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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vercinger</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vercinger"/>
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	<updated>2026-04-06T00:53:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Building_Stats_Table&amp;diff=100864</id>
		<title>Template talk:Building Stats Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Building_Stats_Table&amp;diff=100864"/>
		<updated>2022-03-14T21:47:12Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: /* Wrong values for silver and gold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrong values for silver and gold ==&lt;br /&gt;
&lt;br /&gt;
The template currently has wrong values for silver and gold objects. It lists them at the same resource cost as other materials, whereas in fact they have 10x the material cost.&lt;br /&gt;
&lt;br /&gt;
I would fix this myself but I can't figure out how to edit templates.&lt;br /&gt;
&lt;br /&gt;
[[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 21:47, 14 March 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Building_Stats_Table&amp;diff=100863</id>
		<title>Template talk:Building Stats Table</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Building_Stats_Table&amp;diff=100863"/>
		<updated>2022-03-14T21:46:50Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: /* Wrong values for silver and gold */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrong values for silver and gold ==&lt;br /&gt;
&lt;br /&gt;
The template currently has wrong values for silver and gold objects. It lists them at the same resource cost as other materials, whereas in fact they have 10x the material cost.&lt;br /&gt;
&lt;br /&gt;
I would fix this myself but I can't figure out how to edit templates.&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Recreation&amp;diff=100010</id>
		<title>Recreation</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Recreation&amp;diff=100010"/>
		<updated>2022-02-17T22:32:46Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Corrected game-of-ur skill gain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Rewrite|reason=Severely outdated, desperately in need of cleanup, need overview/comparative analysis of recreation items and strats.}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Data found in&lt;br /&gt;
JobDefs\Jobs_Joy.xml&lt;br /&gt;
JoyGiverDefs\JoyGivers.xml&lt;br /&gt;
JoyKindDefs\JoyKinds.xml&lt;br /&gt;
ThingDefs\Items_Luxury.xml&lt;br /&gt;
ThingDefs\Items_Meals.xml&lt;br /&gt;
ThingDefs\Items_Resources.xml&lt;br /&gt;
ThoughtDefs\Thoughts_Needs.xml&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Stat&lt;br /&gt;
| default base value = 1&lt;br /&gt;
| to string style = PercentZero&lt;br /&gt;
| description = Recreation is the need to have fun. Repeating the same kind of activity makes it less fun, so variety is necessary.&lt;br /&gt;
}}&lt;br /&gt;
'''Recreation''' is one of a colonist's [[needs]]. Prisoners, visitors, enemy pawns, and animals do not have the recreation need. &lt;br /&gt;
&lt;br /&gt;
Colonists gain recreation in two ways:&lt;br /&gt;
* Consuming something pleasurable, such as [[chocolate]] or [[beer]].&lt;br /&gt;
* Doing an activity, such as playing [[horseshoes pin|horseshoes]] or watching [[tube television|television]]&lt;br /&gt;
&lt;br /&gt;
Colonists may do recreation activities when their [[Menus#Restrict|timetable]] allows. Some activities require nothing more than an allotted time while certain activities require the relevant building or item. Certain items can only be purchased from traders. Some activities have an added benefit of improving skill experience points. Colonists develop an increasing tolerance, or resistance, to a kind of activity the more it is done. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup. Currently there are 9 types of recreation - solitary relaxation, social interaction, television watching, cerebral play, dexterity play, music, telescope study, chemical and food consumption.&lt;br /&gt;
&lt;br /&gt;
==Recreation Needs==&lt;br /&gt;
===Recreation thresholds===&lt;br /&gt;
The recreation meter has thresholds that trigger [[mood]]-altering thoughts. No thoughts are triggered from 30% to 69%.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; padding-left: 6px;&amp;quot;&lt;br /&gt;
! Threshold !! Label !!  Mood Effect !! Thought&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 85 - 100 || &amp;amp;nbsp;Recreation fully satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|10}} || &amp;amp;nbsp;I've been enjoying myself so much, I love it!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 70 - 85 || &amp;amp;nbsp;Recreation satisfied || style=&amp;quot;text-align:center;&amp;quot; | {{+|5}} || &amp;amp;nbsp;I've been having a great time doing various things I like to do.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15 - 30 || &amp;amp;nbsp;Recreation unfulfilled || style=&amp;quot;text-align:center;&amp;quot; | {{--|5}} || &amp;amp;nbsp;I could really use a break for something enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 - 15  || &amp;amp;nbsp;Recreation deprived || style=&amp;quot;text-align:center;&amp;quot; | {{--|10}} || &amp;amp;nbsp;We need more variation in recreation activities, and i need time to enjoy them. This place is really dull.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 || &amp;amp;nbsp;Recreation-starved || style=&amp;quot;text-align:center;&amp;quot; | {{--|20}} || &amp;amp;nbsp;It's been so long since I did anything for fun on my own time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recreation tolerance===&lt;br /&gt;
Colonists develop an increasing tolerance, or resistance, to specific types of recreation the more it is performed. Tolerances are shown in the Recreation tooltip (hover the mouse over the recreation meter) and are listed by kind and percentage. A variety of kinds of activities should be made available to avoid tolerance buildup.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance reduces joy gained proportionally. Recreation tolerance gained is 2/3 of the recreation value increase from the activity. For instance, A colonist consuming 4 units of chocolate at 0% gluttonous tolerance would gain 40% joy and 26.7% gluttonous tolerance. Eating another 4 immediately would only provide 73.3% of 40% or 29.3% joy gain and 2/3 of 29.3% or 19.6% gluttonous tolerance. Recreation tolerance only increases when an action increases joy.&lt;br /&gt;
&lt;br /&gt;
Recreation tolerance decreases while awake at a rate dependent on the wealth of the colony, with higher wealth colonies needing more recreation variety to combat the lower rate of tolerance decrease. It has 6 stages at different wealth values. &lt;br /&gt;
&lt;br /&gt;
Additionally, [[Titles#Conceited vs Non Conceited|conceited nobles]] {{RoyaltyIcon}} have Noble and Royal Expectations at the ranks of Baron and Count respectively. These expectations replace the effects of regular expectations. Note that despite only being seen in-game with the [[Royalty DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
Finally, [[Ideoligion#Roles|Ideoligious Roles]] can increase the expectations of the pawn by two levels, so a pawn that would normally have Low Expectations would then have High Expectations. To prevent these &amp;quot;going off the scale&amp;quot;, at High and Sky-High, Elite and Supreme are used instead. Note that despite only being seen in-game with the [[Ideology DLC]] activated, these expectations are defined in the Core game. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Wealth Limits !! Recreation Tolerance&amp;lt;br&amp;gt;Loss/Day !! Num. of Recommended&amp;lt;br&amp;gt;Recreation Types&lt;br /&gt;
|-&lt;br /&gt;
| Extremely low expectations          || 0 - 15,000               || 18% || 2&lt;br /&gt;
|-&lt;br /&gt;
| Very low expectations               || 15,000 - 31,000          || 13% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Low expectations                    || 31,000 - 81,000          || 11% || 3&lt;br /&gt;
|-&lt;br /&gt;
| Moderate expectations               || 81,000 - 182,000         || 10% || 4&lt;br /&gt;
|-&lt;br /&gt;
| High expectations                   || 182,000 - 308,000        || 8% || 5&lt;br /&gt;
|-&lt;br /&gt;
| Sky-high expectations               || 308,000 -  1,000,000,000 || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Noble expectations {{RoyaltyIcon}}  || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Royal expectations {{RoyaltyIcon}}  || N/A                      || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Elite expectations{{IdeologyIcon}}  || See above                || 7% || 6&lt;br /&gt;
|-&lt;br /&gt;
| Supreme expectations{{IdeologyIcon}}|| See above                || 7% || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Activity !! Duration !! Gain Rate !! Recreation kind !! Interaction !! Improves Skill !! +XP Per Tick&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Skygazing || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Meditating || {{ticks|4000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Praying || {{ticks|3000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Going for a walk || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Building snowman || {{ticks|8000}} || 1 || Solitary relaxation || Solitary || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Visiting grave || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Viewing art || {{ticks|4000}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Relaxing socially || {{ticks|4000}} || 1 || Social interaction || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Cheering up patient &amp;lt;NAME&amp;gt; || {{ticks|1500}} || 1 || Social interaction  || Social || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing horseshoes&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot;&amp;gt;Only craftable when playing as New Arrivals. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing hoopstone ring&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot;&amp;gt;Only craftable when playing as New Tribe. Can still be acquired from traders otherwise.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1 || Dexterity play || Building || Shooting || 0.003&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing chess&amp;lt;ref name=&amp;quot;NewArrivalsOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 1 || Cerebral play || Building  || Intellectual || 0.002&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing the game of Ur&amp;lt;ref name=&amp;quot;TribeOnly&amp;quot; /&amp;gt; || {{ticks|4000}} || 0.8 || Cerebral play || Building  || Intellectual || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing billiards || {{ticks|4000}} || 1.3 || Dexterity play || Building || Shooting || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Playing poker || {{ticks|4000}} || 1.3 || Cerebral play || Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Using telescope&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot;&amp;gt;Only acquired from traders.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot;&amp;gt;Must be installed before use.&amp;lt;/ref&amp;gt; || {{ticks|4000}} || 1.2 || Telescope study|| Building || Intellectual || 0.004&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.2 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching flatscreen television&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.4 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Watching megascreen television&amp;lt;ref name=&amp;quot;TradersOnly&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;Installed&amp;quot; /&amp;gt; || {{ticks|4000}} || 1.6 || Television watching || Building || - || -&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harp || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing harpsichord || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Playing piano || {{ticks|4000}} || 1 || Music || Building || Artistic || 0.0015&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | {{RoyaltyIcon}} Meditating royally at || {{ticks|6250}} || 1 || Solitary relaxation || Building || - || -&lt;br /&gt;
|}&lt;br /&gt;
Note: the above Recreation gain rates are based on normal quality buildings when applicable.&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Consumables table==&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_05 text-center}}&lt;br /&gt;
! Item !! +Recreation (%) !! Kind&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Chocolate]]  || 10 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Insect jelly]]  || 8 || Food Consumption&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Ambrosia]] || 50 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]] || 17 || Chemical&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]] || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]  || 40 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]  || 80 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]  || 70 || Chemical&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
&lt;br /&gt;
The following can be built from the '''Architect - Recreation''' menu.&lt;br /&gt;
&lt;br /&gt;
===Horseshoes pin===&lt;br /&gt;
{{Main|Horseshoes pin}}&lt;br /&gt;
[[File:Horseshoe and Horseshoes Pin.png|100px|left]] ''In-game description:'' {{Q|Horseshoes pin|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Horseshoes by themselves or with other. Horseshoes improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Horseshoes pin|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Horseshoes pin|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Horseshoes pin|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Hoopstone ring===&lt;br /&gt;
{{Main|Hoopstone ring}}&lt;br /&gt;
[[File:Hoopstone ring.png|100px|left]]''In-game description:'' {{Q|Hoopstone ring|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play Hoopstone by themselves or with other. Hoopstone improves the player's [[Skills#Shooting|Shooting skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
The hoopstone ring is the [[Scenario system|tribal-start]] equivalent of a Horseshoes pin. It is low cost and low work making it ideal for the early game.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Hoopstone ring|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 12 spaced in 3x1 rows spaced 5 tiles in cardinal directions &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Hoopstone ring|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Hoopstone ring|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Chess table===&lt;br /&gt;
