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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Unknownlord</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T04:17:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=114622</id>
		<title>Growth vat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=114622"/>
		<updated>2022-10-29T12:14:58Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Analysis */ Just some thoughts on skipping the baby stage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Growth vat&lt;br /&gt;
|image = GrowthVat_south.png&lt;br /&gt;
|description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br&amp;gt;While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.&amp;lt;br&amp;gt;Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.&amp;lt;br&amp;gt;Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.&amp;lt;br&amp;gt;The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -80&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 150 &lt;br /&gt;
|resource 2 = component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Is used to speed up aging of pawns under 18 or to create new pawns from an [[embryo]]&lt;br /&gt;
Embryo will take 9 days to become a child.&lt;br /&gt;
&lt;br /&gt;
Can also be used to speed up aging of children 20x the speed of normal aging. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Growth vats can be used to age pawns up to 18 this is usually worthwhile as pawns under 18 have lots of workspeed penalties.&lt;br /&gt;
&lt;br /&gt;
Babys can be placed in the growth vat to to speed up reaching toddler age, without any apparent ill effects apart from parents having a negative -4 thought for the parents. {{Check Tag|Not been extensively checked?}}.&lt;br /&gt;
&lt;br /&gt;
Placing babys in the vat also reduces your need for baby food as normal nutriton can be used. {{Check Tag|Maybe even nutrient paste?}}.&lt;br /&gt;
&lt;br /&gt;
{{Check Tag|Any penalty to growth if child has reached growth tier 8?}}.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=114584</id>
		<title>Growth vat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=114584"/>
		<updated>2022-10-29T07:26:55Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Analysis */  some more info on growth vats as I have used them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Growth vat&lt;br /&gt;
|image = GrowthVat_south.png&lt;br /&gt;
|description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br&amp;gt;While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.&amp;lt;br&amp;gt;Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.&amp;lt;br&amp;gt;Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.&amp;lt;br&amp;gt;The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -80&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 150 &lt;br /&gt;
|resource 2 = component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Is used to speed up aging of pawns under 18 or to create new pawns from an [[embryo]]&lt;br /&gt;
Embryo will take 9 days to become a child.&lt;br /&gt;
&lt;br /&gt;
Can also be used to speed up aging of children 20x the speed of normal aging. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Growth vats can be used to age pawns up to 18 this is usually worthwhile as pawns under 18 have lots of workspeed penalties.&lt;br /&gt;
&lt;br /&gt;
{{Check Tag|Any penalty to growth if child has reached growth tier 8?}}.&lt;br /&gt;
{{Check Tag|Worth it to skip the baby stage}}.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Social&amp;diff=113761</id>
		<title>Social</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Social&amp;diff=113761"/>
		<updated>2022-10-27T08:07:07Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Family by Blood */ Add Birth mother&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Character_Properties_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{for|the skill of the same name|Skills#Social{{!}}Skills}}&lt;br /&gt;
[[File:SocialTab.png|frame|Example of a social tab]]&lt;br /&gt;
Each colonist has a '''social''' tab where you can see their opinions of each other and their relatives (if any). Only humans may have opinions of each other. Social relationships are mostly for roleplaying purposes but they do have effects on gameplay as well. For example, if a colonist's opinion of another colonist is too low, they may start a social fight, which will (if the colonists are well armed) do damage to both. There is also a possibility that while on berserk a colonist's father is killed by another colonist, so the father's family will dislike the killer (for the values check under Opinions). &lt;br /&gt;
&lt;br /&gt;
The social needs of a pawn also came with marriages and lovers (as seen below in the Opinions section) and as of Alpha 14 humans now do incest. This means that a colonist's father and lover can be the same person.&lt;br /&gt;
&lt;br /&gt;
= Opinion =&lt;br /&gt;
There are multiple different types of relations possible between pawns. They are based on both the opinions between these pawns and their familial ties. Opinions are affected by social interaction and the actions of the player.&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
{{Stub|section=1|reason=Exact Values need to be confirmed, list likely missing affecting thoughts. Stacking mechanics summary needed. Clarification that net beauty is important. Consider transclusion of [[Beauty (Pawn)]]}}&lt;br /&gt;
{{Main|Beauty (Pawn)}}&lt;br /&gt;
All beauty modifiers are cumulative. Each new level of beauty above or below 0 increments the opinion of the pawn held by others by {{+|}}/{{--|}} 20 and is capped at {{+|}}/{{--|}} 40 meaning anything more than 2 beauty (either positive or negative) have no effect on gameplay.&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;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Effect&lt;br /&gt;
! Type&lt;br /&gt;
! Beauty Change&lt;br /&gt;
! Opinion Change&lt;br /&gt;
|-&lt;br /&gt;
! Beautiful&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| +40&lt;br /&gt;
|- &lt;br /&gt;
! Pretty&lt;br /&gt;
| Trait&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|- &lt;br /&gt;
! Ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|- &lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Trait&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Stoneskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| -40&lt;br /&gt;
|-&lt;br /&gt;
! [[Armorskin gland]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic nose]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Aesthetic shaper]] {{RoyaltyIcon}}&lt;br /&gt;
| [[Artificial body part]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| +20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Random Social Interactions ==&lt;br /&gt;
Random social interactions happen between pawns when they are in near vicinity of each other. The ratio between good and bad interactions (partially) depends on a hidden value called pawn compatibility. This value is random and can be found when toggling the dev tools. &lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chitchat&lt;br /&gt;
| 0.66&lt;br /&gt;
| 10&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had deep talk&lt;br /&gt;
| 15&lt;br /&gt;
| 10*&lt;br /&gt;
| [[Psychopath]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Slighted&lt;br /&gt;
| -5&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Insulted**&lt;br /&gt;
| -15&lt;br /&gt;
| 10*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
=== Chitchat ===&lt;br /&gt;
The most common type of social interaction. This increases relation between the two pawns by 2/3 opinion each, capping out at 10. It is nullified by the psychopath trait.&lt;br /&gt;
=== Deep Talk ===&lt;br /&gt;
A type of social interaction that gives a large +15 opinion of each other. It caps out at 10 and is nullified by the psychopath trait.&lt;br /&gt;
=== Insulted ===&lt;br /&gt;
This social interaction provides a -15 opinion of the person who insulted the target and caps out at 10 insults. An insult has a chance of starting a social fight. An insulted person will also suffer a -5 moodlet.&lt;br /&gt;
=== Slighted ===&lt;br /&gt;
This social interaction is similar to being insulted, except only giving a -5 opinion. It also caps out at 10 interactions. Being slighted also has a small chance of starting a social fight. It does not give a negative moodlet.&lt;br /&gt;
=== Social Fights ===&lt;br /&gt;
Social fights have a small chance of starting when a pawn is insulted or slighted. The chance of a pawn starting a social fight is can be affected by traits such as bloodlust and a pawn's current level of inebriation. The pawns in social fights cannot be drafted or controlled, similar to mental breaks. Fighting pawns' character portraits will display a red lightning bolt. The two fighting pawns will continue fighting until after {{Ticks|420}}, or until the other pawn is downed or killed. Both pawns will suffer minor cut and bruise injuries, but there is a small chance that a pawn may lose their eye or even die. Pawns will not use melee weapons in fights.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had angering fight&lt;br /&gt;
| -22&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Had cathartic fight&lt;br /&gt;
| 38&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&lt;br /&gt;
&lt;br /&gt;
== Family by Blood ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
! Incest Opinion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Father/Mother/Son/Daughter/Birthmother&lt;br /&gt;
| 30&lt;br /&gt;
| -80&lt;br /&gt;
| -30&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sibling&lt;br /&gt;
| 20&lt;br /&gt;
| -80&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Halfsibling&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandparent&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandchild&lt;br /&gt;
| 15&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Nephew/Niece&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Uncle/Aunt&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Cousin&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| -15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandparent&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Greatgrandchild&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Granduncle/Grandaunt&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Grandnephew/Grandniece&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Secondcousin/Kin&lt;br /&gt;
| 5&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-Intimate Relations ==&lt;br /&gt;
There are currently three types of relations between non-intimate pawns: Rival, Acquaintance, and Friend. Strangely enough, a pawn may be friends with someone who considers them to be a rival.&lt;br /&gt;
=== Rival ===&lt;br /&gt;
A rival of another pawn has an opinion of that pawn between -100 and -20.&lt;br /&gt;
=== Acquaintance ===&lt;br /&gt;
An acquaintance has a relation between -20 and 20.&lt;br /&gt;
=== Friend ===&lt;br /&gt;
A friend has a relation with another pawn between 20 and 100.&lt;br /&gt;
&lt;br /&gt;
== Romance ==&lt;br /&gt;
=== Base Opinions ===&lt;br /&gt;
Pawns can have romantic relationships. Pawns in intimate relationships have higher base opinions of each other.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Relation&lt;br /&gt;
! Opinion&lt;br /&gt;
! Opinion of killer if killed&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Spouse&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Fiancé&lt;br /&gt;
| 30&lt;br /&gt;
| -65&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Lover&lt;br /&gt;
| 35&lt;br /&gt;
| -50&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepparent&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Stepchild&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Parent-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Child-in-law&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exspouse&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Exlover&lt;br /&gt;
| -15&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt; &lt;br /&gt;
==== Lovers ====&lt;br /&gt;
Lovers have a +35 opinion of each other. Lovers are created by the romance social interaction. The romance social interaction can also be rebuffed, carrying a -10 opinion of the romance target for the romancer and a -15 opinion of the romancer for the romance target. Lovers will want to sleep together in [[Double bed]]s, [[Double bedroll]]s, or [[Double sleeping spot]]s, and will have a permanent positive moodlet based on the opinion of each other. These pawns can break up randomly or if their opinions of each other are too low. If their opinions of each other is high enough, one of the lovers may propose to get married. &lt;br /&gt;
==== Fiancés/Fiancées ====&lt;br /&gt;
After two lovers propose, they become Fiancés/Fiancées. They have a +30 opinion of each other. In the coming quadrums, they will have a marriage ceremony at the [[Marriage spot]] and become spouses.&lt;br /&gt;
==== Spouses ====&lt;br /&gt;
Spouses are married couples. Spouses have a +30 opinion of each other. Like all of the previous relationships, the couple will want to sleep together.&lt;br /&gt;
==== Ex-Lovers ====&lt;br /&gt;
Ex-Lovers are former lovers that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -50 opinion of the other person.&lt;br /&gt;
==== Ex-Spouses ====&lt;br /&gt;
Ex-Spouses are former spouses that have broken up through the breakup event. They have a -15 opinion of each other, but can get back together when their opinion rises back up. This is made hard by the fact that the target of the breakup will have an additional -70 opinion of the other person.&lt;br /&gt;
==== Romantic Social Interactions ====&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;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rebuffed me**&lt;br /&gt;
| -10&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Failed to romance me&lt;br /&gt;
| -15&lt;br /&gt;
| 5*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broke up with me**&lt;br /&gt;
| -50&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Affair**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Divorced me**&lt;br /&gt;
| -70&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rejected my proposal**&lt;br /&gt;
| -30&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! I rejected their proposal&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Honeymoon phase**&lt;br /&gt;
