Armor - Sharp Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Armor_Sharp&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor - blunt factor || optional || number || [[Property:Armor - Blunt Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Armor_Blunt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| armor - heat factor || optional || number || [[Property:Armor - Heat Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Armor_Heat&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| insulation - cold factor || optional || °C || [[Property:Insulation - Cold Factor]] || Is actually an offset and not a factor. || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Insulation_Cold&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| insulation - heat factor || optional || °C || [[Property:Insulation - Heat Factor]] || Is actually an offset and not a factor. || &amp;lt;statBases&amp;gt;&amp;lt;StuffPower_Insulation_Heat&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| melee blunt damage factor || optional || number || [[Property:Melee Blunt Damage Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;BluntDamageMultiplier&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| melee sharp damage factor || optional || number || [[Property:Melee Sharp Damage Factor]] || || &amp;lt;statBases&amp;gt;&amp;lt;SharpDamageMultiplier&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| melee cooldown factor || optional || number || [[Property:Melee Cooldown Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;MeleeWeapon_CooldownMultiplier&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;DoorOpenSpeed&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] || || &amp;lt;stuffProps&amp;gt;&amp;lt;statFactors&amp;gt;&amp;lt;BedRestEffectiveness&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 9. Medical&lt;br /&gt;
|-&lt;br /&gt;
| medical potency base || optional || number (displayed as %) || [[Property:Medical Potency Base]] || {{Q|Medical Potency|Description}} || &amp;lt;statBases&amp;gt;&amp;lt;MedicalPotency&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| medical quality max || optional || number (displayed as %) || [[Property:Medical Quality Max]] || {{Q|Medical Tend Quality Maximum|Description}} || &amp;lt;statBases&amp;gt;&amp;lt;MedicalQualityMax&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 10. Plant Stats&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 11. Ranged Combat&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 12. Melee Combat&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 13. Creation&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | 14. Technical&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Deprecated positional parameters ==&lt;br /&gt;
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things.  As of now this template only takes ONE positional parameter -- all others are ignored. &lt;br /&gt;
# (still in use)&lt;br /&gt;
# DEPRECATED: Extra CSS class to be applied to the infobox div.&lt;br /&gt;
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param&lt;br /&gt;
# DEPRECATED: Overly clever use of the size parameter.  The usual format is |size = X|Y.  This then gets transformed into x * y.  BUT it only works if you have 3 positional parameters prior to the first param.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #1 ==&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Muffalo&lt;br /&gt;
| image = Muffalo east.png&lt;br /&gt;
| description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.&amp;lt;br/&amp;gt;Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| min comfortable temperature = -55&lt;br /&gt;
| max comfortable temperature = 45&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 300&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| woolname = muffalo wool&lt;br /&gt;
| sheartime = 15&lt;br /&gt;
| wool = 120&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 2.4&lt;br /&gt;
| healthscale = 1.75&lt;br /&gt;
| hungerrate = 0.535&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = bluefur&lt;br /&gt;
| wildness = 0.6&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.1&lt;br /&gt;
| roamMtb = 2&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 13&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
| attack2dmg = 10&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front left leg&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Poke&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front left leg&lt;br /&gt;
| attack4dmg = 10&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 10&lt;br /&gt;
| attack5type = Poke&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 10&lt;br /&gt;
| attack6type = Bite&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = teeth&lt;br /&gt;
| attack6chancefactor = 0.5&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_tundra = 2&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_icesheet = 0.1&lt;br /&gt;
| livesin_seaice = 0.1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Muffalo&lt;br /&gt;