{{Main|Chess table}}&lt;br /&gt;
[[File:ChessTable.png|100px|left]]''In-game description:'' {{Q|Chess table|Description}}&lt;br /&gt;
&lt;br /&gt;
Colonists will play chess with another colonist, or alone to 'practice'. Chess improves the player's [[Skills#Intellectual|Intellectual skill]] at a meager rate. &lt;br /&gt;
&lt;br /&gt;
For a colonist to use a chess table, there must be at least one seat facing it.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Chess table|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Chess table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Chess table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
===Game-of-Ur board===&lt;br /&gt;
{{Main|Game-of-Ur board}}&lt;br /&gt;
[[File:Game of Ur board.png|100px|left]]''In-game description:'' {{Q|Game-of-Ur board|Description}}&lt;br /&gt;
&lt;br /&gt;
A Game-of-Ur board is the [[Scenario system|tribal-start]] equivalent of a [[chess table]].  For other players, it may be purchased from a tribal merchant.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Game-of-Ur board|Size}} ~ &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent  &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Game-of-Ur board|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Game-of-Ur board|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Billiards table===&lt;br /&gt;
{{Main|Billiards table}}&lt;br /&gt;
[[File:Billiards table.png|100px|left]]''In-game description:'' {{Q|Billiards table|Description}}&lt;br /&gt;
&lt;br /&gt;
Playing billiards increases the player's [[Skills#Shooting|shooting skill]] at a meager rate.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Billiards table|Size}} ~ Needs a space of 4 x 5 to accommodate the playing area. &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Billiards table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Billiards table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Poker table===&lt;br /&gt;
{{Main|Poker table}}&lt;br /&gt;
[[File:Poker table.png|100px|left]]''In-game description:'' {{Q|Poker table|Description}}&lt;br /&gt;
&lt;br /&gt;
A '''poker table''' is used for recreation by up to four colonists at once. It needs to have [[chair]]s surrounding it so colonists can use it. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Poker table|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 8 (up to 4 simultaneous) &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: Material dependent &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Poker table|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Poker table|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Telescope===&lt;br /&gt;
{{Main|Telescope}}&lt;br /&gt;
[[File:Telescope.png|100px|left]]''In-game description:'' {{Q|Telescope|Description}}&lt;br /&gt;
&lt;br /&gt;
The telescope must be bought from traders and only have a decent recreation power, however they have an entirely unique recreation type which in some circumstances more than make up for the lesser power. &lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Telescope|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
User Interation Spots: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Telescope|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|Telescope|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|Telescope|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Tube television===&lt;br /&gt;
{{Main|Tube television}}&lt;br /&gt;
[[File:Tube television.png|100px|left]]''In-game description:'' A cathode ray tube display for showing moving pictures with sound. Even on the rimworlds, there is often an old transmitter running something at least marginally interesting.&lt;br /&gt;
&lt;br /&gt;
A tube television (TV) must be either bought from an exotic trader or researched and built. They are placed like sculptures, and require a place to sit. Unlike a chessboard, the seats must be placed between with a 1-tile gap from the TV, however seat orientation does not matter.&lt;br /&gt;
&lt;br /&gt;
Televisions can also be viewed for enjoyment by people residing in medical-designated beds of all types.&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Tube television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 3 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Tube television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|tube television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|tube television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flatscreen television===&lt;br /&gt;
{{Main|Flatscreen television}}&lt;br /&gt;
[[File:Flatscreen television.png|100px|left]]''In-game description:'' A high-tech flat-screen television with crystal-clear image and rich color. More entertaining than a grainy tube TV.&lt;br /&gt;
&lt;br /&gt;
Before version 0.19 Flatscreen Television could only be bought from traders, but they are now able to be crafted by [[colonist]]s with construction 8 or higher. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|Flatscreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 6 x 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Flatscreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|flatscreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|flatscreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Megascreen television===&lt;br /&gt;
{{Main|Megascreen television}}&lt;br /&gt;
[[File:Megascreen television.png|100px|left]]''In-game description:'' {{Q|Megascreen television|Description}}&lt;br /&gt;
&lt;br /&gt;
The Megascreen Television was added in Alpha 13 and must be bought from an exotic trader. They are placed like sculptures, and require a place to sit. Seating must be placed with a 1-tile gap from the TV, however seat orientation does not matter..&lt;br /&gt;
&lt;br /&gt;
Size: {{Q|megascreen television|Size}} &amp;lt;br&amp;gt;&lt;br /&gt;
Viewing area: 7 x 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Offset: 1 tile away &amp;lt;br&amp;gt;&lt;br /&gt;
Market value: {{Q|Megascreen television|Market Value}} {{Icon Small|Silver}} [[silver]] &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Power: {{#expr: {{Q|megascreen television|Recreation Power}}*100}}% &amp;lt;br&amp;gt;&lt;br /&gt;
Recreation Type: {{Q|megascreen television|Recreation Type}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
=== Building snowman ===&lt;br /&gt;
In cold biomes after some snow has accumulated a colonist may build a [[snowman]].&lt;br /&gt;
&lt;br /&gt;
=== Going for a walk ===&lt;br /&gt;
When a colonist goes for a walk, this means that they aimlessly path around the area they started from. This takes twice as long as most other activities to finish and yet still has the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Meditating ===&lt;br /&gt;
Meditating is the act of your colonists going into their private room and sitting in a corner for a while while in solitary. Like most other activities, this has a length of 4000 ticks and an average tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Playing billiards ===&lt;br /&gt;
One or more colonists will wander around the billiards table, taking shots. Raises the Shooting skill in a similar way as horseshoes.&lt;br /&gt;
&lt;br /&gt;
=== Playing chess ===&lt;br /&gt;
A chess table requires adjacent chairs to be used. Up to two colonists can use a chess table at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing hoopstone ===&lt;br /&gt;
One to three colonists take turns throwing stones through the ring from approximately 5 blocks away. Playing hoopstone raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing horseshoes ===&lt;br /&gt;
One to three colonists take turns throwing horseshoes at the post from approximately 5 blocks away. Playing horseshoes raises the Shooting skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing poker ===&lt;br /&gt;
One to four colonists will sit at chairs adjacent to the table and play poker. Playing poker raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game of Ur ===&lt;br /&gt;
A Game-of-Ur board requires adjacent chairs to be used. Up to two colonists can use a Game-of-Ur board at once. Slowly raises the Intellectual skill.&lt;br /&gt;
&lt;br /&gt;
=== Praying ===&lt;br /&gt;
Similar to Meditating, but lasts shorter and is only done by certain colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
In the game files, each colonist has a value determining whether or not they will pray.&lt;br /&gt;
&lt;br /&gt;
=== Relaxing socially ===&lt;br /&gt;
[[File:Gather spot.png|64px|left]]&lt;br /&gt;
&lt;br /&gt;
A '''gather spot''' or '''gathering spot''' works like a loosely defined social &amp;quot;zone&amp;quot;, allowing your pawns who are idle or seeking Social recreation to gather together in a specifically centered area. This also can keep them from getting lost when they're not doing anything productive.&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;gather spot&amp;quot; enabled, colonists will gather here to socialize for recreation, especially when idle. Colonists will stand in the vicinity of the campfire, or sit at a chair or stool beside a table.  If beer is available, a colonist may carry a bottle while relaxing, without actually consuming the item. This action has been shown to occur among colonists with the Chemical Interest trait, the Teetotaler trait, and no trait in regards to alcohol.&lt;br /&gt;
&lt;br /&gt;
[[Table]]s and [[campfire]]s (only) can be designated as gather spots, and are so designated by default when constructed.   You can have more than one gather spot, in which case an idle/social pawn appears(?) to choose the closest one when the mood to gather hits them. This should be toggled '''off''' on all tables/campfires except for one in your preferred rec/dining room. Not toggling can cause people to gather and have parties at any table (or campfire), perhaps in the middle of an ugly, dirty, dangerous abandoned mining site, making everybody unhappy. Gather spots can be turned off by toggling a command while that object is selected (bottom of the screen).&lt;br /&gt;
&lt;br /&gt;
Contradictory to its name, colonists can carry out this activity when alone, while still gaining Recreation at the same rate.&lt;br /&gt;
&lt;br /&gt;
=== Skygazing ===&lt;br /&gt;
Skygazing is the act of your colonists simply laying on the ground in an outdoor (area without a roof) area and facing upwards. The game has a few flavor text names such as &amp;quot;Cloudwatching&amp;quot;. This activity is the same length of time that most others are and the same tolerance gain rate.&lt;br /&gt;
&lt;br /&gt;
=== Using telescope ===&lt;br /&gt;
A colonist will stand behind the telescope's viewfinder for some time. The telescope must be placed outside and will not degrade from weather.&lt;br /&gt;
&lt;br /&gt;
Oddly, colonists may use it during daytime.&lt;br /&gt;
&lt;br /&gt;
=== Visiting grave ===&lt;br /&gt;
Colonists will visit a filled [[grave]] or [[sarcophagus]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Added as '''Joy''' with Skygazing, Meditating/praying, Social relaxation, Horseshoes game, Chess, Billiards, Television, and Telescope as the initial sources.&lt;br /&gt;
* [[Version/0.11.877|0.11.877]] - Added new joy activity: build snowman.&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added grave and sarcophagus visiting as joy activity.&lt;br /&gt;
{{nav|joy}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Status Level]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat&amp;diff=100005</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat&amp;diff=100005"/>
		<updated>2022-02-17T16:58:41Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Expanded the mood effects of cannibalism.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| image = MeatBig&lt;br /&gt;
| description = Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.&lt;br /&gt;
| beauty base = -20&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 0.5&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| days to rot = 2&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Meat''' is one of the primary sources of [[food]], obtained by [[butcher table|butchering]] the corpses of [[animals]], including humans. The amount obtained depends on the [[Meat Amount]] of the butchered animal, as well as the [[Butchery Efficiency]] of the butcher. It can be used alone to produce simple [[meals]], or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists [[Thoughts#Memory Eating|dislike]] eating uncooked meat.&lt;br /&gt;
&lt;br /&gt;
Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them.&lt;br /&gt;
&lt;br /&gt;
There are two exceptions.&lt;br /&gt;
&lt;br /&gt;
== Insect meat ==&lt;br /&gt;
&lt;br /&gt;
Colonists consider insect meat disgusting, and will suffer the &amp;quot;Ate cooked insect meat&amp;quot; bad thought (-3 [[mood]]) when eating meals made with it. Cooking it into a [[fine meal]] (+5 mood) offsets this penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low. Alternatively, if the colony has the insect meat for free, cooking it into a [[lavish meal]] (+12 mood) will give a total of +9 mood while requiring the same amount of vegetables as basic a [[simple meal]] made from vegetable. The resulting meal will also be suitable for nobles. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.&lt;br /&gt;
&lt;br /&gt;
Its market value is only 0.5, or 25% of regular meat.&lt;br /&gt;
&lt;br /&gt;
== Human meat ==&lt;br /&gt;
&lt;br /&gt;
Much like insect meat, colonists are generally opposed to consuming human flesh. By default, human flesh is disabled from the list of meats that can be butchered and/or cooked. Unless the butcher has the &amp;quot;Psychopath,&amp;quot; &amp;quot;Bloodlust,&amp;quot; or &amp;quot;Cannibal&amp;quot; traits, butchering humanlike corpses generates a long-lasting -6 mood bad thought and even other colonists who didn't do the butchering suffer a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Colonists that have the Cannibal trait will enjoy human meat consumption, gaining +20 mood for eating it raw or +15 for eating it cooked; all others will get hammered with a -20 mood bad thought for eating it raw, or -15 for cooked.&lt;br /&gt;
&lt;br /&gt;