| 40&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Got some lovin'**&lt;br /&gt;
| 10&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
=== Lovin' ===&lt;br /&gt;
{{Stub|section=1|reason=General stub also investigate  JobDriver_Lovin }}&lt;br /&gt;
Lovers, Fiancé/Fiancées, and spouses may do lovin' if in a double sleeping place with each other. This will provide a positive mood boost for the two. For lovin' to happen the game checks every hour if the pawns are eligible (e.g., the pawns are not starving or bleeding, the pawns are in bed, et cetera). Both partners evaluate their mean-time-between seperately and is adjusted by the following:&lt;br /&gt;
&lt;br /&gt;
* [[Pain]]: mean-time-between is multiplied by 1/(1-pain).&lt;br /&gt;
* [[Consciousness]]: increases mean-time-between when lower than 50%.&lt;br /&gt;
* Age: up to age 14, 0%, age 16 to 25, 100%, age 80, 20%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chance of Lovin' by Age&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart|width=200|height=200|xAxisTitle=Age|yAxisTitle=Chance of Lovin'|type=line|x=0, 14, 16, 25, 80, 100|y=0, 0, 1, 1, 0.2, 0.2|yType=number|yAxisMax=1|xAxisMax=100|linewidth=1|colors=black}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Affairs ===&lt;br /&gt;
If the opinion of another person is high enough and the opinion of the pawn's lover/fiancé/fiancée/spouse is low enough, a pawn may start an affair with another pawn. Their lover/fiancé/fiancée/spouse will suffer a massive -70 opinion of the adulterer.&lt;br /&gt;
&lt;br /&gt;
This is disabled for [[Ideology]] if specific setting for the ideoligions is set to have free range of spouse.&lt;br /&gt;
&lt;br /&gt;
==Misc actions==&lt;br /&gt;
Any opinion thoughts regarding selling of loved ones or bonded animals are against the warden of the colony.&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;
{| {{STDT| sortable c_07 text-center}}&lt;br /&gt;
! Thought name&lt;br /&gt;
! Opinion&lt;br /&gt;
! Max cumulated opinion or stack limit per pawn&lt;br /&gt;
! Nullifying traits&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Harmed me&lt;br /&gt;
| -15&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Botched my surgery&lt;br /&gt;
| -20*&lt;br /&gt;
| 5&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Rescued me&lt;br /&gt;
| 15&lt;br /&gt;
| 3*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Recruited me&lt;br /&gt;
| 20&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Crashed together&lt;br /&gt;
| 25&lt;br /&gt;
| 1*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my loved one**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sold my bonded animal**&lt;br /&gt;
| -10&lt;br /&gt;
| 2*&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&amp;amp;#42; = Stack limit per pawn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;#42;&amp;amp;#42; = Creates a thought that affects the mood&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Social/Opinion system added. Family members out to cousins and beyond are now tracked, as are lovers, fiancees, marriages and exes of the same. Lovin' is added and Colonists in relationships can now share beds. People may get in social fights with those they dislike (even neutrals and enemies do this). Marriage ceremonies and parties added. People who leave the map while traveling, fleeing, being kidnapped, etc. can come back later as raiders, visitors, joiners, etc.&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Pawns now sometimes take the family name of their partner upon marriage. Pawns now really like the pawn who rescued them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Embryo&amp;diff=113758</id>
		<title>Embryo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Embryo&amp;diff=113758"/>
		<updated>2022-10-27T06:55:09Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Acquisition */ Link to ovum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|&lt;br /&gt;
| name = Embryo&lt;br /&gt;
| image = Embryo.png&lt;br /&gt;
| type =&lt;br /&gt;
| type2 = &lt;br /&gt;
| description = A human embryo which can be implanted in a mother to create a pregnancy.&lt;br /&gt;
| mass base = .5&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A human embryo which can be implanted in a mother to create a pregnancy.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Selecting an [[Ovum]] to fertilize&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=113757</id>
		<title>Polux tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=113757"/>
		<updated>2022-10-27T06:43:12Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Cannot find path cost so removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = polux tree&lt;br /&gt;
| image = &lt;br /&gt;
| description = After generations of exposure, these trees have evolved to metabolize pollutants. By drawing pollutants from the ground through wide root networks, they slowly clean polluted terrain in their vicinity. However, they cannot do this if buildings are constructed over their roots.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike most methods of cleaning polluted terrain, polux trees do not create toxic wastepacks.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cannot be grown manually&lt;br /&gt;
== Growing ==&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=113756</id>
		<title>Polux tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Polux_tree&amp;diff=113756"/>
		<updated>2022-10-27T06:42:50Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Basic stub article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{image wanted|reason=Variant gallery}}{{infobox main|plant|&lt;br /&gt;
| name = polux tree&lt;br /&gt;
| image = &lt;br /&gt;
| description = After generations of exposure, these trees have evolved to metabolize pollutants. By drawing pollutants from the ground through wide root networks, they slowly clean polluted terrain in their vicinity. However, they cannot do this if buildings are constructed over their roots.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike most methods of cleaning polluted terrain, polux trees do not create toxic wastepacks.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Wild&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| hp = 300&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty outdoors = 6&lt;br /&gt;
| grow days = 10&lt;br /&gt;
| sow work = 400&lt;br /&gt;
| harvest work = 1000&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Cannot be grown manually&lt;br /&gt;
== Growing ==&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=113755</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=113755"/>
		<updated>2022-10-27T06:33:55Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Polux tree link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} [[Family planning]] {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = [[Genes]]&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} [[Wastepack atomizer|Atomizers]] {{*}} [[Pollution pump|Pollution Pumps]] {{*}} [[Polux tree|Polux Trees]]&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5pkkskt68y1yn4d&amp;topic_postId=x5ru9iotrt1ucn7x&amp;topic_revId=x5ru9iotrt1ucn7x&amp;action=single-view</id>
		<title>Topic:X5pkkskt68y1yn4d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5pkkskt68y1yn4d&amp;topic_postId=x5ru9iotrt1ucn7x&amp;topic_revId=x5ru9iotrt1ucn7x&amp;action=single-view"/>
		<updated>2022-10-27T06:28:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Unknownlord&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Unknownlord (page does not exist)&quot;&gt;&lt;bdi&gt;Unknownlord&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Unknownlord&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Unknownlord (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Unknownlord&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Unknownlord&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:X5pkkskt68y1yn4d&amp;amp;topic_showPostId=x5ru9iotrt1ucn7x#flow-post-x5ru9iotrt1ucn7x&quot;&gt;commented&lt;/a&gt; on &quot;Merge proposal&quot; (&lt;em&gt;Ok I agree vat seems best place for my example. I have no issue with merging. we can always split later on the track. I am still curious...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution_pump&amp;diff=113479</id>
		<title>Pollution pump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution_pump&amp;diff=113479"/>
		<updated>2022-10-26T07:00:14Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: More stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Pollution pump&lt;br /&gt;
|image = &lt;br /&gt;
|description = &lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = Impassable&lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = (1,1)&lt;br /&gt;
|flammability = .5&lt;br /&gt;
|hp = 200&lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -200&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = Electricitiy&lt;br /&gt;
|skill 1 = construction&lt;br /&gt;
|skill 1 level = 3&lt;br /&gt;
|work to make = &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 = 1&lt;br /&gt;
}}&lt;br /&gt;
? A groundwater-filtering pump which slowly cleans polluted terrain. The extracted pollution is formed into toxic wastepacks which must be hauled away.&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
Categories and Nav go here.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=113478</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=113478"/>
		<updated>2022-10-26T06:51:56Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Link to pollution pumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} [[Family planning]] {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = [[Genes]]&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} [[Wastepack atomizer|Atomizers]] {{*}} [[Pollution pump|Pollution Pumps]] {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5pkkskt68y1yn4d&amp;topic_postId=x5pn5hgoeitari4t&amp;topic_revId=x5pn5hgoeitari4t&amp;action=single-view</id>
		<title>Topic:X5pkkskt68y1yn4d</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:X5pkkskt68y1yn4d&amp;topic_postId=x5pn5hgoeitari4t&amp;topic_revId=x5pn5hgoeitari4t&amp;action=single-view"/>
		<updated>2022-10-26T06:48:11Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Unknownlord&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Unknownlord (page does not exist)&quot;&gt;&lt;bdi&gt;Unknownlord&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Unknownlord&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Unknownlord (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Unknownlord&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Unknownlord&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:X5pkkskt68y1yn4d&amp;amp;topic_showPostId=x5pn5hgoeitari4t#flow-post-x5pn5hgoeitari4t&quot;&gt;commented&lt;/a&gt; on &quot;Merge proposal&quot; (&lt;em&gt;Family planning could also be made into a more strategic overview as in what skills could be raised as opposed to what skills would be re...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=113477</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=113477"/>
		<updated>2022-10-26T06:40:20Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Link to wastepack atomizer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} [[Family planning]] {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = [[Genes]]&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} [[Wastepack atomizer|Atomizers]] {{*}} Pollution Pumps {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=113472</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=113472"/>
		<updated>2022-10-26T06:35:45Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Artificial pregnancy */  Some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Move|section=1|reason=The page should focus on reproduction. This section should be moved to another page (Child)}}&lt;br /&gt;
Children can be obtained via several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Artificially, through [[growth vat|growth vats]].&lt;br /&gt;
#  Purchasing them from [[Trade#Slaver|slavers]].&lt;br /&gt;
#  Kidnapping them from other settlements.&lt;br /&gt;
#  Receiving them from [[quests]].&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's fertility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
=== Birth ===&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e. The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child, they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a [[growth vat]] and to have researched fertility procedures. Active vats must be given a constant supply of nutrition to ensure survival of the fetus.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an [[ovum]] (can be a prisoner or slave).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilize (can be a slave, but not a prisoner).&lt;br /&gt;
# Planting the [[embryo]] into the growth vat by either selecting the growth vat or the embryo.&lt;br /&gt;
&lt;br /&gt;
Time taken until birth is accelerated to only 9 days.&lt;br /&gt;
&lt;br /&gt;
Post-birth, child growth can continue to be accelerated inside the growth vat up and until a pawn turns 18. However, they will not accrue progress on growth tiers whilst inside, leading to worse options during growth moments.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
&lt;br /&gt;
==Surrogacy==&lt;br /&gt;
When Fertility procedures is researched an ovum can be extracted from a female pawn, fertilized by a male pawn to produce an embryo&lt;br /&gt;
This embryo can be placed inside a female pawn who will become pregnant.&lt;br /&gt;
&lt;br /&gt;
If the mother with embryo is not the one who supplied the ovum they will be the pawn's birth mother.&lt;br /&gt;
&lt;br /&gt;
The pregnancy part is largely the same as a natural pregnancy {{Check Tag|Not thoroughly checked, quick devmode run to write this section}}.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