| image = Muffalo east.png&lt;br /&gt;
| description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.&amp;lt;br/&amp;gt;Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| min comfortable temperature = -55&lt;br /&gt;
| max comfortable temperature = 45&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 300&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| woolname = muffalo wool&lt;br /&gt;
| sheartime = 15&lt;br /&gt;
| wool = 120&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| bodysize = 2.4&lt;br /&gt;
| healthscale = 1.75&lt;br /&gt;
| hungerrate = 0.535&lt;br /&gt;
| diet = herbivorous&lt;br /&gt;
| leathername = bluefur&lt;br /&gt;
| wildness = 0.6&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0.1&lt;br /&gt;
| roamMtb = 2&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| packanimal = true&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| lifespan = 15&lt;br /&gt;
| juvenileage = 0.25&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 13&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2.6&lt;br /&gt;
| attack1part = head&lt;br /&gt;
| attack2dmg = 10&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front left leg&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Poke&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = front left leg&lt;br /&gt;
| attack4dmg = 10&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = front right leg&lt;br /&gt;
| attack5dmg = 10&lt;br /&gt;
| attack5type = Poke&lt;br /&gt;
| attack5cool = 2&lt;br /&gt;
| attack5part = front right leg&lt;br /&gt;
| attack6dmg = 10&lt;br /&gt;
| attack6type = Bite&lt;br /&gt;
| attack6cool = 2&lt;br /&gt;
| attack6part = teeth&lt;br /&gt;
| attack6chancefactor = 0.5&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_tundra = 2&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_icesheet = 0.1&lt;br /&gt;
| livesin_seaice = 0.1&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #2 ==&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Autopistol&lt;br /&gt;
| image = Autopistol.png&lt;br /&gt;
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 15&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| accuracyTouch = 80&lt;br /&gt;
| accuracyShort = 70&lt;br /&gt;
| accuracyMedium = 40&lt;br /&gt;
| accuracyLong = 30&lt;br /&gt;
| accuracyAvg = 65&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 18&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Blowback operation&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| mass base = 1.2&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Grip&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, SimpleGun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|weapon&lt;br /&gt;
| name = Autopistol&lt;br /&gt;
| image = Autopistol.png&lt;br /&gt;
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.&lt;br /&gt;
| type = Equipment&lt;br /&gt;
| type2 = Weapons&lt;br /&gt;
| tech level = Industrial&lt;br /&gt;
| class = Industrial&lt;br /&gt;
| damage = 10&lt;br /&gt;
| damage type = Bullet&lt;br /&gt;
| armorPenetration = 15&lt;br /&gt;
| range = 25.9&lt;br /&gt;
| work to make = 5000&lt;br /&gt;
| accuracyTouch = 80&lt;br /&gt;
| accuracyShort = 70&lt;br /&gt;
| accuracyMedium = 40&lt;br /&gt;
| accuracyLong = 30&lt;br /&gt;
| accuracyAvg = 65&lt;br /&gt;
| mode = Single-Shot&lt;br /&gt;
| warmup = 18&lt;br /&gt;
| cooldown = 60&lt;br /&gt;
| burst = 1&lt;br /&gt;
| DPS = DPS&lt;br /&gt;
| velocity = 55&lt;br /&gt;
| production facility 1 = Machining table&lt;br /&gt;
| research = Blowback operation&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 30&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| mass base = 1.2&lt;br /&gt;
| stoppingPower = 0.5&lt;br /&gt;
| meleeattack1dmg = 9&lt;br /&gt;
| meleeattack1type = blunt&lt;br /&gt;
| meleeattack1part = Grip&lt;br /&gt;
| meleeattack1cool = 2.0&lt;br /&gt;
| meleeattack1ap = 13&lt;br /&gt;
| meleeattack2dmg = 9&lt;br /&gt;
| meleeattack2type = blunt&lt;br /&gt;
| meleeattack2part = Barrel&lt;br /&gt;
| meleeattack2cool = 2.0&lt;br /&gt;
| meleeattack2ap = 13&lt;br /&gt;
| meleeattack3dmg = 9&lt;br /&gt;
| meleeattack3type = Poke&lt;br /&gt;
| meleeattack3part = Barrel&lt;br /&gt;
| meleeattack3cool = 2.0&lt;br /&gt;
| meleeattack3ap = 13&lt;br /&gt;
| MeleeWeaponAverageDPS = 4.5&lt;br /&gt;
| MeleeWeaponAverageAP = 13&lt;br /&gt;
| page verified for version =&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| has quality = True&lt;br /&gt;
| weaponTags = Gun, SimpleGun&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #3 ==&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Art bench&lt;br /&gt;
| image = TableSculpting.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A workbench equipped for creating art.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| hp = 180&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| sell price factor = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|production&lt;br /&gt;
| name = Art bench&lt;br /&gt;
| image = TableSculpting.png&lt;br /&gt;
| imagesize = 192px&lt;br /&gt;