It is generally encouraged to consider all other options before resorting to cannibalism to keep your colony up and running. To prevent the additional Raw Cannibalism debuff, raw human meat must be cooked. You might choose to suffer the additional penalty to put it through a [[nutrient paste dispenser]] until you can obtain more food (causing the milder, but still unfortunate, &amp;quot;Cooked Cannibalism&amp;quot; debuff).&lt;br /&gt;
&lt;br /&gt;
Its market value is only 0.8, or 40% of regular meat.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat&amp;diff=100004</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat&amp;diff=100004"/>
		<updated>2022-02-17T16:54:34Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Fixed incorrect market values for insect and human meat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| image = MeatBig&lt;br /&gt;
| description = Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.&lt;br /&gt;
| beauty base = -20&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 0.5&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| days to rot = 2&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Meat''' is one of the primary sources of [[food]], obtained by [[butcher table|butchering]] the corpses of [[animals]], including humans. The amount obtained depends on the [[Meat Amount]] of the butchered animal, as well as the [[Butchery Efficiency]] of the butcher. It can be used alone to produce simple [[meals]], or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists [[Thoughts#Memory Eating|dislike]] eating uncooked meat.&lt;br /&gt;
&lt;br /&gt;
Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them.&lt;br /&gt;
&lt;br /&gt;
There are two exceptions.&lt;br /&gt;
&lt;br /&gt;
== Insect meat ==&lt;br /&gt;
&lt;br /&gt;
Colonists consider insect meat disgusting, and will suffer the &amp;quot;Ate cooked insect meat&amp;quot; bad thought (-3 [[mood]]) when eating meals made with it. Cooking it into a [[fine meal]] (+5 mood) offsets this penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low. Alternatively, if the colony has the insect meat for free, cooking it into a [[lavish meal]] (+12 mood) will give a total of +9 mood while requiring the same amount of vegetables as basic a [[simple meal]] made from vegetable. The resulting meal will also be suitable for nobles. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.&lt;br /&gt;
&lt;br /&gt;
Its market value is only 0.5, or 25% of regular meat.&lt;br /&gt;
&lt;br /&gt;
== Human meat ==&lt;br /&gt;
&lt;br /&gt;
Much like insect meat, colonists are generally opposed to consuming human flesh. By default, human flesh is disabled from the list of meats that can be butchered and/or cooked. Unless the butcher has the &amp;quot;Psychopath,&amp;quot; &amp;quot;Bloodlust,&amp;quot; or &amp;quot;Cannibal&amp;quot; traits, butchering humanlike corpses generates a long-lasting -6 mood bad thought and even other colonists who didn't do the butchering suffer a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Colonists that have the Cannibal trait will remain unaffected from human meat consumption; all others will get hammered with a -20 mood bad thought.&lt;br /&gt;
&lt;br /&gt;
It is generally encouraged to consider all other options before resorting to cannibalism to keep your colony up and running. To prevent the additional Raw Cannibalism debuff, raw human meat must be cooked. You might choose to suffer the additional penalty to put it through a [[nutrient paste dispenser]] until you can obtain more food (causing the milder, but still unfortunate, &amp;quot;Cooked Cannibalism&amp;quot; debuff).&lt;br /&gt;
&lt;br /&gt;
Its market value is only 0.8, or 40% of regular meat.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Meat&amp;diff=100003</id>
		<title>Meat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Meat&amp;diff=100003"/>
		<updated>2022-02-17T16:51:22Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: infobox typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| image = MeatBig&lt;br /&gt;
| description = Raw butchered flesh. Can be cooked into meals or eaten raw, although most humans dislike the idea.&lt;br /&gt;
| beauty base = -20&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| flammability base = 0.5&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| market value base = 2&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| taste = Raw&lt;br /&gt;
| days to rot = 2&lt;br /&gt;
| mass = 0.03&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Meat''' is one of the primary sources of [[food]], obtained by [[butcher table|butchering]] the corpses of [[animals]], including humans. The amount obtained depends on the [[Meat Amount]] of the butchered animal, as well as the [[Butchery Efficiency]] of the butcher. It can be used alone to produce simple [[meals]], or combined with other ingredients to produce fine, lavish meals, pemmican and kibble. As a raw food item, colonists [[Thoughts#Memory Eating|dislike]] eating uncooked meat.&lt;br /&gt;
&lt;br /&gt;
Each stack of meat is labeled to identify the species it came from. In most cases, the properties of meat do not differ by species and the stats on this page apply to all of them.&lt;br /&gt;
&lt;br /&gt;
There are two exceptions.&lt;br /&gt;
&lt;br /&gt;
== Insect meat ==&lt;br /&gt;
&lt;br /&gt;
Colonists consider insect meat disgusting, and will suffer the &amp;quot;Ate cooked insect meat&amp;quot; bad thought (-3 [[mood]]) when eating meals made with it. Cooking it into a [[fine meal]] (+5 mood) offsets this penalty for a total of +2 mood, making cooking insect meat worthwhile if a colony's food supplies are low. Alternatively, if the colony has the insect meat for free, cooking it into a [[lavish meal]] (+12 mood) will give a total of +9 mood while requiring the same amount of vegetables as basic a [[simple meal]] made from vegetable. The resulting meal will also be suitable for nobles. By default, cooks will not cook with insect meat, but you can make them do so by allowing insect meat in cooking [[bill]]s.&lt;br /&gt;
&lt;br /&gt;
It sells for 50% what normal meat does.  Cooking into packaged survival meals sells for more.&lt;br /&gt;
&lt;br /&gt;
== Human meat ==&lt;br /&gt;
&lt;br /&gt;
Much like insect meat, colonists are generally opposed to consuming human flesh. By default, human flesh is disabled from the list of meats that can be butchered and/or cooked. Unless the butcher has the &amp;quot;Psychopath,&amp;quot; &amp;quot;Bloodlust,&amp;quot; or &amp;quot;Cannibal&amp;quot; traits, butchering humanlike corpses generates a long-lasting -6 mood bad thought and even other colonists who didn't do the butchering suffer a mood debuff.&lt;br /&gt;
&lt;br /&gt;
Colonists that have the Cannibal trait will remain unaffected from human meat consumption; all others will get hammered with a -20 mood bad thought.&lt;br /&gt;
&lt;br /&gt;
It is generally encouraged to consider all other options before resorting to cannibalism to keep your colony up and running. To prevent the additional Raw Cannibalism debuff, raw human meat must be cooked. You might choose to suffer the additional penalty to put it through a [[nutrient paste dispenser]] until you can obtain more food (causing the milder, but still unfortunate, &amp;quot;Cooked Cannibalism&amp;quot; debuff).&lt;br /&gt;
&lt;br /&gt;
It sells for 80% what normal meat does. &lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Berries&amp;diff=100002</id>
		<title>Berries</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Berries&amp;diff=100002"/>
		<updated>2022-02-17T16:50:38Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: infobox typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Define|Raw Food&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = RawBerries&lt;br /&gt;
| description = Assorted berries. Nice to eat, even when raw.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/PlantFoodRaw/Berries&lt;br /&gt;
| label = berries&lt;br /&gt;
| parent name = PlantFoodRawBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound drop = Food_Drop&lt;br /&gt;
| sound interact = Food_Drop&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| thing class = ThingWithComps&lt;br /&gt;
| ticker type = Rare&lt;br /&gt;
| eat effect = EatVegetarian&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| sound eat = RawVegetable_Eat&lt;br /&gt;
| taste = Simple&lt;br /&gt;
| joy offset = 0.004&lt;br /&gt;
| preferability = RawTasty&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 6&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| market value base = 1.2&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| mass = 0.027&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Info|'''Berries''' are harvested from [[strawberry plant]]s or gathered from wild [[berry bush]]es. Unlike most raw foods, they can be eaten raw with no 'Ate raw food' thought. However, as raw food, they can cause food poisoning. Berries spoil relatively quickly unless refrigerated.}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Version/0.2.363|0.2.363]] - added&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=100001</id>
		<title>Template talk:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=100001"/>
		<updated>2022-02-17T16:44:23Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: /* How do I add valid parameters to the infobox? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Min. Handling Skill ==&lt;br /&gt;
&lt;br /&gt;
The minimum handling skill for most animals is out of date.  This is likely because there is no actual handling skill property in the XML files, so no one bothers to dig into the dev menus in-game to update them.  &lt;br /&gt;
&lt;br /&gt;
I am going to remove the handleskill property from the wiki and replace it as a derivative of wildness, which seems to be what it is based on.  This will likely need to be updated in the future if wildness levels are tweaked or more animals are added but for now it will be strictly based on the cut-offs of the current animals in the 1.1 version of the game. &lt;br /&gt;
&lt;br /&gt;
--[[User:Rookwood|Rookwood]] ([[User talk:Rookwood|talk]]) 15:51, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Nice with other tables==&lt;br /&gt;
Is there a way to cause let the info box and other tables stack horizontally properly? It looks fine on pages that have a lot of text, but on short pages the tables (e.g. material and quality tables) end up pushed down to below the end of the main infobox leaving a massive white space in the middle of the article for example [[War mask]]. Is there a way to edit either this or the other tables to prevent this? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:08, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'll see if I can fix that. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:42, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Much appreciated! If it helps, I think its an issue with the [[Template:STDT]] tables rather than the infobox itself, wikitable class tables don't have the same issue. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 13:53, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Should look better now. I put the STDT table in a div to make it float. Only did the one page for now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:20, 4 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Awesome, thank you. I'll see about adding it to the templates then, rather than adding to every page. Page specific tables will still have to be implemented individually. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:44, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Adding &lt;br /&gt;
:::::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:::::Prevents the content after the table from getting sandwiched between the table and the infobox and preserves formatting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:30, 5 September 2020 (UTC) &lt;br /&gt;
::::::Arg never mind, this just recreates original issue but with content below being pushed below the infobox as well. Will keep experimenting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:36, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok so the solution above did work mostly, but had issues when you had an infobox or ToC that was longer than the single STDT table. IF you did not include the br with the clear, then any content after the table (inlcuding headings) would get sandwhiched between the table and the infobox. If you did include it, then there would be a wall of vertical whitespace for the remaining length of the infobox or ToC, and then it would work as expected. AS seen [https://rimworldwiki.com/index.php?title=Body_Parts&amp;amp;oldid=77897 here], this isn't exactly a good look. Until someone that knows about the .css and wiki formatting better than I do can come and get STDT tables to act like the wikitable class tables, I have a different solution. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It is a hack job, and will cause tables to appear inline if there is not a break or other content between them but its still an improvement. Going to start implementing it slowly, and see if there is an issue with this attempt at a fix as well. Preferably we'd just make STDT tables behave but I've made 0 progress on doing so, so this will have to do in the mean time. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 10:55, 1 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I add valid parameters to the infobox? ==&lt;br /&gt;
&lt;br /&gt;
I just can't find info on that anywhere, beyond other wikis saying to suggest new parameters on the template's talk page. So here I am.&lt;br /&gt;
&lt;br /&gt;
The [[Hospital bed]] page is missing its +10% tend quality offset from the infobox, because there's no valid parameter for it. It actually is listed there, as &amp;quot;|medical qualty offset = 0.1&amp;quot;, but it doesn't show up on the page. I tried fixing the typo, but still nothing.&lt;br /&gt;
&lt;br /&gt;