{{Move|section=1|reason=The page should focus on reproduction. This section should be moved to another page (Child)}}&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social. Their Play need is also replaced with a new Learning need.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| - || '''✓''' || - || '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || - || - || - || - || - || '''✓''' || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || '''✓''' || - || - || - || - || - || - || - || - || '''✓''' || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| '''✓''' || ✓ || - || ✓ || ✓ || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || '''✓''' || '''✓''' || - || '''✓''' || - || '''✓''' || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || - || '''✓''' || '''✓''' || '''✓''' || '''✓''' || '''✓''' || - || - || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || - || ✓ || '''✓''' || ✓ || ✓ || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || '''✓''' || ✓ || -&lt;br /&gt;
|}&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Finally, their Learning need is replaced with the Recreation need. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Capable work types&lt;br /&gt;
|-&lt;br /&gt;
| Firefight || Patient || Doctor || Bed Rest || Childcare || Basic || Warden || Handle || Cook || Hunt || Construct || Grow || Mine || Plant Cut || Smith || Tailor || Art || Craft || Haul || Clean || Research&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓''' || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Learnable skills&lt;br /&gt;
|-&lt;br /&gt;
| Shooting || Melee || Construction || Mining || Cooking || Plants || Animals || Crafting || Artistic || Medical || Social || Intellectual&lt;br /&gt;
|-&lt;br /&gt;
| ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || ✓ || '''✓'''&lt;br /&gt;
|}&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Radio Talking ====&lt;br /&gt;
Chat with people over the radio. Requires a powered comms console.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:X5kplrj3qy234lu5&amp;topic_postId=x5pmchc01l3rc39p&amp;topic_revId=x5pmchc01l3rc39p&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=x5pmchc01l3rc39p&amp;topic_revId=x5pmchc01l3rc39p&amp;action=single-view"/>
		<updated>2022-10-26T06:33:43Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Unknownlord&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Unknownlord (page does not exist)&quot;&gt;&lt;bdi&gt;Unknownlord&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Unknownlord&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Unknownlord (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Unknownlord&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Unknownlord&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=x5pmchc01l3rc39p#flow-post-x5pmchc01l3rc39p&quot;&gt;commented&lt;/a&gt; on &quot;Thanks&quot; (&lt;em&gt;I would like to say I am also impressed by your work on the Gene assembler&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Embryo&amp;diff=112990</id>
		<title>Embryo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Embryo&amp;diff=112990"/>
		<updated>2022-10-25T10:22:13Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Basic Embryo page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = embryo&lt;br /&gt;
| image = &lt;br /&gt;
| type =&lt;br /&gt;
| type2 = &lt;br /&gt;
| description = A human embryo which can be implanted in a mother to create a pregnancy.&lt;br /&gt;
| mass base = .5&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A human embryo which can be implanted in a mother to create a pregnancy.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Selecting an Ovum to fertilize&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ovum&amp;diff=112989</id>
		<title>Ovum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ovum&amp;diff=112989"/>
		<updated>2022-10-25T10:20:23Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Ovum&lt;br /&gt;
| image = &lt;br /&gt;
| type =&lt;br /&gt;
| type2 = &lt;br /&gt;
| description = An extracted, unfertilized human ovum cell stored in a protective capsule. Once fertilized by a male, it becomes an embryo which can then be implanted into a human mother or growth vat.&lt;br /&gt;
| mass base = .5&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An extracted, unfertilized human ovum cell stored in a protective capsule. Once fertilized by a male, it becomes an embryo which can then be implanted into a human mother or growth vat.&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Ovum items are harvested from live female [[human]]s through [[surgery]].  This bill requires 1 of any type of medicine to perform.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ovum&amp;diff=112988</id>
		<title>Ovum</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ovum&amp;diff=112988"/>
		<updated>2022-10-25T10:20:05Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Basic ovum page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|&lt;br /&gt;
| name = Ovum&lt;br /&gt;
| image = &lt;br /&gt;
| type =&lt;br /&gt;
| type2 = &lt;br /&gt;
| description = An extracted, unfertilized human ovum cell stored in a protective capsule. Once fertilized by a male, it becomes an embryo which can then be implanted into a human mother or growth vat.&lt;br /&gt;
| mass base = .5&lt;br /&gt;
| hp = 50&lt;br /&gt;
| flammability = 1.0&lt;br /&gt;
| marketvalue  = 50&lt;br /&gt;
| thingCategories = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Ovum items are harvested from live female [[human]]s through [[surgery]].  This bill requires 1 of any type of medicine to perform.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=112987</id>
		<title>Toxic wastepack</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Toxic_wastepack&amp;diff=112987"/>
		<updated>2022-10-25T09:44:36Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Very basic stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{infobox main&lt;br /&gt;
| name = toxic waste pack&lt;br /&gt;
| image =&lt;br /&gt;
| description = A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed.&amp;lt;br&amp;gt;&lt;br /&gt;
Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112986</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112986"/>
		<updated>2022-10-25T09:40:57Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: link to wastepack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} Family Planning {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = Genes&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = [[Wastepack|Wastepacks]] {{*}} Atomizers {{*}} Pollution Pumps {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_processor&amp;diff=112985</id>
		<title>Gene processor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_processor&amp;diff=112985"/>
		<updated>2022-10-25T09:37:32Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: basic info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = gene processor&lt;br /&gt;
|image = &lt;br /&gt;
|description = A genetic analysis and processing system. Placed near a gene assembler, it increases the maximum genetic complexity of the xenogerms you can assemble. Building multiple gene processors will increase the genetic complexity limit further.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -50&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = steel&lt;br /&gt;
|resource 1 amount = 100&lt;br /&gt;
|resource 2 = plasteel&lt;br /&gt;
|resource 2 amount =  25&lt;br /&gt;
|resource 3 = component&lt;br /&gt;
|resource 3 amount =  2&lt;br /&gt;
}}&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
== Summary ==&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=112984</id>
		<title>Gene extractor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=112984"/>
		<updated>2022-10-25T09:35:09Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: power consumption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = gene extractor&lt;br /&gt;
|image = &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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -50&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &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;
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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
== Summary ==&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Can force prisoners to use the machine.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=112983</id>
		<title>Growth vat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=112983"/>
		<updated>2022-10-25T09:34:12Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: edit power usage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Growth vat&lt;br /&gt;
|image = &lt;br /&gt;
|description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -80&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 150 &lt;br /&gt;
|resource 2 = component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Is used to speed up aging of pawns under 18 or to create new pawns from an [[embryo]]&lt;br /&gt;
Embryo will take 9 days to become a child.&lt;br /&gt;
&lt;br /&gt;
Can also be used to speed up aging of children 20x the speed of normal aging. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Check Tag|Any point accelerating over the age of 16?}}.&lt;br /&gt;
{{Check Tag|Any penalty to growth if child has reached growth tier 8?}}.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_assembler&amp;diff=112982</id>
		<title>Gene assembler</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_assembler&amp;diff=112982"/>
		<updated>2022-10-25T09:33:45Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Basic info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = gene assembler&lt;br /&gt;
|image = &lt;br /&gt;
|description = A workbench for creating implantable xenogerms from genepacks stored in nearby gene banks. Genepacks are not consumed in this process and can be reused.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -100&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &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 = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A workbench for creating implantable xenogerms from genepacks stored in nearby gene banks. Genepacks are not consumed in this process and can be reused.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
== Summary ==&lt;br /&gt;
== Analysis ==&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112981</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112981"/>
		<updated>2022-10-25T09:30:43Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: gene assembler gene processor links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} Family Planning {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler_(Mechanoid)|Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} [[Genies]] {{*}} [[Highmates]] {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} [[Neanderthals]] {{*}} [[Pigskins]] {{*}} [[Sanguophages]] {{*}} [[Wasters]] {{*}} [[Yttakin]]&lt;br /&gt;
  |group2 = Genes&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} [[Gene assembler]] {{*}} [[Gene processor]] {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = Wastepacks {{*}} Atomizers {{*}} Pollution Pumps {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=112976</id>
		<title>Gene extractor</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gene_extractor&amp;diff=112976"/>
		<updated>2022-10-25T09:27:14Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: basic info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = gene extractor&lt;br /&gt;
|image = &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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -800&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &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;
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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&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;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Genes that require archite capsules are too complex to be extracted.&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
== Summary ==&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Can force prisoners to use the machine.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112974</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112974"/>
		<updated>2022-10-25T09:23:37Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Link to about to be created gene extractor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} Family Planning {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} Genies {{*}} Highmates {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} Neanderthals {{*}} Pigskins {{*}} Sanguophages {{*}} Wasters {{*}} Yttakin&lt;br /&gt;
  |group2 = Genes&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} [[Gene extractor]] {{*}} [[Gene bank]] {{*}} Gene assembler {{*}} Gene processor {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = Wastepacks {{*}} Atomizers {{*}} Pollution Pumps {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112971</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112971"/>
		<updated>2022-10-25T09:18:17Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} Family Planning {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} Genies {{*}} Highmates {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} Neanderthals {{*}} Pigskins {{*}} Sanguophages {{*}} Wasters {{*}} Yttakin&lt;br /&gt;
  |group2 = Genes&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} Gene Extractor {{*}} [[Gene bank]] {{*}} Gene assembler {{*}} Gene processor {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = Wastepacks {{*}} Atomizers {{*}} Pollution Pumps {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112970</id>
		<title>Template:Biotech navbox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Biotech_navbox&amp;diff=112970"/>
		<updated>2022-10-25T09:17:40Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: link to new growth vat page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
|name = Biotech navbox&lt;br /&gt;
|title = {{BiotechIcon}} '''[[Biotech]]'''&lt;br /&gt;
|group1 = [[Children and reproduction|Families]]&lt;br /&gt;
|list1 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Relationships&lt;br /&gt;
  |list1 = Romance {{*}} Family Planning {{*}} [[Children_and_reproduction#Natural_pregnancy|Reproduction]]&lt;br /&gt;
  |group2 = Life Stages&lt;br /&gt;
  |list2 = Infants {{*}}  Children {{*}} Adults&lt;br /&gt;
  |group3 = Furniture&lt;br /&gt;
  |list3 = [[Crib]] {{*}} [[Baby sleeping spot]] {{*}} [[Growth Vat]] {{*}} [[Toy box]] {{*}} [[Baby decoration]] {{*}} [[School desk]] {{*}} [[Blackboard]]&lt;br /&gt;
}}&lt;br /&gt;
|group2 = Mechanoids&lt;br /&gt;
|list2 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Laborers&lt;br /&gt;