| description = A workbench equipped for creating art.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Production&lt;br /&gt;
| hp = 180&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| cleanliness = -5&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.5&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| placeable = true&lt;br /&gt;
| size = 3 ˣ 1&lt;br /&gt;
| sell price factor = 0.7&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| facility = tool cabinet&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| stuff tags = Metallic, Woody&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 75&lt;br /&gt;
| resource 2 = Steel&lt;br /&gt;
| resource 2 amount = 50&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| page verified for version = 1.2.2900&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #4 ==&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = Scorcher east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunMiniFlameblaster&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 32&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main|none&lt;br /&gt;
| name = Scorcher&lt;br /&gt;
| image = Scorcher east.png&lt;br /&gt;
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.&lt;br /&gt;
| type = Mechanoid&lt;br /&gt;
| movespeed = 4.5&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| marketvalue = 1200&lt;br /&gt;
| armorblunt = 20&lt;br /&gt;
| armorsharp = 40&lt;br /&gt;
| armorheat = 200&lt;br /&gt;
| min comfortable temperature = -100&lt;br /&gt;
| max comfortable temperature = 250&lt;br /&gt;
| bandwidth = 1&lt;br /&gt;
| bodysize = 1&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| lifespan = &lt;br /&gt;
| attack1dmg = 12&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = Front left leg&lt;br /&gt;
| attack2dmg = 12&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = Front right leg&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Blunt&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = head&lt;br /&gt;
| attack3chancefactor = 0.2 &lt;br /&gt;
| page verified for version = 1.4.3525&lt;br /&gt;
| weaponTags = MechanoidGunMiniFlameblaster&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Standard mechtech&lt;br /&gt;
| production facility 1 = Large mech gestator&lt;br /&gt;
| gestation cycles = 2&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 80&lt;br /&gt;
| resource 2 = Plasteel&lt;br /&gt;
| resource 2 amount = 32&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 3&lt;br /&gt;
| resource 4 = Standard subcore&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #5 ==&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Button-down shirt&lt;br /&gt;
| image = Button-Down_Shirt.png&lt;br /&gt;
| description = A nice-looking collared shirt with buttons.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 2700&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.26&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = true&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Skin&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox main&lt;br /&gt;
| name = Button-down shirt&lt;br /&gt;
| image = Button-Down_Shirt.png&lt;br /&gt;
| description = A nice-looking collared shirt with buttons.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| tech level = Medieval&lt;br /&gt;
| hp = 100&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 2700&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 45&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.1&lt;br /&gt;
| insulationcoldfactor = 0.26&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| lifestage = Adult&lt;br /&gt;
| clothing for nudity = true&lt;br /&gt;
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm&lt;br /&gt;
| layer = Skin&lt;br /&gt;
| mass base = 0.3&lt;br /&gt;
| thingCategories = Apparel&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Example #6 ==&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Chemfuel powered generator&lt;br /&gt;
| image = Chemfuel_powered_generator.png|128px&lt;br /&gt;
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (80, 112, 180)&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;pull-left&amp;quot; style=&amp;quot;width:40em&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
{{infobox main|building|&lt;br /&gt;
| name = Chemfuel powered generator&lt;br /&gt;
| image = Chemfuel_powered_generator.png|128px&lt;br /&gt;
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| marketvalue = 139&lt;br /&gt;
| placeable = true&lt;br /&gt;
| path cost = 50&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 1&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 2 ˣ 2&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| hp = 300&lt;br /&gt;
| beauty = -20&lt;br /&gt;
| power = 1000&lt;br /&gt;
| glowradius = 6&lt;br /&gt;
| glowcolor = (80, 112, 180)&lt;br /&gt;
| heatpersecond = 6&lt;br /&gt;
| terrain affordance = medium&lt;br /&gt;
| research = Electricity&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 2500&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 100&lt;br /&gt;