If someone is going to add it, it's probably best to use a less ambiguous name. Probably just &amp;quot;Medical Tend Quality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 21:18, 15 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'm not in a position to check in game atm, but do other beds or structures have different values? Because if Hospital Beds have a modifier and everything else doesn't '''OR''' everything else has the same value and only the Hospital Bed is different, then its not super necessary in the infobox and can instead be noted in the summary section. If all the beds have different values for example, then it will have to be added to the Template manually, but I can do that if you can provide the term the game uses. [[User:Harakoni|Harakoni (Wiki Moderator)]] ([[User talk:Harakoni|talk]]) 04:36, 16 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Only the Hospital Bed and Vitals Monitor have that modifier. But it just looks wrong to not have it in the summary box for easy comparison with the other beds. Someone who's quickly scanning through the pages to check if there's any benefit to tending wounds on Hospital Beds vs normal beds could easily miss it. I certainly did the first time.&lt;br /&gt;
&lt;br /&gt;
:: The ingame term is &amp;quot;Medical tend quality offset&amp;quot;. In the files it's &amp;quot;MedicalTendQualityOffset&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:: Thanks!&lt;br /&gt;
&lt;br /&gt;
:: [[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 16:43, 17 February 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wq7ej1kxcpm4p571&amp;topic_postId=wq7ej1kxctk6x959&amp;topic_revId=wq7ej1kxctk6x959&amp;action=single-view</id>
		<title>Topic:Wq7ej1kxcpm4p571</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Wq7ej1kxcpm4p571&amp;topic_postId=wq7ej1kxctk6x959&amp;topic_revId=wq7ej1kxctk6x959&amp;action=single-view"/>
		<updated>2022-02-17T16:25:27Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Vercinger&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Vercinger (page does not exist)&quot;&gt;&lt;bdi&gt;Vercinger&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Vercinger&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Vercinger (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vercinger&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vercinger&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:Wq7ej1kxcpm4p571&amp;amp;topic_showPostId=wq7ej1kxctk6x959#flow-post-wq7ej1kxctk6x959&quot;&gt;commented&lt;/a&gt; on &quot;Does making it train any skill?&quot; (&lt;em&gt;Someone just edited the page to remove the reference to joint making not increasing any skill, without any comment. Can someone confirm t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Milk&amp;diff=99998</id>
		<title>Milk</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Milk&amp;diff=99998"/>
		<updated>2022-02-17T16:15:13Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: The trade value in the files is different now, no idea when it was changed. Also edited the comparison with meat as milk is no longer more expensive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Raw Food&lt;br /&gt;
| description = Milk from an animal.&lt;br /&gt;
| nutrition = 0.05&lt;br /&gt;
| taste = raw&lt;br /&gt;
| preferability = RawTasty&lt;br /&gt;
| market value base = 1.9&lt;br /&gt;
| joy offset = 0.004&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| max hit points base = 100&lt;br /&gt;
| flammability base = 1&lt;br /&gt;
| deterioration rate base = 10&lt;br /&gt;
| days to rot = 14&lt;br /&gt;
| mass=0.045&lt;br /&gt;
}}&lt;br /&gt;
'''Milk''' is a [[raw food]] [[Animals#Products|animal product]] obtained from tamed female [[animals]] of certain species only. Raw consumption does not cause negative thoughts and it counts as a meat ingredient for [[fine meal|fine]] or [[lavish meal]]s.&lt;br /&gt;
&lt;br /&gt;
[[Menus#Handle|Handlers]] milk animals when they are ready, producing milk which will then be left on the ground. To avoid excessive hauling jobs, zone your milk-producing animals in a convenient animal area near your freezer.&lt;br /&gt;
&lt;br /&gt;
Milk is interchangeable with [[meat]] for meal production. Milk has a slightly lower trade value (1.9 vs 2.0), weighs more (0.045 vs 0.03 mass), and lasts longer before spoiling (14 vs 2 days). Thus it is advantageous to sell your meat before your milk if you have an excess, and to buy milk from traders that come to you. For buying with your own caravans, meat is preferable if refrigeration isn't a problem (during winter or on very short trips), due to the lower weight.&lt;br /&gt;
&lt;br /&gt;
The following animals produce milk:&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_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The milk production is halved when the animal is hungry, reduced to one third when it is urgently hungry, and completely stopped when the animal is starving.&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating&amp;diff=99994</id>
		<title>Thoughts/Memory Eating</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Thoughts/Memory_Eating&amp;diff=99994"/>
		<updated>2022-02-17T13:42:07Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: The cannibalism penalties in the game files are slightly different now, no idea when they were changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Verified|1.2.2723}}&amp;lt;!-- Source : Mods\Core\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml --&amp;gt;{{Main|Thoughts}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_12 text-center}}&lt;br /&gt;
! Thought !! Caption !! Mood Effect !! Expiration time (days) !! Stack Limit !! Stacking Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate lavish meal| Ate lavish meal]]&lt;br /&gt;
| That lavish meal was amazing. It nourished my body and my soul. || +12 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate fine meal| Ate fine meal]]&lt;br /&gt;
| I ate a really tasty fine meal. Yum! || +5 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate awful meal| Ate awful meal]]&lt;br /&gt;
| I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop. || -4 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate raw food| Ate raw food]]&lt;br /&gt;
| I had to eat raw food. Can't we cook it, or at least synthesize some nutrient paste? || -7 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate kibble| Ate kibble]]&lt;br /&gt;
| I had to eat animal kibble. It's like I don't get to be human any more. || -12 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate corpse| Ate corpse]]&lt;br /&gt;
| I had to eat a corpse without even butchering or cooking it. It was horrible. || -12 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Raw cannibalism| Raw cannibalism]]&lt;br /&gt;
| I ate the meat of another human, raw, like an animal. This is a nightmare.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Cannibal || -20 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Raw cannibalism| Raw cannibalism]]&lt;br /&gt;
| I ate the meat of another human, raw, like an animal. It was so... succulent.&amp;lt;br /&amp;gt; ''Applicable [[traits]]: Cannibal || +20 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cooked cannibalism| Cooked cannibalism]]&lt;br /&gt;
| I ate a meal made from the meat of another human. This is horrible.&amp;lt;br /&amp;gt; ''Nullifying [[traits]]: Cannibal || -15 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Cooked cannibalism| Cooked cannibalism]]&lt;br /&gt;
| I ate a meal made from the meat of another human. So pleasurable. If only I had some fava beans and a nice chianti.&amp;lt;br /&amp;gt;''Applicable [[traits]]: Cannibal || +15 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate insect meat| Ate insect meat]]&lt;br /&gt;
| I ate some gray, slimy insect meat. It was, possibly, the most disgusting thing I've ever tasted. || -6 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate cooked insect meat| Ate cooked insect meat]]&lt;br /&gt;
| I ate a meal cooked from gray, slimy insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify. || -3 || 1 || 1 || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[Mood#Ate rotten food| Ate rotten food]]&lt;br /&gt;
| I ate some disgusting, putrid food. It was melting in my mouth - but not in a good way. || -10 || 1 || 1 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Thoughts]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=99993</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=99993"/>
		<updated>2022-02-17T13:37:12Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: The cannibalism penalties and bonuses in the game files are slightly different now, no idea when they were changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|reason=With [[Slavery]] page needed with Ideology, this page might be better as a directory &amp;amp; summary and the info split up to individual pages}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''[[Human meat|Cannibalism]]''', '''slavery''', '''organ harvesting''' from captives, wearing '''[[Human leather|human skin]]''', human '''corpses''' in general: most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource, even the human ones. If these occur in your colony it will impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income.&lt;br /&gt;
&lt;br /&gt;
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.&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]]'''&lt;br /&gt;
:* has no issues seeing fresh corpses or butchering them&lt;br /&gt;
:* has no qualms about slavery and organ harvesting&lt;br /&gt;
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]'''&lt;br /&gt;
:* has no issues seeing fresh corpses or butchering them&lt;br /&gt;
:* likes to wear human skin&lt;br /&gt;
:* only one who doesn't mind seeing rotting corpses&lt;br /&gt;
:* doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:* does '''NOT''' like cannibalism or slavery&lt;br /&gt;
&lt;br /&gt;
* '''[[Traits#Cannibal|Cannibal]]'''&lt;br /&gt;
:* has no issues seeing fresh corpses or butchering them&lt;br /&gt;
:* loves to eat human flesh&lt;br /&gt;
:* likes clothing made from skin&lt;br /&gt;
:* does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
== Table of mood effects ==&lt;br /&gt;
These are the standard penalties (and a few boosts) that colonists suffer from this category of activities.&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;
| &amp;amp;#8199;None&amp;lt;br&amp;gt;(average&amp;lt;br&amp;gt;&amp;amp;#8199;colonist) || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (0.25 days. 3 Stacks. 0.5 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-7 Mood (0.25 days. 5 Stacks. 0.3 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (6 days. 4 Stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (6 days. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-20 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-15 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3/-5/-7/-8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (4 days. 5 Stacks)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-5 Mood (7.5 days. 5 Stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psychopath || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Bloodlust || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+3/+5/+7/+8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+4 Mood (stack unknown)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+20 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+15 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+3/+5/+7/+8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ideology precepts &amp;amp; mèmes ====&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}&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&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-12 Mood (6 days.)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-20 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-2/-4/-6/-8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Horrible&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (6 days.)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-12 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-2/-3/-5/-6 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Disapproved&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (6 days.)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-5 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-1/-2/-3/-4 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Acceptable&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Preferred&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+2 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+1/+2/+3/+4 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Required (Strong)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+4 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+2/+3/+5/+6 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-2 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Required (Ravenous)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+6 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+2/+4/+6/+8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-4 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&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&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Corpses: Don't care&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Human butchering ==&lt;br /&gt;
{{Stub|section=1|reason=Analysis of advantages and disadvantages of butchering humans needed}}&lt;br /&gt;
Butchering humans may be either used as a last resort in a normal colony, or used as a nice mood buff for cannibals. Human [[meat]] is absolutely disgusting for non-cannibals (see above for mood debuffs), but to cannibals, raw flesh is even better than a [[lavish meal]]. In normal, non-cannibalistic colonies, human flesh can be kept for cannibals, but sometimes butchering humans is not worth the effort (trading a colony-wide -6 for a +10 or +20 for a few or single colonist). If people are butchered, they should be butchered together, as the mood debuff does not stack. It can also be kept as a last resort food, such as during a famine or a toxic fallout. Anyhow, corpses should be only hauled and butchered by colonists who don't care about corpses, and stored in shelves to stop non-sociopathic colonists from seeing the corpse before it is butchered.&lt;br /&gt;
&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]], so making items such as [[armchair]]s or [[duster]]s from it for [[trade]] is probably the best use.&lt;br /&gt;
&lt;br /&gt;
== Slavery ==&lt;br /&gt;