  |list1 = [[Agrihand]] {{*}} [[Cleansweeper]] {{*}} [[Constructoid]] {{*}} [[Fabricor]] {{*}} [[Lifter]] {{*}} [[Paramedic]] {{*}} [[Tunneler]]&lt;br /&gt;
  |group2 = Combatants&lt;br /&gt;
  |list2 = [[Centurion]] {{*}} [[Legionary]] {{*}} [[Militor]] {{*}} [[Scorcher]] {{*}} [[Tesseron]] {{*}} [[War urchin]]&lt;br /&gt;
  |group3 = Commanders&lt;br /&gt;
  |list3 = [[Apocriton]] {{*}} [[Diabolus]] {{*}} [[War queen]]&lt;br /&gt;
}}&lt;br /&gt;
|group3 = [[Mechanitor|Mechanitors]]&lt;br /&gt;
|list3 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Control&lt;br /&gt;
  |list1 = Mech link {{*}} Band Nodes {{*}} Mech Boosters {{*}} Mech Signallers {{*}} [[Control Pack]] {{*}} [[Airwire headset]] {{*}} [[Array headset]] {{*}} [[Bandwidth pack]]&lt;br /&gt;
  |group2 = [[Mechanoid creation|Mechanoid Creation]]&lt;br /&gt;
  |list2 = Subcore {{*}} Subcore encoder {{*}} Subcore Softscanner {{*}} Subcore Ripscanner {{*}} Mech gestator&lt;br /&gt;
  |group3 = Maintenance&lt;br /&gt;
  |list3 = Mech recharger {{*}}&lt;br /&gt;
}}&lt;br /&gt;
|group4 = Genetics&lt;br /&gt;
|list4 = {{Navbox subgroup&lt;br /&gt;
  |group1 = [[Xenotypes|Xenohumans]]&lt;br /&gt;
  |list1 = [[Dirtmoles]] {{*}} Genies {{*}} Highmates {{*}} [[Hussars]] {{*}} [[Impids]] {{*}} Neanderthals {{*}} Pigskins {{*}} Sanguophages {{*}} Wasters {{*}} Yttakin&lt;br /&gt;
  |group2 = Genes&lt;br /&gt;
  |list2 = Germline {{*}} Xenogene {{*}} Metabolic Efficiency {{*}}&lt;br /&gt;
  |group3 = Genetic Modification&lt;br /&gt;
  |list3 = [[Genepack]] {{*}} Gene Extractor {{*}} [[Gene bank]] {{*}} Gene assembler {{*}} Gene processor {{*}} Xenogerm {{*}} Archite Capsules&lt;br /&gt;
}}&lt;br /&gt;
|group5 = [[Pollution]]&lt;br /&gt;
|list5 = {{Navbox subgroup&lt;br /&gt;
  |group1 = Nature&lt;br /&gt;
  |list1 = [[Toxalope]] {{*}} [[Toxipotato plant]] {{*}} [[Waste rat]] {{*}} Stasis Cocoons&lt;br /&gt;
  |group2 = Mitigation&lt;br /&gt;
  |list2 = Wastepacks {{*}} Atomizers {{*}} Pollution Pumps {{*}} Polux Trees&lt;br /&gt;
  |group3 = Adaptation&lt;br /&gt;
  |list3 = [[Gas mask]] {{*}} [[Tox grenades]] {{*}} [[Tox pack]] {{*}} Tox shell {{*}} [[Toxic needle gun]] {{*}} [[Toxbomb launcher]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigation templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112969</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112969"/>
		<updated>2022-10-25T09:15:09Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Acquisition */  link to new growth vat page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through [[growth vat|growth vats]].&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Kidnapping.&lt;br /&gt;
#  Quests&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; Women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's fertility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters. The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e. The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child, they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilize (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
==Surrogacy==&lt;br /&gt;
When Fertility procedures is researched an ovum can be extracted from a female pawn, fertilized by a male pawn to produce an embryo&lt;br /&gt;
This embryo can be placed inside a female pawn who will become pregnant.&lt;br /&gt;
&lt;br /&gt;
If the mother with embryo is not the one who supplied the ovum they will be the pawn's birth mother.&lt;br /&gt;
&lt;br /&gt;
The pregnancy part is largely the same as a natural pregnancy {{Check Tag|Not thoroughly checked, quick devmode run to write this section}}.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=112968</id>
		<title>Growth vat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Growth_vat&amp;diff=112968"/>
		<updated>2022-10-25T09:13:33Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Created page with &amp;quot;{{Biotech}}{{stub}}{{infobox main|building| |name = Growth vat |image =  |description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; Whi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Growth vat&lt;br /&gt;
|image = &lt;br /&gt;
|description = A vat of fluid which can gestate an embryo or accelerate a child's growth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While growing or gestating, the vat must be fed with a constant supply of nutrition to provide the feedstock for growth. Gestating an embryo takes twice the nutrition of accelerating a child's growth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Embryos are gestated for 9 days before a baby is formed. There is a risk of health complications.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Child growth can only be accelerated up to age 18, but not beyond. While growing, a child's skills will slowly increase. Children raised in growth vats will have lower skills and gain fewer passions than normal.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The device uses chemical injections, electrical stimulation, and simple mechanite treatments to push the body to grow. Growth vats are often used to quickly manufacture engineered workers or warriors.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -800&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = Steel&lt;br /&gt;
|resource 1 amount = 150 &lt;br /&gt;
|resource 2 = component&lt;br /&gt;
|resource 2 amount = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Is used to speed up aging of pawns under 18 or to create new pawns from an [[embryo]]&lt;br /&gt;
Embryo will take 9 days to become a child.&lt;br /&gt;
&lt;br /&gt;
Can also be used to speed up aging of children 20x the speed of normal aging. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Check Tag|Any point accelerating over the age of 16?}}.&lt;br /&gt;
{{Check Tag|Any penalty to growth if child has reached growth tier 8?}}.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pollution_pump&amp;diff=112961</id>
		<title>Pollution pump</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pollution_pump&amp;diff=112961"/>
		<updated>2022-10-25T08:57:36Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Description copied from game files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Pollution pump&lt;br /&gt;
|image = &lt;br /&gt;
|description = &lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -200&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = &lt;br /&gt;
|resource 1 amount = &lt;br /&gt;
|resource 2 = &lt;br /&gt;
|resource 2 amount = &lt;br /&gt;
}}&lt;br /&gt;
? A groundwater-filtering pump which slowly cleans polluted terrain. The extracted pollution is formed into toxic wastepacks which must be hauled away.&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
&lt;br /&gt;
Categories and Nav go here.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wastepack_atomizer&amp;diff=112957</id>
		<title>Wastepack atomizer</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wastepack_atomizer&amp;diff=112957"/>
		<updated>2022-10-25T08:52:52Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Added basic description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Wastepack atomizer&lt;br /&gt;
|image = &lt;br /&gt;
|description = &lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = &lt;br /&gt;
|placeable = &lt;br /&gt;
|path cost = &lt;br /&gt;
|passability = &lt;br /&gt;
|blockswind = &lt;br /&gt;
|cover = &lt;br /&gt;
|minifiable = &lt;br /&gt;
|size = &lt;br /&gt;
|flammability = &lt;br /&gt;
|hp = &lt;br /&gt;
|beauty = &lt;br /&gt;
|power = -800&lt;br /&gt;
|glowradius =&lt;br /&gt;
|glowcolor = &lt;br /&gt;
|heatpersecond = &lt;br /&gt;
|terrain affordance = &lt;br /&gt;
|research = &lt;br /&gt;
|skill 1 = &lt;br /&gt;
|skill 1 level = &lt;br /&gt;
|work to make = &lt;br /&gt;
|resource 1 = &lt;br /&gt;
|resource 1 amount = &lt;br /&gt;
|resource 2 = &lt;br /&gt;
|resource 2 amount = &lt;br /&gt;
}}&lt;br /&gt;
? A glittertech device that deconstructs toxic wastepacks into inert gases using advanced moecular proccesses. &amp;lt;br&amp;gt;&lt;br /&gt;
The process requires considerable amounts of power.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
You can only load when you have 10 wastepacks (two full stacks). &lt;br /&gt;
== Analysis ==&lt;br /&gt;
&lt;br /&gt;
Nav and categories here.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Impids&amp;diff=112947</id>
		<title>Impids</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Impids&amp;diff=112947"/>
		<updated>2022-10-25T06:38:35Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Genes */  fix incorrectly referring to hussars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Impids''' are a [[Xenotypes|xenotype]] of fire-breathing devilish desertpeople. They are adapted well to the desert, but sacrifice ability with melee fighting, plants, and animals, to accomplish this. They're recognizable by their horns, bright skin, and fire-breathing attacks.&lt;br /&gt;
&lt;br /&gt;
== Lore ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;small&amp;gt;''Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming. They fight well at range, but in close combat their physical weakness becomes apparent.&amp;lt;br&amp;gt;Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.&amp;lt;br&amp;gt;The savage impid tribe has no intention of coexisting peacefully with anyone else. Their warriors are experts at using their natural speed and flame attacks to burn the towns and children of other peoples. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.&amp;lt;br&amp;gt;Having been on the planet for thousands of years, the origins of this tribe are lost in myth. They might descend from a group of settlers who lost their technology, or an impid community in some long-ruined civilization.'' - '''In Game Description'''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genes ==&lt;br /&gt;
Impids have a mixed bag of physical abilities, but their fire spew ability is their main benefit. They also have flame-colored skin, horns, blond hair, with no beards, making them quite recognizable. Their genetic complexity is 11, and metabolic efficiency is 0, giving no effect on their hunger rate.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
* Fire spew (like a psycasting ability, fire spew allows you to direct your impid to spray flames at their enemies with a recharge period of five days. When the impid is drafted, a box at the bottom of the screen will appear to let you do this. The fire can be directed out in a broad stream in the direction you choose.&lt;br /&gt;
Body:&lt;br /&gt;
* Weak immunity&lt;br /&gt;
* Slow wound healing&lt;br /&gt;
* Very fast runner&lt;br /&gt;
* Pessimist&lt;br /&gt;
* Cold weakness&lt;br /&gt;
* Heat super-tolerant&lt;br /&gt;
* Fire resistant&lt;br /&gt;
* Weak melee damage&lt;br /&gt;
Looks:&lt;br /&gt;
* Beardless&lt;br /&gt;
* Mini-horns&lt;br /&gt;
* Sandy-blonde hair&lt;br /&gt;
* Pale yellow skin&lt;br /&gt;
Skills:&lt;br /&gt;
* Poor plants&lt;br /&gt;
* Poor animals&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
You'll meet many impids when you get attacked by the Savage Impid Tribe: a vicious tribe with every intention of burning your base down. There is a slight chance that impids will show up with various [[Pirates|pirate gangs]], but it appears impids do not attempt to peacefully cohabitate in regular tribes and unions.&lt;br /&gt;
&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=112946</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=112946"/>
		<updated>2022-10-25T06:33:33Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Biotech navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{rwbox&lt;br /&gt;
|nocat=true&lt;br /&gt;
|type=warning&lt;br /&gt;
|text= &amp;lt;big&amp;gt;'''The table format for this page is being discussed on the [[Talk:Genes|Talk Page]]! We want to get it hashed out ''before'' rolling it out to all 200+ genes. Come weigh in with your opinion}}'''&amp;lt;/big&amp;gt;&lt;br /&gt;
'''Genes''' are a system for adding capabilties to [[human]] pawns. &lt;br /&gt;
&lt;br /&gt;
Metabolism, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, is a measure of how much food a colonist needs to eat. Negative traits will increase their metabolism, meaning they need to eat less food, while positive traits will decrease their metabolism, meaning they need to eat more food. The metabolism counter caps at -5 (250% food intake) and 5 (50% food intake). You can have a metabolism higher than 5, but the food needed will not go below 50%. You can not have a metabolism below -5.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, is a measure of how complex the genetic makeup of a colonist will be. It affects the amount of time needed to regrow the colonist's genes, if need be.&lt;br /&gt;
&lt;br /&gt;
Inheritability, denoted by &amp;quot;N/A&amp;quot;, represents whether or not offspring can inherit it, as well as the chance (whether it's dominant, etc.)&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_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&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;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&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;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&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;
| ''' 0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&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;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&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;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&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;
| '''0'''&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;7&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&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;
| {{+|6}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;6&amp;lt;/span&amp;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;
== Ability ==&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;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! Exclude&lt;br /&gt;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File: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: 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|300000}}&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* [[Market Value]] Factor: 1.5&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&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;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&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;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&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;