| resource 2 = Component&lt;br /&gt;
| resource 2 amount = 3&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Infobox templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Shard&amp;diff=144015</id>
		<title>Shard</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Shard&amp;diff=144015"/>
		<updated>2024-04-20T23:54:11Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Infobox content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|exotic&lt;br /&gt;
| name = Shard&lt;br /&gt;
| image = Shard b.png&lt;br /&gt;
| description = A scavenged fragment of dark archotechnology. Originally created by a hyperintelligent archotech mind, this shard is packed with technology beyond human comprehension. It is capable of manipulating psychic flows, inducing archotech influences and more esoteric outcomes. While it is useless by itself, it can be built into devices that harness its power to produce exotic effects.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Exotic item&lt;br /&gt;
| hp = 250&lt;br /&gt;
| deterioration = 0&lt;br /&gt;
| marketvalue = 400&lt;br /&gt;
| mass base = 0.6&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| stack limit = 5&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Shard&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| use hit points = true&lt;br /&gt;
}}&lt;br /&gt;
intro text&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
Categories here&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Shard_c.png&amp;diff=144012</id>
		<title>File:Shard c.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Shard_c.png&amp;diff=144012"/>
		<updated>2024-04-20T23:47:39Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: {{Anomaly}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Shard_b.png&amp;diff=144011</id>
		<title>File:Shard b.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Shard_b.png&amp;diff=144011"/>
		<updated>2024-04-20T23:47:31Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: {{Anomaly}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Shard_a.png&amp;diff=144010</id>
		<title>File:Shard a.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Shard_a.png&amp;diff=144010"/>
		<updated>2024-04-20T23:47:16Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: {{Anomaly}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Anomaly}}&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bioferrite_generator&amp;diff=144009</id>
		<title>Bioferrite generator</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bioferrite_generator&amp;diff=144009"/>
		<updated>2024-04-20T23:45:03Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Fill infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Bioferrite generator&lt;br /&gt;
| image = BioferriteGenerator north.png&lt;br /&gt;
| description = An electrical generator that works by pressurizing and igniting bioferrite, then harvesting energy from the resulting heat.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Because of the destruction of psychically active bioferrite, this device generates an uncomfortable psychic drone which disturbs those who pass nearby.&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Power&lt;br /&gt;
| placeable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = false &amp;lt;!-- Keep an eye on this, it may not be intentional --&amp;gt;&lt;br /&gt;
| cover = 0.9&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| size = 3 ˣ 2&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| hp = 400&lt;br /&gt;
| beauty = -40&lt;br /&gt;
| power = 4000&lt;br /&gt;
| glowradius = 8&lt;br /&gt;
| glowcolor = (80, 141, 223)&lt;br /&gt;
| heatpersecond = 12&lt;br /&gt;
| terrain affordance = heavy&lt;br /&gt;
| research = Bioferrite generator&lt;br /&gt;
| skill 1 = Construction&lt;br /&gt;
| skill 1 level = 6&lt;br /&gt;
| work to make = 12000&lt;br /&gt;
| resource 1 = Steel&lt;br /&gt;
| resource 1 amount = 50&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 100&lt;br /&gt;
| resource 3 = Component&lt;br /&gt;
| resource 3 amount = 4&lt;br /&gt;
| resource 4 = Shard&lt;br /&gt;
| resource 4 amount = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Intro&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
Categories here&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Ticks/gametime/years&amp;diff=144008</id>
		<title>Template:Ticks/gametime/years</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Ticks/gametime/years&amp;diff=144008"/>
		<updated>2024-04-20T23:31:53Z</updated>

		<summary type="html">&lt;p&gt;Turnovus: Fix typo: &amp;quot;an year&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#if: {{{1|}}}&lt;br /&gt;
 | {{formatnum: {{#vardefineecho: ticks | {{#expr: {{formatnum:{{{1|}}}|R}} }} }} }}&amp;amp;nbsp;[[Time|ticks]] (&amp;lt;abbr title=&amp;quot;there are 3,600,000 ticks in a year&amp;quot;&amp;gt;{{formatnum: {{#expr: {{#var:ticks}}/3600000round 2}} }}&amp;amp;nbsp;year{{#ifeq: {{#var:ticks}}|3600000||s}}&amp;lt;/abbr&amp;gt;)}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Turnovus</name></author>
	</entry>
</feed>