{{Stub|section=1|reason=Cost analysis of sale vs harvesting needed}}&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. It is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. Unless you have a colony of [[Trait#Psychopath|psychopaths]], selling slaves can cause result in significant [[mood]] issues and [[mental break]]s. Besides the trait, there is no way to prevent the negative moodlet in core RimWorld, however like all mood debuffs, there are strategies to mitigate its effect.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to sell only 1-2 slaves every 4 days, keeping the mood debuff small, and easily managed by measures such as temporarily upgrading to [[lavish meal]]s, allowing or increasing [[drug]] consumption, or simply tanking the mood debuff if the base mood of the colony is already high. This slow process has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning either pawns will have to caravan the slaves to nearby [[faction base]]s for trade, or that it will be hard making slavery the main source of profit for the colony.&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 occurance 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;
Pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
Humans have a base value of {{icon small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits, reduced by injuries and ailments, and increased by the presence of bionics. The exact variables and their effect is still in need of analysis but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Note however that the debuff lasts longer for organ harvesting, though it is similar in magnitude at the maximum stack sizes for both debuff types. Butchering the resulting corpse for leather and meat can increase the profit, though at the cost of incurring another debuff. Also note that the slavery, harvesting and butchery debuffs stack - ideally only slavery or harvesting should be selected in colonies not exclusively populated with psychopath or bloodlust pawns.&lt;br /&gt;
&lt;br /&gt;
==== Slavery with the Ideology DLC ====&lt;br /&gt;
With the [[Ideology DLC]], slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Although slaves are controllable and appear in the colonist bar, 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. Unlike prisoners, colonists and slaves can have intimate relationships. Colonists and slaves cannot sleep in the same bed, but they can sleep in the same room. If you want the two to sleep together, both must be made into colonists or slaves.&lt;br /&gt;
&lt;br /&gt;
==Organ harvesting==&lt;br /&gt;
{{Stub|section=1|reason=Proper analysis of advantages and disadvantages of organ harvesting and organ murdering needed inc mood management and mood vs profit}}&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
Organ harvesting requires a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest.&lt;br /&gt;
&lt;br /&gt;
The [[kidney]]s, [[lung]]s,  [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market.  Their default &amp;lt;u&amp;gt;market&amp;lt;/u&amp;gt; value is listed below, but in practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]])&lt;br /&gt;
&lt;br /&gt;
* If unwilling to organ murder the donor, the best option is harvesting...&lt;br /&gt;
** 1 Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
** 1 Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
: ...for a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}}}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} = {{icon|silver}}650.&lt;br /&gt;
&lt;br /&gt;
* Additionally,  ''if'' a [[prosthetic heart]] is available...&lt;br /&gt;
** +1 Heart (worth {{icon|silver|{{Q|Heart|Market Value Base}}}}) by installing a cheap [[prosthetic heart]] (- {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested one, allowing the patient to live.&lt;br /&gt;
: ...for a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}}}}}} +  {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{Q|Heart|Market Value Base}} - {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}}}) = {{icon|silver}}920.&lt;br /&gt;
&lt;br /&gt;
If your designated [[Doctoring#Surgery|surgeon]] needs practice, you can also remove the tongue as well, though there is no organ market for used tongues. This counts as another &amp;quot;organ harvested&amp;quot; for mood penalties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If willing to organ-murder the donor, you can harvest...&lt;br /&gt;
** 1 kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
** 1 lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
:: ...and then ''either''..&lt;br /&gt;
:* 1 heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}} &lt;br /&gt;
:: ...''or...''&lt;br /&gt;
:* 1 liver worth {{icon|silver|{{Q|Liver|Market Value Base}}}}&lt;br /&gt;
:: These three organs are worth a total of {{icon|silver|{{Q|Kidney|Market Value Base}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{icon|silver|{{Q|Liver|Market Value Base}}}}) = {{icon|silver}} 1150 market value.&lt;br /&gt;
&lt;br /&gt;
If the heart or liver is damaged, the other can be harvested for the same value ({{icon|silver}} 500).  If that is also unavailable, the second lung ({{icon|silver|{{Q|Lung|Market Value Base}}}}) or, if not that, then the second kidney ({{icon|silver|{{Q|Kidney|Market Value Base}}}}) are the most profitable alternatives.&lt;br /&gt;
&lt;br /&gt;
Harvesting the heart or liver (or a second kidney or lung) kills the patient, and no further operations are possible (but see next).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optimally, if you can acquire a [[prosthetic heart]] (- {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested organic one, that allows the patient to live and you can continue with another operation, harvesting ''both'' the heart and then the liver (before the patient then dies), for a total of...&lt;br /&gt;
::  {{icon|silver|{{Q|Kidney|Market Value Base}}}} + {{icon|silver|{{Q|Liver|Market Value Base}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{#expr:{{Q|Heart|Market Value Base}}}}}} - {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) = {{icon|silver}} 1420 market value, or 1650 if you crafted your own prosthetic heart (less your manufacturing costs/etc.).&lt;br /&gt;
&lt;br /&gt;
===== [[Mood|Effect on moods]] =====&lt;br /&gt;
Most all colonists get a -6 for the procedure occurring, and stacking up to 5 times, although at a .25 multiplier (for a total -10 max).  Note that this is ''per organ'', not per &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; patient. This does not occur when replacing an organ with an artificial one, nor from removing prosthetics. [[Psychopath]]s are immune to this, and those with [[bloodlust]] actually get a +4 ''boost'' to their mood.&lt;br /&gt;
&lt;br /&gt;
The surgeon gets an ''additional'' -5 mood debuff for harvesting organs, unless they have the [[psychopath]] or [[bloodlust]] trait. This debuff also stacks 5 times, with a debuff multiplier of 0.75.&lt;br /&gt;
&lt;br /&gt;
Note that [[cannibal]]s feel normally about this; unless it's on the menu, it's probably a bad thing.&lt;br /&gt;
&lt;br /&gt;
Also note that the patient receives a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect patients (that survive the procedure, ahem) to [[break]], unless their environment can counter this penalty.  Consider the [[melee]] skill of potential &amp;quot;donors&amp;quot;, and consider adding additional doors and other security measures to their holding rooms against the inevitable.&lt;br /&gt;
&lt;br /&gt;
==== [[Factions#Relationship status|Effect on Factions]] ====&lt;br /&gt;
Performing &amp;quot;''harmful surgery on (a) member''&amp;quot; of another faction will immediately [[Factions#Damaging Relations|hurt relations]] by -20 points.  This is per prisoner, not per surgery.&lt;br /&gt;
&lt;br /&gt;
== Mitigation strategies ==&lt;br /&gt;
There are some approaches you can use to minimize or even negate the usual penalties, though some are rather convoluted.&lt;br /&gt;
&lt;br /&gt;
==== Butchering ====&lt;br /&gt;
It is possible to butcher human corpses without penalty for anyone if you send everybody who would be debuffed off the map (on a caravan) until all humans have been chopped up. You need a butcher who can butcher humanlikes without debuff (or else your butcher will take a severe mood penalty).&lt;br /&gt;
&lt;br /&gt;
Colonists who are not on the map when a humanoid corpse is butchered do not receive the &amp;quot;[[Mood#We butchered humanlike|we butchered humanlike]]&amp;quot; mood penalty. It is sufficient to put all colonists who are neither psychopath, bloodlusted nor cannibal on a temporary caravan (take no items), send them off the map to an adjacent tile and make the caravan rest immediately. Then have your psycho butchers chop up all the humans. Re-enter with the caravan when it is done. It is not necessary to take any prisoners off the map, as they do not receive the debuff in any case.&lt;br /&gt;
&lt;br /&gt;
Alternatively, given the mood penalty is relatively low for human butchery, only -6, the penalty can just be accepted as the cost of doing this business. 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, dining and rec rooms. Diet too - just providing 1 lavish meal per day for each effected colonist for the 10 day duration is more then enough to counter the penalty. It is recommended to use a non-effected pawn to actually do the butchery though, as the penalties stack and -12 is a significant debuf. &amp;lt;!-- No evidence that this still occurs:&lt;br /&gt;
Also keep in mind that the butchering pawn's social standing will be much reduced in the eyes of effected pawns. This can ruin relationships by causing a pawn to hate their spouse for example.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said, doing this can be quite profitable especially on higher difficulties where you get raided a lot.&lt;br /&gt;
&lt;br /&gt;
Everybody will handle human meat without complaint, as long as they do not have to eat it in any form.&lt;br /&gt;
&lt;br /&gt;
Storing human corpses for butchery will result in the Observed Corpse mood debuf, this can be prevented by hiding the corpses in [[Shelf|shelves]]. See that page for details.&lt;br /&gt;
&lt;br /&gt;
Human leather fetches a good price. It can also be used for furniture without penalty. Human meat can be sold, fed to carnivores, turned into [[kibble]], or converted into [[chemfuel]] at the [[biofuel refinery]].&lt;br /&gt;
&lt;br /&gt;
==== Organ harvesting &amp;amp; slavery ====&lt;br /&gt;
The caravan shuffle does not work for organ harvesting or slavery; these transgressions are detected by colonists anywhere on the map.  However, countering the debuff with the usual counter-boosts (better meals, higher quality rooms, selective drug use) is still a viable method.&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>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=99913</id>
		<title>Template talk:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=99913"/>
		<updated>2022-02-15T21:19:40Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Min. Handling Skill ==&lt;br /&gt;
&lt;br /&gt;
The minimum handling skill for most animals is out of date.  This is likely because there is no actual handling skill property in the XML files, so no one bothers to dig into the dev menus in-game to update them.  &lt;br /&gt;
&lt;br /&gt;
I am going to remove the handleskill property from the wiki and replace it as a derivative of wildness, which seems to be what it is based on.  This will likely need to be updated in the future if wildness levels are tweaked or more animals are added but for now it will be strictly based on the cut-offs of the current animals in the 1.1 version of the game. &lt;br /&gt;
&lt;br /&gt;
--[[User:Rookwood|Rookwood]] ([[User talk:Rookwood|talk]]) 15:51, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Nice with other tables==&lt;br /&gt;
Is there a way to cause let the info box and other tables stack horizontally properly? It looks fine on pages that have a lot of text, but on short pages the tables (e.g. material and quality tables) end up pushed down to below the end of the main infobox leaving a massive white space in the middle of the article for example [[War mask]]. Is there a way to edit either this or the other tables to prevent this? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:08, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'll see if I can fix that. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:42, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Much appreciated! If it helps, I think its an issue with the [[Template:STDT]] tables rather than the infobox itself, wikitable class tables don't have the same issue. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 13:53, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Should look better now. I put the STDT table in a div to make it float. Only did the one page for now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:20, 4 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Awesome, thank you. I'll see about adding it to the templates then, rather than adding to every page. Page specific tables will still have to be implemented individually. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:44, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Adding &lt;br /&gt;
:::::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:::::Prevents the content after the table from getting sandwiched between the table and the infobox and preserves formatting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:30, 5 September 2020 (UTC) &lt;br /&gt;
::::::Arg never mind, this just recreates original issue but with content below being pushed below the infobox as well. Will keep experimenting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:36, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok so the solution above did work mostly, but had issues when you had an infobox or ToC that was longer than the single STDT table. IF you did not include the br with the clear, then any content after the table (inlcuding headings) would get sandwhiched between the table and the infobox. If you did include it, then there would be a wall of vertical whitespace for the remaining length of the infobox or ToC, and then it would work as expected. AS seen [https://rimworldwiki.com/index.php?title=Body_Parts&amp;amp;oldid=77897 here], this isn't exactly a good look. Until someone that knows about the .css and wiki formatting better than I do can come and get STDT tables to act like the wikitable class tables, I have a different solution. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It is a hack job, and will cause tables to appear inline if there is not a break or other content between them but its still an improvement. Going to start implementing it slowly, and see if there is an issue with this attempt at a fix as well. Preferably we'd just make STDT tables behave but I've made 0 progress on doing so, so this will have to do in the mean time. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 10:55, 1 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I add valid parameters to the infobox? ==&lt;br /&gt;