| {{--|2}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&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 over time.&lt;br /&gt;
| ?&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&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;
== Hemogen ==&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;
! 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;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&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;
| {{--|1}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&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;
| {{--|1}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing Spine&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;
| {{--|1}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&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;
| {{+|1}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&lt;br /&gt;
| Carriers lose an additional 8 hemogen per day from biological entropy.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&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.\n\nThose who put off deathresting will suffer from deathrest exhaustion.&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| '''0'''&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;
== Healing ==&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;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds half as fast as normal. &lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds twice as fast as normal. &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&lt;br /&gt;
| Carriers of this gene heal from wounds four times as fast as normal. &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&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;
| {{+|2}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases faster than normal.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&lt;br /&gt;
| Carriers of this gene gain immunity to diseases more considerably faster than normal.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&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;
| {{--|1}}&lt;br /&gt;
| '''0'''&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;
== Psychic ==&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;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
!inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&lt;br /&gt;
| Carriers of this gene are less psychically-sensitive than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&lt;br /&gt;
| Carriers of this gene are more psychically-sensitive than average.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&lt;br /&gt;
| Carriers of this gene are much more psychically-sensitive than most.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;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;
== 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_07 }}&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;
! Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Staggeringly ugly&amp;quot;&lt;br /&gt;
! Staggeringly ugly&lt;br /&gt;
| Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ugly&amp;quot;&lt;br /&gt;
! Ugly&lt;br /&gt;
| Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pretty&amp;quot;&lt;br /&gt;
! Pretty&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beautiful&amp;quot;&lt;br /&gt;
! Beautiful&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&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;
== Miscellaneous ==&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;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
!Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&lt;br /&gt;
| Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&lt;br /&gt;
| Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&lt;br /&gt;
| Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&lt;br /&gt;
| Carriers of this gene have regular human hands.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&lt;br /&gt;
| Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&lt;br /&gt;
| Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&lt;br /&gt;
| Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&lt;br /&gt;
| This genetic condition affects a person's fertility, immunity, and mental capacity.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&lt;br /&gt;
| Carriers of this gene are not slowed down when taking damage.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow learner&amp;quot;&lt;br /&gt;
! Slow learner&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast learner&amp;quot;&lt;br /&gt;
! Fast learner&lt;br /&gt;
| Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&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_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&lt;br /&gt;
| Carriers of this gene move more slowly than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&lt;br /&gt;
| Carriers of this gene move more quickly than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&lt;br /&gt;
| Carriers of this gene move much more quickly than normal.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-5&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&lt;br /&gt;
| Carriers of this gene move slower while clothed, and faster while naked.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;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;
==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_07 }}&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;
! Inheritable?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Depressive&amp;quot;&lt;br /&gt;
! Depressive&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;5&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pessimist&amp;quot;&lt;br /&gt;
! Pessimist&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Optimist&amp;quot;&lt;br /&gt;
! Optimist&lt;br /&gt;
| Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sanguine&amp;quot;&lt;br /&gt;
! Sanguine&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;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;
==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_07 }}&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;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in cold temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&lt;br /&gt;
| Carriers of this gene are slightly less comfortable in warm temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&lt;br /&gt;
| Carriers of this gene are slightly more comfortable in warm temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&lt;br /&gt;
| Carriers of this gene are much more comfortable in warm temperatures.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&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;
== 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_07 }}&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;
!Inheritable&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;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;
==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_07 }}&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;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&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 judges people by their appearance.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&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_07 }}&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;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-6&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;3&amp;lt;/span&amp;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;
==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_07 }}&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;Delicate&amp;quot;&lt;br /&gt;
! Delicate&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;3&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&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;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&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;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| '''0'''&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;
&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;
! 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;No hair&amp;quot;&lt;br /&gt;
! No hair&lt;br /&gt;
| Carriers of this gene grow no hair on the head.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&lt;br /&gt;
| Carriers of this gene can only grow short hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&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;
&lt;br /&gt;
|- id=&amp;quot;Greyless hair&amp;quot;&lt;br /&gt;
! Greyless hair&lt;br /&gt;
| Carriers of this gene keep their natural hair color as they age.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&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;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&lt;br /&gt;
| Carriers of this gene grow no facial hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&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;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&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;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin slate gray.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&lt;br /&gt;
| Carriers of this produce a light-gray pigment in their skin.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&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;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a blue color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a purple color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a moderate red color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&lt;br /&gt;
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin an orange color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&lt;br /&gt;
| Carriers of this gene produce a pigment that gives their skin a green color.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&lt;br /&gt;
| Carriers of this gene have deeply red-pigmented eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&lt;br /&gt;
| Carriers of this gene have pale white-gray eyes.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&lt;br /&gt;
| Carriers of this gene have a prominent brow.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&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;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&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;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&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;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&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;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&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;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&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;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&lt;br /&gt;
| Carriers of this gene will grow pointed pig-like ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&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;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&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;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&lt;br /&gt;
| Carriers of this gene have pointed ears.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&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;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&lt;br /&gt;
| Carriers of this gene have pig-like snouts.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&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;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&lt;br /&gt;
| Carriers of this gene have large jaws.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&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;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&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;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&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;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&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;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&lt;br /&gt;
| Carriers of this gene have regular human vocal chords.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&lt;br /&gt;
| Carriers have a squealing voice like that of a pig.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&lt;br /&gt;
| Carriers have an animal-like roaring voice.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&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;
&lt;br /&gt;
There are one of each of these for each skill.&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;
! 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;Awful skill&amp;quot;&lt;br /&gt;
! Awful skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor skill&amp;quot;&lt;br /&gt;
! Poor skill&lt;br /&gt;
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong skill&amp;quot;&lt;br /&gt;
! Strong skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-1&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great skill&amp;quot;&lt;br /&gt;
! Great skill&lt;br /&gt;
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-3&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;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;
== Drugs ==&lt;br /&gt;
&lt;br /&gt;
There are one of each of these for each drug.&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;
! 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;Drug addict-resist&amp;quot;&lt;br /&gt;
! Drug addict-resist&lt;br /&gt;
| Carriers are only half as likely to become addicted to drug.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-2&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug addict-immune&amp;quot;&lt;br /&gt;
! Drug addict-immune&lt;br /&gt;
| Carriers of this gene never get addicted to drug.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;-5&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;2&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Drug dependency&amp;quot;&lt;br /&gt;
! Drug dependency&lt;br /&gt;
| Carriers of this gene need to ingest drug on a regular basis to survive. After duration without drug, carriers will suffer from drug deficiency. After duration, they will fall into a coma. After duration, they will die.&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:forestgreen;font-weight:bold&amp;gt;4&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:firebrick;font-weight:bold&amp;gt;1&amp;lt;/span&amp;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;
==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_07 }}&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;Sterile&amp;quot;&lt;br /&gt;
! Sterile&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&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;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=112945</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=112945"/>
		<updated>2022-10-25T06:31:02Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Gene harvesting (Biotech DLC) */  add a line break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.&lt;br /&gt;
&lt;br /&gt;
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Mood penalties ==&lt;br /&gt;
&amp;quot;Normal&amp;quot; colonists in base game (Core RimWorld) receive penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.&lt;br /&gt;
&lt;br /&gt;
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed [[psychic drone]] on top could seriously mess with your colony.&lt;br /&gt;
&lt;br /&gt;
A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Mood table (Core) ===&lt;br /&gt;
Without any DLC:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Trait !! Observes corpse !! Observes rotting corpse !! Butchers human !! Somebody butchers human (colonywide) !! Eats raw human flesh !! Eats meal with human flesh !! Wears human skin clothing !! Trades human flesh or leather !! A slave is sold (colonywide) !! An organ is harvested (colonywide)&lt;br /&gt;
|-&lt;br /&gt;
! None&amp;lt;br/&amp;gt;(average&amp;lt;br/&amp;gt;colonist)&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(0.25 days.&amp;amp;nbsp;3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|7 Mood}}&amp;lt;br/&amp;gt;(0.25&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days. 4&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days. 1&amp;amp;nbsp;stack) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|15 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}&amp;lt;br/&amp;gt;(4&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(7.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Psychopath&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| – || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|4 Mood}}&amp;lt;br/&amp;gt;(stack unknown)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || {{+|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|15 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Ideology DLC]]{{IdeologyIcon}} changes the impact of these actions. All [[Ideoligion]]s have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option &amp;quot;Play Classic&amp;quot;, provides a -4 moodlet for observing a fresh corpse, instead of the -3 in the base game. See [[Human resources#Ideoligion Table]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psychopath]]''': No issue with slavery or organ harvesting&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:*No issue with seeing corpses (even rotten) or butchering corpses&lt;br /&gt;
:* does '''NOT''' like cannibalism or slavery&lt;br /&gt;
&lt;br /&gt;
* '''[[Traits#Cannibal|Cannibal]]''': Loves human flesh and likes to wear human leather&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Humans and their corpses can be used for many valuable services:&lt;br /&gt;
&lt;br /&gt;
== Unprocessed corpses ==&lt;br /&gt;
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses (including from hauling).&lt;br /&gt;
&lt;br /&gt;
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Organ harvesting ==&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s,  [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:&lt;br /&gt;
&lt;br /&gt;
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.&lt;br /&gt;
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||1150}} market value. &lt;br /&gt;
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||1420}}. This is more efficient if you can craft your own prosthetic hearts - buying prosthetic hearts may actually cause a deficit for trade, as you always sell items at a loss.&lt;br /&gt;
*If the heart and liver are both unavailable, you may harvest a second kidney or lung for a total of {{Icon Small|silver||900}}.&lt;br /&gt;
&lt;br /&gt;
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||650}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||920}}. If the organ &amp;quot;donor&amp;quot; is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.&lt;br /&gt;
&lt;br /&gt;
Pawns with [[bionic]] attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing an artificial part doesn't count as organ harvesting{{Check Tag|Fact Check}}.&lt;br /&gt;
&lt;br /&gt;
Their default &amp;lt;u&amp;gt;market&amp;lt;/u&amp;gt; value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Colonists receive a colony-wide -5 mood debuff from an organ harvest. Organs past the first count, or &amp;quot;stack&amp;quot;, for a smaller debuff: 5 organs give -15 mood. If a vital organ (one that kills when harvested) is removed, then an additional and separate -6 mood penalty is received for organ murder.&lt;br /&gt;
&lt;br /&gt;
The organ harvester themselves receives another -5 mood debuff, with progressively smaller stacks (5 organs, -15 mood), unless they wouldn't care. Finally, the organ harvester receives a social penalty.&lt;br /&gt;
&lt;br /&gt;
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.&lt;br /&gt;
&lt;br /&gt;
== Human butchering ==&lt;br /&gt;
By default, &amp;quot;humanlike corpses&amp;quot; is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces {{Icon Small|human meat}} [[human meat]] and {{Icon Small|human leather}} [[human leather]]. &lt;br /&gt;
&lt;br /&gt;
Before [[difficulty]] modifiers, each undamaged corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||284}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to simple meals and normal quality dusters provides an average of {{Icon Small|silver||370}} per corpse. This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills/etc.]]... In most practical scenarios, pawns will die from damage, and you'll recieve less material.&lt;br /&gt;
&lt;br /&gt;
=== Human meat ===&lt;br /&gt;
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.&lt;br /&gt;
&lt;br /&gt;
Raw human meat inflicts a massive mood penalty, which may be situationally useful. It can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]].&lt;br /&gt;
&lt;br /&gt;
Human meat can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties (beyond the initial butchering). The action of cooking human meat has no penalty, but eating the meat is another story.&lt;br /&gt;
&lt;br /&gt;
A human corpse provides an average of 92.5 human meat, before missing body parts and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||73.92}}. Human meat itself is worth less than ordinary meat, but not when processed. Therefore, it can be cooked into {{Icon Small|simple meal||9.25}} [[simple meal]]s worth {{Icon Small|silver||138.75}} for 47.5 work, or processed in a biofuel refinery for {{Icon Small|chemfuel||46.25}}, worth {{Icon Small|silver||106.37}}. [[Fine meal]]s are more valuable if you have the vegetable ingredients for them.&lt;br /&gt;
&lt;br /&gt;
=== Human leather ===&lt;br /&gt;
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[cannibal]] traits.&lt;br /&gt;
&lt;br /&gt;
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. &lt;br /&gt;
&lt;br /&gt;
They also provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Butchering a corpse gives a colony wide -6 debuff. This doesn't stack; butchering 1 or 100 corpses has the same effect, so butchering corpses en mass is more mood efficient. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. [[Shelf|Shelves]] are recommended if you have pawns that don't like seeing corpses on the ground. Even with shelves, &amp;quot;vulnerable&amp;quot; pawns will almost invariably see corpses at some time, which may make things less manageable.&lt;br /&gt;
&lt;br /&gt;
Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.&lt;br /&gt;
&lt;br /&gt;
The butcher themselves receives another -6 mood debuff, which ''does'' stack as they butcher more corpses (up to 4). It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three traits don't mind butchering at all. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.&lt;br /&gt;
&lt;br /&gt;
== Selling slaves ==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
&lt;br /&gt;
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - the most notable being slavers and [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||1150}}. Harvesting organs seems to have no penalty to corpse value{{Check Tag|Fact Check}}, so butchering the corpse then gives a value of {{Icon Small|silver||284}} without any further processing. This gives a total of {{Icon Small|silver||1434}} before further processing. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, and possibly less than their organs - see the information tab (once they've healed) for their value. &lt;br /&gt;
&lt;br /&gt;
If a pawn is highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them. Therefore, at a certain point, harvesting a prisoner for their organs and/or butchering them is significantly more profitable.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest prisoners and then convert them into honor. However, like slavers, the empire only comes every so often.&lt;br /&gt;
:Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. This may seem worse than other options, but nearly all items are sold at less than market value. If a pawn is below [[Skills#Social|Social]] skill 16, then selling a [[heart]] or [[liver]] alone is worth less than 1 slave's worth of honor.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Selling slaves incurs a smaller mood decrease than organ harvest. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story. Other pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.&lt;br /&gt;
&lt;br /&gt;
== Slaves (Ideology DLC) ==&lt;br /&gt;
{{Main|Slavery#Ideology}}&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].&lt;br /&gt;
&lt;br /&gt;
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.&lt;br /&gt;
&lt;br /&gt;
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}&lt;br /&gt;
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:&lt;br /&gt;
*'''Cannibalism: '''&lt;br /&gt;
:*Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh&lt;br /&gt;
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather&lt;br /&gt;
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.&lt;br /&gt;
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.&lt;br /&gt;
*'''Slavery:'''&lt;br /&gt;
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor&lt;br /&gt;
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion table ===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Abhorrent&lt;br /&gt;
| {{--|12 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Horrible&lt;br /&gt;
| {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|3 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|12 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Disapproved&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|1 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Acceptable&lt;br /&gt;
| – || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Preferred&lt;br /&gt;
| – || – || {{+|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Strong)&lt;br /&gt;
| – || – || {{+|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Ravenous)&lt;br /&gt;
| – || – || {{+|6 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Ugly&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Don't care&lt;br /&gt;
| – || –&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Organ Use: Acceptable*&lt;br /&gt;
*Slavery*&lt;br /&gt;
&lt;br /&gt;
== Gene harvesting (Biotech DLC) ==&lt;br /&gt;
Pawns can be kept as prisoners for their genetic potential, to perform periodic Gene extractions and extract ovum's from female prisoners.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If their sole purpose is genetic you can install peg legs and remove them so that the prisoners can never escape.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112944</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112944"/>
		<updated>2022-10-25T06:29:56Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Surrogacy */  filled it out from info gathered by quick devmode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Kidnapping.&lt;br /&gt;
#  Quests&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; Women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's ferility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e.; The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
==Surrogacy==&lt;br /&gt;
When Fertility procedures is researched an ovum can be extracted from a female pawn, fertilised by a male pawn to produce an embryo&lt;br /&gt;
This embryo can be placed inside a female pawn who will become pregnant.&lt;br /&gt;
&lt;br /&gt;
If the mother with embryo is not the one who supplied the ovum they will be the pawn's birth mother.&lt;br /&gt;
&lt;br /&gt;
The pregnnancy part is largely the same as a natural pregnancy {{Check Tag|Not throughly checked, quick devmode run to write this section}}.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112937</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112937"/>
		<updated>2022-10-25T05:57:24Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Acquisition */  added quests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Kidnapping.&lt;br /&gt;
#  Quests&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; Women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's ferility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e.; The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
==Surrogacy==&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112936</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112936"/>