&lt;br /&gt;
I just can't find info on that anywhere, beyond other wikis saying to suggest new parameters on the template's talk page. So here I am.&lt;br /&gt;
&lt;br /&gt;
The [[Hospital bed]] page is missing its +10% tend quality offset from the infobox, because there's no valid parameter for it. It actually is listed there, as &amp;quot;|medical qualty offset = 0.1&amp;quot;, but it doesn't show up on the page. I tried fixing the typo, but still nothing.&lt;br /&gt;
&lt;br /&gt;
If someone is going to add it, it's probably best to use a less ambiguous name. Probably just &amp;quot;Medical Tend Quality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
--[[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 21:18, 15 February 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=99912</id>
		<title>Template talk:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=99912"/>
		<updated>2022-02-15T21:18:39Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: forgot the signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Min. Handling Skill ==&lt;br /&gt;
&lt;br /&gt;
The minimum handling skill for most animals is out of date.  This is likely because there is no actual handling skill property in the XML files, so no one bothers to dig into the dev menus in-game to update them.  &lt;br /&gt;
&lt;br /&gt;
I am going to remove the handleskill property from the wiki and replace it as a derivative of wildness, which seems to be what it is based on.  This will likely need to be updated in the future if wildness levels are tweaked or more animals are added but for now it will be strictly based on the cut-offs of the current animals in the 1.1 version of the game. &lt;br /&gt;
&lt;br /&gt;
--[[User:Rookwood|Rookwood]] ([[User talk:Rookwood|talk]]) 15:51, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Nice with other tables==&lt;br /&gt;
Is there a way to cause let the info box and other tables stack horizontally properly? It looks fine on pages that have a lot of text, but on short pages the tables (e.g. material and quality tables) end up pushed down to below the end of the main infobox leaving a massive white space in the middle of the article for example [[War mask]]. Is there a way to edit either this or the other tables to prevent this? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:08, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'll see if I can fix that. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:42, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Much appreciated! If it helps, I think its an issue with the [[Template:STDT]] tables rather than the infobox itself, wikitable class tables don't have the same issue. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 13:53, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Should look better now. I put the STDT table in a div to make it float. Only did the one page for now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:20, 4 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Awesome, thank you. I'll see about adding it to the templates then, rather than adding to every page. Page specific tables will still have to be implemented individually. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:44, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Adding &lt;br /&gt;
:::::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:::::Prevents the content after the table from getting sandwiched between the table and the infobox and preserves formatting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:30, 5 September 2020 (UTC) &lt;br /&gt;
::::::Arg never mind, this just recreates original issue but with content below being pushed below the infobox as well. Will keep experimenting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:36, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok so the solution above did work mostly, but had issues when you had an infobox or ToC that was longer than the single STDT table. IF you did not include the br with the clear, then any content after the table (inlcuding headings) would get sandwhiched between the table and the infobox. If you did include it, then there would be a wall of vertical whitespace for the remaining length of the infobox or ToC, and then it would work as expected. AS seen [https://rimworldwiki.com/index.php?title=Body_Parts&amp;amp;oldid=77897 here], this isn't exactly a good look. Until someone that knows about the .css and wiki formatting better than I do can come and get STDT tables to act like the wikitable class tables, I have a different solution. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It is a hack job, and will cause tables to appear inline if there is not a break or other content between them but its still an improvement. Going to start implementing it slowly, and see if there is an issue with this attempt at a fix as well. Preferably we'd just make STDT tables behave but I've made 0 progress on doing so, so this will have to do in the mean time. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 10:55, 1 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I add valid parameters to the infobox? ==&lt;br /&gt;
&lt;br /&gt;
I just can't find info on that anywhere, beyond other wikis saying to suggest new parameters on the template's talk page. So here I am.&lt;br /&gt;
&lt;br /&gt;
The [[Hospital bed]] page is missing its +10% tend quality offset from the infobox, because there's no valid parameter for it. It actually is listed there, as &amp;quot;|medical qualty offset = 0.1&amp;quot;, but it doesn't show up on the page. I tried fixing the typo, but still nothing.&lt;br /&gt;
&lt;br /&gt;
If someone is going to add it, it's probably best to use a less ambiguous name. Probably just &amp;quot;Medical Tend Quality&amp;quot;. --[[User:Vercinger|Vercinger]] ([[User talk:Vercinger|talk]]) 21:18, 15 February 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=99911</id>
		<title>Template talk:Infobox main</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template_talk:Infobox_main&amp;diff=99911"/>
		<updated>2022-02-15T21:16:26Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: /* How do I add valid parameters to the infobox? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Min. Handling Skill ==&lt;br /&gt;
&lt;br /&gt;
The minimum handling skill for most animals is out of date.  This is likely because there is no actual handling skill property in the XML files, so no one bothers to dig into the dev menus in-game to update them.  &lt;br /&gt;
&lt;br /&gt;
I am going to remove the handleskill property from the wiki and replace it as a derivative of wildness, which seems to be what it is based on.  This will likely need to be updated in the future if wildness levels are tweaked or more animals are added but for now it will be strictly based on the cut-offs of the current animals in the 1.1 version of the game. &lt;br /&gt;
&lt;br /&gt;
--[[User:Rookwood|Rookwood]] ([[User talk:Rookwood|talk]]) 15:51, 1 July 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Nice with other tables==&lt;br /&gt;
Is there a way to cause let the info box and other tables stack horizontally properly? It looks fine on pages that have a lot of text, but on short pages the tables (e.g. material and quality tables) end up pushed down to below the end of the main infobox leaving a massive white space in the middle of the article for example [[War mask]]. Is there a way to edit either this or the other tables to prevent this? [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:08, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I'll see if I can fix that. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 21:42, 14 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Much appreciated! If it helps, I think its an issue with the [[Template:STDT]] tables rather than the infobox itself, wikitable class tables don't have the same issue. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 13:53, 17 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Should look better now. I put the STDT table in a div to make it float. Only did the one page for now. ~ [[User:Jimyoda|Jimyoda]] ([[User talk:Jimyoda|talk]]) 20:20, 4 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;float: left;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
:::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::Awesome, thank you. I'll see about adding it to the templates then, rather than adding to every page. Page specific tables will still have to be implemented individually. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 02:44, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Adding &lt;br /&gt;
:::::&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:::::Prevents the content after the table from getting sandwiched between the table and the infobox and preserves formatting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:30, 5 September 2020 (UTC) &lt;br /&gt;
::::::Arg never mind, this just recreates original issue but with content below being pushed below the infobox as well. Will keep experimenting. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 03:36, 5 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Ok so the solution above did work mostly, but had issues when you had an infobox or ToC that was longer than the single STDT table. IF you did not include the br with the clear, then any content after the table (inlcuding headings) would get sandwhiched between the table and the infobox. If you did include it, then there would be a wall of vertical whitespace for the remaining length of the infobox or ToC, and then it would work as expected. AS seen [https://rimworldwiki.com/index.php?title=Body_Parts&amp;amp;oldid=77897 here], this isn't exactly a good look. Until someone that knows about the .css and wiki formatting better than I do can come and get STDT tables to act like the wikitable class tables, I have a different solution. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;table or other content&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It is a hack job, and will cause tables to appear inline if there is not a break or other content between them but its still an improvement. Going to start implementing it slowly, and see if there is an issue with this attempt at a fix as well. Preferably we'd just make STDT tables behave but I've made 0 progress on doing so, so this will have to do in the mean time. [[User:Harakoni|Harakoni]] ([[User talk:Harakoni|talk]]) 10:55, 1 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I add valid parameters to the infobox? ==&lt;br /&gt;
&lt;br /&gt;
I just can't find info on that anywhere, beyond other wikis saying to suggest new parameters on the template's talk page. So here I am.&lt;br /&gt;
&lt;br /&gt;
The [[Hospital bed]] page is missing its +10% tend quality offset from the infobox, because there's no valid parameter for it. It actually is listed there, as &amp;quot;|medical qualty offset = 0.1&amp;quot;, but it doesn't show up on the page. I tried fixing the typo, but still nothing.&lt;br /&gt;
&lt;br /&gt;
If someone is going to add it, it's probably best to use a less ambiguous name. Probably just &amp;quot;Medical Tend Quality&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Hospital_bed&amp;diff=99910</id>
		<title>Hospital bed</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Hospital_bed&amp;diff=99910"/>
		<updated>2022-02-15T21:08:38Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: typo - trying to get the tend quality offset to show up in the infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{infobox main|furniture|&lt;br /&gt;
|name = Hospital bed&lt;br /&gt;
|image = Hospital bed south.png&lt;br /&gt;
|description = A bed specially designed for use in hospitals. Adjustable for a patient and festooned with built-in equipment, it improves medical outcomes over normal beds.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 42&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.4&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 35&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 150&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 1&lt;br /&gt;
|immunity gain speed factor = 1.11&lt;br /&gt;
|medical quality offset = 0.1&lt;br /&gt;
|surgery success chance factor = 1.1&lt;br /&gt;
|comfort = 0.8&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|facility = vitals monitor, end table, dresser, sleep accelerator&lt;br /&gt;
|research = Hospital bed&lt;br /&gt;
|skill 1 = Construction&lt;br /&gt;
|skill 1 level = 8&lt;br /&gt;
|work to make = 2800&lt;br /&gt;
|stuff tags = Metallic&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
|resource 2 = Steel&lt;br /&gt;
|resource 2 amount = 80&lt;br /&gt;
|resource 3 = Component&lt;br /&gt;
|resource 3 amount = 5&lt;br /&gt;
}}{{Info|A '''hospital bed''' improves quality of medical treatments, boosts [[Immunity Gain Speed|immunity gain speed]] to help recover from diseases faster, and speeds up healing from [[injury|injuries]]. It can even boost medical tend quality above the normal maximum for that type of medicine, for example allowing 70%+ treatment quality from herbal medicine&lt;br /&gt;
&lt;br /&gt;
When a colonist (that is injured or in need of an operation) is selected the player may right-click a hospital bed to direct the colonist there.  Colonists that are sick or injured will sleep at a medical bed instead of their designated beds.&lt;br /&gt;
A hospital bed can also be linked to a [[Vitals monitor|vitals monitor]] to further increase medical treatment quality and patient's immunity gain speed. The bonuses for immunity gain speed from a hospital bed and a vitals monitor stack, but a vitals monitor does not improve the recovery rate from injuries.}}&lt;br /&gt;
&lt;br /&gt;
While resting on a hospital bed, colonists recover from injuries much faster than a normal [[bed]] or [[sleeping spot]]. The increased heal rate from using a hospital bed relative to a normal bed is equivalent to a +75% increase in tend quality (see [[injury]] for details).&lt;br /&gt;