		<updated>2022-10-25T05:56:05Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: capitalise surrogacy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Kidnapping.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; Women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's ferility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e.; The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
==Surrogacy==&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112935</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112935"/>
		<updated>2022-10-25T05:55:35Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: added surrogacy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Kidnapping.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; Women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's ferility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e.; The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
==surrogacy==&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112934</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112934"/>
		<updated>2022-10-25T05:54:48Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Move growth acceleration above navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are added by the [[Biotech (DLC)| Biotech DLC]]. They are smaller, slower, and less capable of work when compared to adult pawns, but gain skills as they age.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Kidnapping.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they initiate lovin'.  A pawn's chance of getting impregnated can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, both men and women start becoming fertile after age 14; Women's fertility increases until it reaches 100% through ages 20-28, then drops steadily from 100% to 0% at age 50, while men's ferility increases until it reaches 100% through ages 18-50, then starts dropping before reaching 0% at age 90.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Female Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 20, 28, 35, 40, 45, 50, 120&lt;br /&gt;
|y=0, 0, 100, 100, 50, 10, 2, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Male Fertility&lt;br /&gt;
|-&lt;br /&gt;
| {{GraphChart&lt;br /&gt;
|width=400&lt;br /&gt;
|height=100&lt;br /&gt;
|type=line&lt;br /&gt;
|x=0, 14, 18, 50, 90, 120&lt;br /&gt;
|y=0, 0, 100, 100, 0, 0&lt;br /&gt;
|xAxisTitle = Pawn age (years)&lt;br /&gt;
|yAxisTitle = Fertility (%)&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement, manipulation, and hunger rate, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
It is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Birth ==&lt;br /&gt;
The player will receive two notifications before birth: one several days before the birth, and another when the mother enters labor. Once labor begins, the birthing procedure can be initiated by clicking on the mother and selecting the &amp;quot;Begin birth&amp;quot; option. This allows the player to select the participating pawns, much like a ritual from Ideology. Presence of a skilled doctor and loved ones at the birth improves the probability of positive outcomes. Once the procedure begins, all participants will move towards a bed (or sleeping spot), preferentially one designated as a medical bed.&lt;br /&gt;
&lt;br /&gt;
The progress of labor can be tracked in the mother's health tab. Each successive stage of labor results in an increasing amount of pain, quickly incapacitating the pawn. Once birth is complete, the baby will appear on an adjacent tile, and the mother will be incapacitated by exhaustion for up to a full day. At this point, a pawn with the Childcare work enabled can be instructed to either move the baby to a safe space, or to deliver it to the mother for breastfeeding.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (i.e.; The father).&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not breastfeeding a child they cease to lactate.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
==== Age 3 ====&lt;br /&gt;
Now your baby is a child! They can now walk and talk, and do activities for skills like melee, shooting, or social.&lt;br /&gt;
&lt;br /&gt;
==== Age 7 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 10 ====&lt;br /&gt;
&lt;br /&gt;
==== Age 13 ====&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a [[School desk|desk]] and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 [[Blackboard|blackboards]] near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
Children run around outside, similar to the adult &amp;quot;Going for a walk&amp;quot; activity.&lt;br /&gt;
&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112602</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112602"/>
		<updated>2022-10-24T10:00:26Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Growth acceleration */ Reference future growth vat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a [[growth vat]].&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112601</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112601"/>
		<updated>2022-10-24T09:59:30Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Artificial pregnancy */  Like to future growth vat page, I don't have permission to create&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
[[Growth vat]] must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a growth vat.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112600</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112600"/>
		<updated>2022-10-24T09:44:21Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Artificial pregnancy */  fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth is 9 days.&lt;br /&gt;
&lt;br /&gt;
Growth vat must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a growth vat.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=112599</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=112599"/>
		<updated>2022-10-24T08:56:22Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Add a stub about Genetic harvesting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.&lt;br /&gt;
&lt;br /&gt;
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]]{{IdeologyIcon}}.&lt;br /&gt;
&lt;br /&gt;
== Mood penalties ==&lt;br /&gt;
&amp;quot;Normal&amp;quot; colonists in base game (Core RimWorld) receive penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.&lt;br /&gt;
&lt;br /&gt;
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed [[psychic drone]] on top could seriously mess with your colony.&lt;br /&gt;
&lt;br /&gt;
A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Mood table (Core) ===&lt;br /&gt;
Without any DLC:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Trait !! Observes corpse !! Observes rotting corpse !! Butchers human !! Somebody butchers human (colonywide) !! Eats raw human flesh !! Eats meal with human flesh !! Wears human skin clothing !! Trades human flesh or leather !! A slave is sold (colonywide) !! An organ is harvested (colonywide)&lt;br /&gt;
|-&lt;br /&gt;
! None&amp;lt;br/&amp;gt;(average&amp;lt;br/&amp;gt;colonist)&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(0.25 days.&amp;amp;nbsp;3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|7 Mood}}&amp;lt;br/&amp;gt;(0.25&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days. 4&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days. 1&amp;amp;nbsp;stack) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|15 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}&amp;lt;br/&amp;gt;(4&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(7.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Psychopath&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Bloodlust&lt;br /&gt;
| – || – || – || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || {{+|4 Mood}}&amp;lt;br/&amp;gt;(stack unknown)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || – || – || {{+|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|15 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|3/+5/+7/+8 Mood}} || – || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:firebrick&amp;quot;&amp;gt;'''Normal penalty'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Ideology DLC]]{{IdeologyIcon}} changes the impact of these actions. All [[Ideoligion]]s have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option &amp;quot;Play Classic&amp;quot;, provides a -4 moodlet for observing a fresh corpse, instead of the -3 in the base game. See [[Human resources#Ideoligion Table]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
The three [[traits]] below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).&lt;br /&gt;
&lt;br /&gt;
* '''[[Psychopath]]''': No issue with slavery or organ harvesting&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:*No issue with seeing corpses (even rotten) or butchering corpses&lt;br /&gt;
:* does '''NOT''' like cannibalism or slavery&lt;br /&gt;
&lt;br /&gt;
* '''[[Traits#Cannibal|Cannibal]]''': Loves human flesh and likes to wear human leather&lt;br /&gt;
:*No issue with seeing fresh corpses or butchering corpses&lt;br /&gt;
:* does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Humans and their corpses can be used for many valuable services:&lt;br /&gt;
&lt;br /&gt;
== Unprocessed corpses ==&lt;br /&gt;
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses (including from hauling).&lt;br /&gt;
&lt;br /&gt;
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].&lt;br /&gt;
&lt;br /&gt;
== Organ harvesting ==&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s,  [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:&lt;br /&gt;
&lt;br /&gt;
* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.&lt;br /&gt;
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||1150}} market value. &lt;br /&gt;
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||1420}}. This is more efficient if you can craft your own prosthetic hearts - buying prosthetic hearts may actually cause a deficit for trade, as you always sell items at a loss.&lt;br /&gt;
*If the heart and liver are both unavailable, you may harvest a second kidney or lung for a total of {{Icon Small|silver||900}}.&lt;br /&gt;
&lt;br /&gt;
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||650}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||920}}. If the organ &amp;quot;donor&amp;quot; is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.&lt;br /&gt;
&lt;br /&gt;
Pawns with [[bionic]] attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing an artificial part doesn't count as organ harvesting{{Check Tag|Fact Check}}.&lt;br /&gt;
&lt;br /&gt;
Their default &amp;lt;u&amp;gt;market&amp;lt;/u&amp;gt; value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.&lt;br /&gt;
&lt;br /&gt;
===Mood===&lt;br /&gt;
Colonists receive a colony-wide -5 mood debuff from an organ harvest. Organs past the first count, or &amp;quot;stack&amp;quot;, for a smaller debuff: 5 organs give -15 mood. If a vital organ (one that kills when harvested) is removed, then an additional and separate -6 mood penalty is received for organ murder.&lt;br /&gt;
&lt;br /&gt;
The organ harvester themselves receives another -5 mood debuff, with progressively smaller stacks (5 organs, -15 mood), unless they wouldn't care. Finally, the organ harvester receives a social penalty.&lt;br /&gt;
&lt;br /&gt;
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.&lt;br /&gt;
&lt;br /&gt;
== Human butchering ==&lt;br /&gt;
By default, &amp;quot;humanlike corpses&amp;quot; is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces {{Icon Small|human meat}} [[human meat]] and {{Icon Small|human leather}} [[human leather]]. &lt;br /&gt;
&lt;br /&gt;
Before [[difficulty]] modifiers, each undamaged corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||284}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to simple meals and normal quality dusters provides an average of {{Icon Small|silver||370}} per corpse. This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills/etc.]]... In most practical scenarios, pawns will die from damage, and you'll recieve less material.&lt;br /&gt;
&lt;br /&gt;
=== Human meat ===&lt;br /&gt;
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.&lt;br /&gt;
&lt;br /&gt;
Raw human meat inflicts a massive mood penalty, which may be situationally useful. It can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]].&lt;br /&gt;
&lt;br /&gt;
Human meat can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties (beyond the initial butchering). The action of cooking human meat has no penalty, but eating the meat is another story.&lt;br /&gt;
&lt;br /&gt;
A human corpse provides an average of 92.5 human meat, before missing body parts and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||73.92}}. Human meat itself is worth less than ordinary meat, but not when processed. Therefore, it can be cooked into {{Icon Small|simple meal||9.25}} [[simple meal]]s worth {{Icon Small|silver||138.75}} for 47.5 work, or processed in a biofuel refinery for {{Icon Small|chemfuel||46.25}}, worth {{Icon Small|silver||106.37}}. [[Fine meal]]s are more valuable if you have the vegetable ingredients for them.&lt;br /&gt;
&lt;br /&gt;
=== Human leather ===&lt;br /&gt;
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[cannibal]] traits.&lt;br /&gt;
&lt;br /&gt;
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. &lt;br /&gt;
&lt;br /&gt;
They also provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Butchering a corpse gives a colony wide -6 debuff. This doesn't stack; butchering 1 or 100 corpses has the same effect, so butchering corpses en mass is more mood efficient. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. [[Shelf|Shelves]] are recommended if you have pawns that don't like seeing corpses on the ground. Even with shelves, &amp;quot;vulnerable&amp;quot; pawns will almost invariably see corpses at some time, which may make things less manageable.&lt;br /&gt;
&lt;br /&gt;
Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.&lt;br /&gt;
&lt;br /&gt;
The butcher themselves receives another -6 mood debuff, which ''does'' stack as they butcher more corpses (up to 4). It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three traits don't mind butchering at all. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.&lt;br /&gt;
&lt;br /&gt;
== Selling slaves ==&lt;br /&gt;
{{Main|Slavery}}&lt;br /&gt;
&lt;br /&gt;
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - the most notable being slavers and [[faction base]]s.&lt;br /&gt;
&lt;br /&gt;
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||1150}}. Harvesting organs seems to have no penalty to corpse value{{Check Tag|Fact Check}}, so butchering the corpse then gives a value of {{Icon Small|silver||284}} without any further processing. This gives a total of {{Icon Small|silver||1434}} before further processing. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, and possibly less than their organs - see the information tab (once they've healed) for their value. &lt;br /&gt;
&lt;br /&gt;
If a pawn is highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them. Therefore, at a certain point, harvesting a prisoner for their organs and/or butchering them is significantly more profitable.&lt;br /&gt;
&lt;br /&gt;
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest prisoners and then convert them into honor. However, like slavers, the empire only comes every so often.&lt;br /&gt;
:Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. This may seem worse than other options, but nearly all items are sold at less than market value. If a pawn is below [[Skills#Social|Social]] skill 16, then selling a [[heart]] or [[liver]] alone is worth less than 1 slave's worth of honor.&lt;br /&gt;
&lt;br /&gt;
=== Mood ===&lt;br /&gt;
Selling slaves incurs a smaller mood decrease than organ harvest. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story. Other pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.&lt;br /&gt;
&lt;br /&gt;
== Slaves (Ideology DLC) ==&lt;br /&gt;
{{Main|Slavery#Ideology}}&lt;br /&gt;
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].&lt;br /&gt;
&lt;br /&gt;
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.&lt;br /&gt;
&lt;br /&gt;
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.&lt;br /&gt;
&lt;br /&gt;
== Ideoligion ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}&lt;br /&gt;
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:&lt;br /&gt;
*'''Cannibalism: '''&lt;br /&gt;
:*Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh&lt;br /&gt;
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather&lt;br /&gt;
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.&lt;br /&gt;
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.&lt;br /&gt;
*'''Slavery:'''&lt;br /&gt;
:*Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor&lt;br /&gt;
:*Slavery: Honorable - Mood buffs for selling slaves and enslaving others&lt;br /&gt;
&lt;br /&gt;
=== Ideoligion table ===&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Abhorrent&lt;br /&gt;
| {{--|12 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|20 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Horrible&lt;br /&gt;
| {{--|6 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|3 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|12 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Disapproved&lt;br /&gt;
| {{--|3 Mood}}&amp;lt;br/&amp;gt;(6&amp;amp;nbsp;days) || {{--|1 Mood}}&amp;lt;br/&amp;gt;(5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.75&amp;amp;nbsp;stack multiplier) || {{--|5 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Acceptable&lt;br /&gt;
| – || – || – || – || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Preferred&lt;br /&gt;
| – || – || {{+|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Strong)&lt;br /&gt;
| – || – || {{+|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|-&lt;br /&gt;
! Cannibalism: Required (Ravenous)&lt;br /&gt;
| – || – || {{+|6 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}&amp;lt;br/&amp;gt;(1&amp;amp;nbsp;day. 1&amp;amp;nbsp;stack)&lt;br /&gt;
|}&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Ugly&lt;br /&gt;
| {{--|4 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 3&amp;amp;nbsp;stacks. 0.5&amp;amp;nbsp;stack multiplier) || {{--|6 Mood}}&amp;lt;br/&amp;gt;(0.5&amp;amp;nbsp;days. 5&amp;amp;nbsp;stacks. 0.3&amp;amp;nbsp;stack multiplier)&lt;br /&gt;
|-&lt;br /&gt;
! Corpses: Don't care&lt;br /&gt;
| – || –&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Organ Use: Acceptable*&lt;br /&gt;
*Slavery*&lt;br /&gt;
&lt;br /&gt;
== Gene harvesting (Biotech DLC) ==&lt;br /&gt;
Pawns can be kept as prisoners for their genetic potential, to perform periodic Gene extractions and extract ovum's from female prisoners.&lt;br /&gt;
If their sole purpose is genetic you can install peg legs and remove them so that the prisoners can never escape.&lt;br /&gt;
&lt;br /&gt;
{{nav/guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112595</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112595"/>
		<updated>2022-10-24T08:50:41Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Growth acceleration */ Moved to be under development&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth a is 9 days.&lt;br /&gt;
&lt;br /&gt;
Growth vat must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
=== Growth acceleration ===&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a growth vat.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112594</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112594"/>
		<updated>2022-10-24T08:49:51Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: Added growth acceleration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth a is 9 days.&lt;br /&gt;
&lt;br /&gt;
Growth vat must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
&lt;br /&gt;
== Growth acceleration ==&lt;br /&gt;
&lt;br /&gt;
Child growth can be accelerated if a pawn is younger then 18 at the cost of long term development using a growth vat.&lt;br /&gt;
&lt;br /&gt;
Children in grown vats age 20x as fast as normal children.&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112588</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112588"/>
		<updated>2022-10-24T08:45:10Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Artificial pregnancy */ capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility increases until it reaches 100% at age 20, then drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# Performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth a is 9 days.&lt;br /&gt;
&lt;br /&gt;
Growth vat must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a random, currently usable (e.g., when age 4 this can be shooting, melee, or social) skill. The child's skill level goes up. The speed at which the child learns can be increased by up to 60% by adding up to 3 blackboards near the school desks at which the lesson takes place. Additionally, it also trains the adult's social skill.&lt;br /&gt;
&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Children&amp;diff=112584</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Children&amp;diff=112584"/>
		<updated>2022-10-24T08:41:35Z</updated>

		<summary type="html">&lt;p&gt;Unknownlord: /* Artificial pregnancy */  Add a small section to give players the very basics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
'''Children''' are smaller, useless pawns added in the [[Biotech (DLC)| Biotech DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Children can be gained through several different methods:&lt;br /&gt;
#  Naturally, through pregnancy or surrogacy.&lt;br /&gt;
#  Technologically, through growth vats.&lt;br /&gt;
#  Purchased from slavers.&lt;br /&gt;
#  Petty theft.&lt;br /&gt;
&lt;br /&gt;
== Natural pregnancy ==&lt;br /&gt;
Pawns have a chance to get pregnant when they make lovin'.  A pawn's chance of getting impregnanted can be seen by checking their fertility stat. This stat is affected by a variety of factors, such as age and genes. For baseline humans without fertility-modifying genes, women's fertility drops steadily from 100% to 0% by age 50, and men's starts dropping after 50.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Fertility by Age for Baseline Humans&lt;br /&gt;
|-&lt;br /&gt;
| Age || Females || Males&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 80% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 10% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 0% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 0% || ~80%&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0% || ~50%&lt;br /&gt;
|-&lt;br /&gt;
| 80 || 0% || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can further increase pregnancy odds by opening a pawn's social tab and choosing to try for pregnancy (x4 chance) or try avoid pregnancy (x0.25 chance).&lt;br /&gt;
&lt;br /&gt;
Pregnancy lasts for 18 days, broken into three 6 day trimesters.  The pregnant pawn will gain penalties to movement and manipulation, increasing each trimester.   They also occasionally gain mood buffs or debuffs due to hormonal induced mood swings.&lt;br /&gt;
&lt;br /&gt;
The baby can be born healthy, sickly, or die during birth. There is also a chance that the mother can die during childbirth. This is impacted by the quality of the room, the cleanliness, the quality of the bed, the quality of the doctor and if loved ones are around (ie; The father).&lt;br /&gt;
&lt;br /&gt;
Note that Pawns in the character selection menu can begin the game already pregnant.&lt;br /&gt;
&lt;br /&gt;
Pawns that successfully give birth then lactate and can feed their child milk. After 10 days of not feeding their child they cease to lactate. &lt;br /&gt;
&lt;br /&gt;
Please note, it is impossible for a mother that is lactating to have another child under any circumstances, even via surrogacy.&lt;br /&gt;
&lt;br /&gt;
== Artificial pregnancy ==&lt;br /&gt;
To create children artificially you need a growth vat and to have researched fertility procedures.&lt;br /&gt;
&lt;br /&gt;
Then with the following procedure&lt;br /&gt;
# performing an operation on a female pawn to extract an ovum (can be a prisoner).&lt;br /&gt;
# Selecting ovum and setting a male colonist to fertilise (cannot be a prisoner){{Check Tag|What about a slave?}}.&lt;br /&gt;
# Planting the embryo into the growth vat by either selecting the growth vat or the embryo&lt;br /&gt;
&lt;br /&gt;
Time taken to birth a is 9 days.&lt;br /&gt;
&lt;br /&gt;
Growth vat must be given a constant supply of nutrition.&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Children naturally age four times faster than adults do, so in one year, they can go from a 4 to an 8 year-old. Once they are 18, they'll become an adult. Before then, you'll probably want to give them the skills to be capable adults. Although they can perform most tasks for any skills, they start at very low skill levels, with few passions. Luckily, they have several ways to develop these over time. If children are taught well, then they will progress through growth tiers, and they will gain new traits and passions during several growth moments, which come at age 7, 10, and 13. This works through a new need for children--Learning. Viewed in the needs tab, you can see what learning-related activities a child wants to do next–the options are skydreaming, radio talking, floor drawing, nature running, work watching, and lesson taking. When children are scheduled to do Anything or Recreation, they will fulfill these needs, although they need the participation of an adult to accomplish work watching or lesson taking. With a fulfilled learning need, children will raise their growth score (shown at the bottom of the screen when a child is selected). Their score can pass through 8 tiers of learning, and each will grant more rewards during a child's growth moment. Tiers give you more flexibility in choosing a child's next trait and allow you to give them passions. Once a growth moment has passed, the child's growth tiers will reset to 0, and you'll need to keep them learning to gain more rewards.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Growth Tiers and Rewards&lt;br /&gt;
|-&lt;br /&gt;
| Tier || Points || Traits || Passion&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0 || 1 from 1 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 30 || 1 from 2 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 55 || 1 from 3 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 80 || 1 from 4 options || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 100 || 1 from 4 options || 1 from 1 options&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 120 || 1 from 4 options || 1 from 2 options&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 135 || 1 from 4 options || 1 from 3 options&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 150 || 1 from 4 options || 2 from 4 options&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 162 || 1 from 6 options || 3 from 6 options&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Growth moments ===&lt;br /&gt;
Children experience growth moments at 7, 10, and 13. At 18, they become adults. When a child hits the right biological age, a notification will pop up that allows you to choose new traits and passions, if you have been raising them well. A random assortment of choices will be presented, which you can choose from, aided by a window showing the child's Bio and Health stats. If you realize you want to choose the traits later, you can dismiss this window and choose again, within 48 hours of the birthday.&lt;br /&gt;
&lt;br /&gt;
When a child turns 13, you will receive the notification: &amp;quot;Child&amp;quot; became an adult. They are not full adults yet, but now wear adult clothing, dropping their too-small child's clothes if wearing any. They will also gain the ability to smith and research. Unfortunately, this is also when some pre-existing health conditions take effect, like go-juice dependency.&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
==== Floor drawing ====&lt;br /&gt;
Children draw pictures on the floor in various places. This does not require any additional supplies and can occur on carpet. The drawings can be cleaned up the same way as any other dirt.&lt;br /&gt;
==== Lessons ====&lt;br /&gt;
The child(ren) and an adult sit together at a desk and the adult instructs the child in a specific skill. The child's skill level goes up. The speed at which the child learns can be increased by adding up to 3 blackboards near the school desks at which the lesson takes place.&lt;br /&gt;
==== Nature running ====&lt;br /&gt;
==== Sky dreaming ====&lt;br /&gt;
Children lay on the ground and watch the sky much like adults that are cloud watching.&lt;br /&gt;
==== Work watching ====&lt;br /&gt;
Children that are work watching follow an adult who is working while the adult does standard work.&lt;br /&gt;
{{Biotech navbox}}&lt;/div&gt;</summary>
		<author><name>Unknownlord</name></author>
	</entry>
</feed>