&lt;br /&gt;
It also increases the success rate of [[Doctoring#Surgery|surgeries]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Constructing a hospital bed requires [[Research#Hospital bed|Hospital Bed]] to be researched and a [[construction]] skill of 8. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness varies by [[quality]] and material. Stone materials only offer 90% of the rest effectiveness of a bed made from non-stone materials at the same quality level.&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor===&lt;br /&gt;
The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the hospital bed a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&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;
{{#vardefine:basesurgerychancefactor| 110 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1|reason=Comparison with other bed options needed}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! &lt;br /&gt;
|-&lt;br /&gt;
| [[Version/0.19.2009|Beta 19]] || &lt;br /&gt;
* Now requires [[component|components]] to build, instead of [[medicine]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bison&amp;diff=99899</id>
		<title>Bison</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bison&amp;diff=99899"/>
		<updated>2022-02-14T05:44:47Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Fixed caravan capacity in summary, plus punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|page verified for version = 1.3.3101&lt;br /&gt;
|name = Bison&lt;br /&gt;
|image = Animal Bison side.png|200px{{!}}Bison&lt;br /&gt;
|description = A large plant eating mammal appearing in the savannah wilderness. Tamed are quite docile, but enraged are fast and dangerous.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 4.7&lt;br /&gt;
|min comfortable temperature = -55&lt;br /&gt;
|max comfortable temperature = 45&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 350&lt;br /&gt;
|filth rate = 16&lt;br /&gt;
|woolname = bison wool&lt;br /&gt;
|sheartime = 15&lt;br /&gt;
|wool = 120&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|bodysize = 2.4&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|hungerrate = 0.535&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|leathername = plainleather&lt;br /&gt;
|wildness = 0.6&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0.1&lt;br /&gt;
|roamMtb = 2&lt;br /&gt;
|trainable = none&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|packanimal = true&lt;br /&gt;
|gestation = 6.66&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|juvenileage = 0.25&lt;br /&gt;
|maturityage = 0.3333&lt;br /&gt;
|tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
|attack1dmg = 15&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2.9&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack2dmg = 10&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front left leg&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = Poke&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = front left leg&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front right leg&lt;br /&gt;
|attack5dmg = 10&lt;br /&gt;
|attack5type = Poke&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 10&lt;br /&gt;
|attack6type = Bite&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = teeth&lt;br /&gt;
|attack6chancefactor = 0.5&lt;br /&gt;
|livesin_temperateforest = 0.07&lt;br /&gt;
|livesin_aridshrubland = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Bison''' are slow-moving, grass-grazing quadrupeds analogous to buffalo. When enraged, they can melee and can become a threat to colonists due to their high health. They provide a large quantity of leather compared to other creatures that spawn in the same biomes, two or three Bison usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. A bison will also increase the carrying capacity of any [[caravan]] it's part of by 84 kg, making them an excellent [[pack animal]].&lt;br /&gt;
&lt;br /&gt;
Bison stats are equivalent to [[muffalo]] except they have slightly higher move speed and market value, and give [[plainleather]] instead of [[bluefur]]. They give [[bison wool]] instead of [[muffalo wool]] which is largely the same but has an inferior cold insulation - offering an insulation factor of ×26 instead of ×30. &lt;br /&gt;
&lt;br /&gt;
== Taming ==&lt;br /&gt;
Bison can be found in [[temperate forest]]s and [[arid shrubland]]s. They can either be tamed by a [[Menus#Handle|Handler]] or self-tame in a random [[events|event]].&lt;br /&gt;
&lt;br /&gt;
Bison can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Bison purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Bison can be sheared by animal handlers once every {{P|Shearing Interval Days}} days, giving {{icon small|{{P|Wool Name}}}} {{P|Wool Amount}} pieces of [[bison wool]] worth {{icon small|silver}} {{#expr: {{Q|{{P|Wool Name}}|Market Value Base}}*{{P|Wool Amount}}}} [[silver]].&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|animal products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.&lt;br /&gt;
* Version 1.3 - Animal Overhaul&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muffalo&amp;diff=99898</id>
		<title>Muffalo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muffalo&amp;diff=99898"/>
		<updated>2022-02-14T05:43:43Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.&amp;lt;br&amp;gt;Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 4.5&lt;br /&gt;
|min comfortable temperature = -55&lt;br /&gt;
|max comfortable temperature = 45&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 300&lt;br /&gt;
|filth rate = 16&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|sheartime = 15&lt;br /&gt;
|wool = 120&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|bodysize = 2.4&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|hungerrate = 0.535&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|leathername = bluefur&lt;br /&gt;
|wildness = 0.6&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0.1&lt;br /&gt;
|roamMtb = 2&lt;br /&gt;
|trainable = none&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|packanimal = true&lt;br /&gt;
|gestation = 6.66&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|juvenileage = 0.25&lt;br /&gt;
|maturityage = 0.3333&lt;br /&gt;
|tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
|attack1dmg = 13&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2.6&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack2dmg = 10&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front left leg&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = Poke&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = front left leg&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front right leg&lt;br /&gt;
|attack5dmg = 10&lt;br /&gt;
|attack5type = Poke&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 10&lt;br /&gt;
|attack6type = Bite&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = teeth&lt;br /&gt;
|attack6chancefactor = 0.5&lt;br /&gt;
|livesin_temperateforest = 0.5&lt;br /&gt;
|livesin_temperateswamp = 0.5&lt;br /&gt;
|livesin_borealforest = 0.5&lt;br /&gt;
|livesin_tundra = 2&lt;br /&gt;
|livesin_coldbog = 0.5&lt;br /&gt;
|livesin_icesheet = 0.1&lt;br /&gt;
|livesin_seaice = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Muffalo''' are slow-moving, grass-grazing quadrupeds analogous to buffalo. When enraged, they can melee and can become a threat to colonists due to their high health. They provide a large quantity of leather compared to other creatures that spawn in the same biomes, which means a herd of muffalo can be a lifesaver in extremely cold [[biomes]]; two or three muffalo usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. Their leather is a dark blue color. A muffalo will also increase the carrying capacity of any [[caravan]] it's part of by 84 kg, making them an excellent [[pack animal]].&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Muffalo can be found in {{Habitats}}. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random [[events|event]].&lt;br /&gt;
&lt;br /&gt;
Muffalo can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Muffalo purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Handlers are required to harvest resources from animals.&lt;br /&gt;
&lt;br /&gt;
Tamed muffalo can be sheared once each {{P|Shearing Interval Days}} days for {{P|Wool Amount}} [[muffalo wool]]. &lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Can now be shorn for wool and milked&lt;br /&gt;
As of Version 1.1, they can no longer produce milk. Prior to this Tamed females could be milked once every 2 days for 16 [[milk]].&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Muffalo&amp;diff=99897</id>
		<title>Muffalo</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Muffalo&amp;diff=99897"/>
		<updated>2022-02-14T05:42:51Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Fixed caravan capacity in summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Muffalo&lt;br /&gt;
|image = Animal Muffalo side.png|200px{{!}}Muffalo&lt;br /&gt;
|description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.&amp;lt;br&amp;gt;Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.&lt;br /&gt;
|type = Animal&lt;br /&gt;
|movespeed = 4.5&lt;br /&gt;
|min comfortable temperature = -55&lt;br /&gt;
|max comfortable temperature = 45&lt;br /&gt;
|flammability = 0.7&lt;br /&gt;
|marketvalue = 300&lt;br /&gt;
|filth rate = 16&lt;br /&gt;
|woolname = muffalo wool&lt;br /&gt;
|sheartime = 15&lt;br /&gt;
|wool = 120&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|bodysize = 2.4&lt;br /&gt;
|healthscale = 1.75&lt;br /&gt;
|hungerrate = 0.535&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|leathername = bluefur&lt;br /&gt;
|wildness = 0.6&lt;br /&gt;
|manhuntertame = 0&lt;br /&gt;
|manhunter = 0.1&lt;br /&gt;
|roamMtb = 2&lt;br /&gt;
|trainable = none&lt;br /&gt;
|mateMtb = 12&lt;br /&gt;
|packanimal = true&lt;br /&gt;
|gestation = 6.66&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|lifespan = 15&lt;br /&gt;
|juvenileage = 0.25&lt;br /&gt;
|maturityage = 0.3333&lt;br /&gt;
|tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
|attack1dmg = 13&lt;br /&gt;
|attack1type = Blunt&lt;br /&gt;
|attack1cool = 2.6&lt;br /&gt;
|attack1part = head&lt;br /&gt;
|attack2dmg = 10&lt;br /&gt;
|attack2type = Blunt&lt;br /&gt;
|attack2cool = 2&lt;br /&gt;
|attack2part = front left leg&lt;br /&gt;
|attack3dmg = 10&lt;br /&gt;
|attack3type = Poke&lt;br /&gt;
|attack3cool = 2&lt;br /&gt;
|attack3part = front left leg&lt;br /&gt;
|attack4dmg = 10&lt;br /&gt;
|attack4type = Blunt&lt;br /&gt;
|attack4cool = 2&lt;br /&gt;
|attack4part = front right leg&lt;br /&gt;
|attack5dmg = 10&lt;br /&gt;
|attack5type = Poke&lt;br /&gt;
|attack5cool = 2&lt;br /&gt;
|attack5part = front right leg&lt;br /&gt;
|attack6dmg = 10&lt;br /&gt;
|attack6type = Bite&lt;br /&gt;
|attack6cool = 2&lt;br /&gt;
|attack6part = teeth&lt;br /&gt;
|attack6chancefactor = 0.5&lt;br /&gt;
|livesin_temperateforest = 0.5&lt;br /&gt;
|livesin_temperateswamp = 0.5&lt;br /&gt;
|livesin_borealforest = 0.5&lt;br /&gt;
|livesin_tundra = 2&lt;br /&gt;
|livesin_coldbog = 0.5&lt;br /&gt;
|livesin_icesheet = 0.1&lt;br /&gt;
|livesin_seaice = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Muffalo''' are slow-moving, grass-grazing quadrupeds analogous to buffalo. When enraged, they can melee and can become a threat to colonists due to their high health. They provide a large quantity of leather compared to other creatures that spawn in the same biomes, which means a herd of muffalo can be a lifesaver in extremely cold [[biomes]]; two or three muffalo usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. Their leather is a dark blue color. A muffalo will also increase the carrying capacity of any [[caravan]] it's part of by 84 kg making them an excellent [[pack animal]].&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Muffalo can be found in {{Habitats}}. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random [[events|event]].&lt;br /&gt;
&lt;br /&gt;
Muffalo can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Muffalo purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Handlers are required to harvest resources from animals.&lt;br /&gt;
&lt;br /&gt;
Tamed muffalo can be sheared once each {{P|Shearing Interval Days}} days for {{P|Wool Amount}} [[muffalo wool]]. &lt;br /&gt;
&lt;br /&gt;
See [[Animals#Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History == &lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Can now be shorn for wool and milked&lt;br /&gt;
As of Version 1.1, they can no longer produce milk. Prior to this Tamed females could be milked once every 2 days for 16 [[milk]].&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99889</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99889"/>
		<updated>2022-02-13T13:48:15Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| mass = 0.1&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 600&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Yayo}}{{#set:Resource 1 Amount = 1}}{{#set:Resource 2 = Neutroamine}}{{#set:Resource 2 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Go-juice''' is a potent combat [[drug]] that almost completely blocks pain and significantly improves a pawn's capabilities, at the risk of addiction and overdose.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]].&lt;br /&gt;
&lt;br /&gt;
It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). Similar to the [[painstopper]], its reduction of pain in turn reduces the penalties to combat stats that come with it while also keeping the pawn up for longer. This means an affected pawn does more damage while injured and is doing that damage for longer. Coupled with the direct buffs from the other effects of the drug, this makes affected pawn significantly deadlier, but also puts them at risk by not going into shock as quickly meaning they will fight until very close to death or made physically unable. &lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Satisfies rest need: +40%&lt;br /&gt;
* Recreation (chemical): +40%&lt;br /&gt;
* Restores [[Psycasts#Psyfocus|psyfocus]]: +15% {{RoyaltyIcon}}&lt;br /&gt;
* Go-juice addiction chance: 2.6%, no minimum tolerance required.&lt;br /&gt;
* Overdose chance: 0.5%&lt;br /&gt;
'''During go-juice high'''&lt;br /&gt;
* Improved [[moving]]: +50%&lt;br /&gt;
* Improved [[sight]]: +35%&lt;br /&gt;
* Heightened [[consciousness]]: +20%&lt;br /&gt;
* Minimised [[pain]]: x10%&lt;br /&gt;
* Improved [[mood]]: +5&lt;br /&gt;
However, as consciousness also improves other stats, the following are also affected.&lt;br /&gt;
* Improved [[manipulation]]: +20%&lt;br /&gt;
* Improved [[talking]]: +20%&lt;br /&gt;
* Improved [[eating]]: +20%&lt;br /&gt;
&lt;br /&gt;
Assuming Skill 10 where relevant, these bonuses translates to:&lt;br /&gt;
* A 50% increase to [[Move Speed]], equivalent to an increase of of 2.3 c/s on a healthy, unencumbered pawn, &lt;br /&gt;
* A 1% increase to [[Shooting Accuracy]]. At Shooting 20, this is a 0.4% increase, at Shooting 5, a 2.1% increase. '''N.b.''', although seemingly small, this value is applied per tile crossed. So the difference between a 97% shooting accuracy and a 98% shooting accuracy over a range of only 10 tiles is an almost 11% increase in DPS. Over 20 tiles, this is a 23% increase.&lt;br /&gt;
* An 8% increase in melee DPS. At Melee 20, this is a 2% increase, at Melee 5, a 25% increase&lt;br /&gt;
* A 21% increase in [[Melee Dodge Chance]]. At Melee 20, this is a 6% increase, at Melee 5, a 24% increase&lt;br /&gt;
* A 20% increase in [[General Labor Speed]]&lt;br /&gt;
* A 18% increase [[Medical Surgery Success Chance]]. At Medical 20, this is a 22% increase, at Medical 5, a 12% increase&lt;br /&gt;
* A 30% increase in [[Medical Tend Quality]]. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of go-juice within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
== Crafting== &lt;br /&gt;
Go-Juice is manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]]. It requires [[Research#Go-juice production|Go-juice production]] to be researched.  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Side-Effects ==&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work. However, as of version [[Version/1.2.3005|1.2.3005]], Go-Juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad that, by the numbers, one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[moving]] (-50%)&lt;br /&gt;
* Impaired [[consciousness]] (-20%)&lt;br /&gt;
* Impaired [[blood pumping]] (-20%)&lt;br /&gt;
* Impaired [[sight]] (-20%)&lt;br /&gt;
* Increased hunger rate (+50%)&lt;br /&gt;
* Increased tiredness (+30%)&lt;br /&gt;
* Increased [[pain]] (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful [[mood]] (-22)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99888</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99888"/>
		<updated>2022-02-13T13:44:38Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Chemical damage no longer happens according to the article, edited the summary to match that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| mass = 0.1&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 600&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Yayo}}{{#set:Resource 1 Amount = 1}}{{#set:Resource 2 = Neutroamine}}{{#set:Resource 2 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Go-juice''' is a potent combat [[drug]] that almost completely blocks pain and significantly improves a pawn's capabilities, at the risk of addiction and overdose.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]].&lt;br /&gt;
&lt;br /&gt;
It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). Similar to the [[painstopper]], its reduction of pain in turn reduces the penalties to combat stats that come with it while also keeping the pawn up for longer. This means an affected pawn does more damage while injured and is doing that damage for longer. Coupled with the direct buffs from the other effects of the drug, this makes affected pawn significantly deadlier, but also puts them at risk by not going into shock as quickly meaning they will fight until very close to death or made physically unable. &lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Satisfies rest need (+40%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Restores [[Psycasts#Psyfocus|psyfocus]] (+15%) {{RoyaltyIcon}}&lt;br /&gt;
* Go-juice addiction chance 2.6%, no minimum tolerance required.&lt;br /&gt;
* Overdose chance 0.5%&lt;br /&gt;
'''During go-juice high'''&lt;br /&gt;
* Improved [[moving]] (+50%)&lt;br /&gt;
* Improved [[sight]] (+35%)&lt;br /&gt;
* Heightened [[consciousness]] (+20%)&lt;br /&gt;
* Minimised [[pain]] (x10%)&lt;br /&gt;
* Improved [[mood]] (+5)&lt;br /&gt;
However, as consciousness also improves other stats, the following are also affected.&lt;br /&gt;
* Improved [[manipulation]] (+20%)&lt;br /&gt;
* Improved [[talking]] (+20%)&lt;br /&gt;
* Improved [[eating]] (+20%)&lt;br /&gt;
&lt;br /&gt;
Assuming Skill 10 where relevant, these bonuses translates to:&lt;br /&gt;
* A 50% increase to [[Move Speed]], equivalent to an increase of of 2.3 c/s on a healthy, unencumbered pawn, &lt;br /&gt;
* A 1% increase to [[Shooting Accuracy]]. At Shooting 20, this is a 0.4% increase, at Shooting 5, a 2.1% increase. '''N.b.''', although seemingly small, this value is applied per tile crossed. So the difference between a 97% shooting accuracy and a 98% shooting accuracy over a range of only 10 tiles is an almost 11% increase in DPS. Over 20 tiles, this is a 23% increase.&lt;br /&gt;
* An 8% increase in melee DPS. At Melee 20, this is a 2% increase, at Melee 5, a 25% increase&lt;br /&gt;
* A 21% increase in [[Melee Dodge Chance]]. At Melee 20, this is a 6% increase, at Melee 5, a 24% increase&lt;br /&gt;
* A 20% increase in [[General Labor Speed]]&lt;br /&gt;
* A 18% increase [[Medical Surgery Success Chance]]. At Medical 20, this is a 22% increase, at Medical 5, a 12% increase&lt;br /&gt;
* A 30% increase in [[Medical Tend Quality]]. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of go-juice within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
== Crafting== &lt;br /&gt;
Go-Juice is manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]]. It requires [[Research#Go-juice production|Go-juice production]] to be researched.  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Side-Effects ==&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work. However, as of version [[Version/1.2.3005|1.2.3005]], Go-Juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad that, by the numbers, one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[moving]] (-50%)&lt;br /&gt;
* Impaired [[consciousness]] (-20%)&lt;br /&gt;
* Impaired [[blood pumping]] (-20%)&lt;br /&gt;
* Impaired [[sight]] (-20%)&lt;br /&gt;
* Increased hunger rate (+50%)&lt;br /&gt;
* Increased tiredness (+30%)&lt;br /&gt;
* Increased [[pain]] (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful [[mood]] (-22)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99887</id>
		<title>Wake-up</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99887"/>
		<updated>2022-02-13T13:38:15Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: more formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = WakeUp&lt;br /&gt;
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/WakeUp&lt;br /&gt;
| label = wake-up&lt;br /&gt;
| market value base = 35&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 900&lt;br /&gt;
| mass = 0.005&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.10&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global Work Speed offset = 0.50&lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.1&lt;br /&gt;
| pain factor =&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.8&lt;br /&gt;
| rest offset = 1.0&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Neutroamine}}{{#set:Resource 1 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&lt;br /&gt;
{{Info|'''Wake-up''' is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to [[Consciousness]], and accordingly [[Manipulation]]. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.&lt;br /&gt;
&lt;br /&gt;
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Wake-up is a highly addictive drug that can be manufactured at a [[drug lab]], purchased from [[traders]] that deal in such, or occasionally found on [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).  &lt;br /&gt;
&amp;lt;!--- Multiple single doses can be taken, one after another, but with an ever increasing risk of... ???&lt;br /&gt;
&lt;br /&gt;
WHAT STOPS A PAWN FROM STAYING AWAKE INFINITELY? WHAT IS THE DOWNSIDE OF TAKING ANOTHER PILL AND THEN ANOTHER AND ANOTHER, AND &amp;quot;NEVER&amp;quot; SLEEPING?&lt;br /&gt;
&lt;br /&gt;
Heart attack? Kidney Damage? Mere Addiction? Spontaneous Combustion? (~that~ would be funny!)  ...  What?&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dose carrying a 2% chance of addiction.&lt;br /&gt;
&lt;br /&gt;
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.&lt;br /&gt;
&lt;br /&gt;
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.&lt;br /&gt;
&lt;br /&gt;
==Detailed Effects==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Fully satisfies rest need: +100%&lt;br /&gt;
* Recreation (chemical): +40%&lt;br /&gt;
* Wake-up addiction chance: 2%, no minimum tolerance required.&lt;br /&gt;
* Overdose chance: 0.5%&lt;br /&gt;
'''During wake-up high'''&lt;br /&gt;
* Increased [[Global Work Speed|global work speed]]: +50%&lt;br /&gt;
* Improved [[Moving]]: +10%&lt;br /&gt;
* Heightened [[consciousness]]: +10%&lt;br /&gt;
* Reduced tiredness rate: x80%&lt;br /&gt;
* Heart attack chance (''mtb of 120 days'')&lt;br /&gt;
* Improved [[Psycasts#Psyfocus|psyfocus meditation rate]]: +20% {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of wake-up within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
==Side-Effects==&lt;br /&gt;
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.&lt;br /&gt;
&lt;br /&gt;
If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the Kidney in a mean time of 120 in-game days. However, as of version [[Version/1.2.3005|1.2.3005]], Wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[Consciousness]] (-50%)&lt;br /&gt;
* Impaired [[Manipulation]] (-25%)&lt;br /&gt;
* Impaired [[Moving]] (-20%)&lt;br /&gt;
* Increased tiredness (x130%)&lt;br /&gt;
* Increased likelihood of social fighting (x200%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful mood (-40)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
{{nav/drugs}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Menus&amp;diff=99886</id>
		<title>Menus</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Menus&amp;diff=99886"/>
		<updated>2022-02-13T12:06:37Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: /* Work types */ - Added missing tasks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Menus_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
The following '''menus''' are found along the bottom edge of the screen.&lt;br /&gt;
The first eight menus are bound to hotkeys F1 through F8. (See: [[Controls]])&lt;br /&gt;
&lt;br /&gt;
==Architect==&lt;br /&gt;
{{Main|Architect}}&lt;br /&gt;
The Architect menu is used to designate construction blueprints, give [[orders]] to colonists, and create new [[Zone/Area|zones / areas]]&lt;br /&gt;
[[File:ArchitectMenu.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
==Work==&lt;br /&gt;
From the Work menu you can set the types of work you want your colonists to perform, though some colonists cannot perform all tasks. For example, [[Backstories#Medieval lord|nobles]] can only access [[research]] and [[firefighting]] whilst a [[Backstories#Colony settler|settler]] can access all [[skills]].&lt;br /&gt;
[[File:Work priorities.jpg|600px|thumb|right|Example of work priorities and the different work types.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manual priorities===&lt;br /&gt;
The 'Manual priorities' mode toggles the interface between 'standard mode' (red X) and 'manual mode' (green check).&lt;br /&gt;
*Standard mode: Colonists only do work types they're assigned to, noted by a green check. Tasks on the left rank more importantly than tasks on the right.&lt;br /&gt;
*Manual mode: Each colonist's work type can be prioritized from 0 (blank) to 4. 1 is the highest priority, 4 is the lowest, and blank tasks will not be performed. For tasks with the same priority, tasks on the left will be performed first.&lt;br /&gt;
&lt;br /&gt;
===Assigning work===&lt;br /&gt;
An efficient colony depends on colonists doing work they're proficient at. Boxes on the work menu are used to assign work, and each box has a visible outline. The higher the colonist's skill, the brighter the outline, ranging from red (worst), to white, to bright yellow (best).  Also, hovering over a skill box displays the colonist's skill level. Each box will also show a colonist's passion for that skill indicated by one or two flames. This will help you decide who you want doing each task. It is a good idea to study your colonists' skills and apply them to their strengths. Using the wrong people will slow down your progression. &lt;br /&gt;
To help keep you from using the wrong colonist for a job, a crunching sound is made when you assign a pawn to a work type which they won't do well due to low skill. Some colonists may not have a box for one or more work types; they are incapable of that work.&lt;br /&gt;
&lt;br /&gt;
===Incapable of work types===&lt;br /&gt;
Some characters are incapable of certain work and/or certain categories of work (i.e. violent, dumb labor). This is listed under &amp;lt;tt&amp;gt;&amp;lt;b&amp;gt;Incapable Of&amp;lt;/b&amp;gt;&amp;lt;/tt&amp;gt; in the character tab. Characters with a skill level 0 in a skill are still capable of performing the relevant task, they will just be ''extremely'' ineffective and inefficient. One exception is that characters who are ''incapable of'' plant work can still cut down trees - if it is under blueprints as part of construction work. They'll be exceedingly slow at it, though.&lt;br /&gt;
&lt;br /&gt;
===Prioritizing a task===&lt;br /&gt;
A colonist can be directed to immediately perform a task, but only if it's a work type they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu appears, then the colonist can't do anything with that target - try another colonist. Multiple tasks can be chained together by holding the Shift key. Queued jobs are shown on the colonist's inspect pane.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*For improved efficiency, colonists do cleaning and harvesting in batches.&lt;br /&gt;
*Colonists will only perform work in their [[Zone/Area|allowed area]].&lt;br /&gt;
**If an allowed area is made up of two parts, colonists may still traverse the unallowed area to perform tasks in another zone.&lt;br /&gt;
&lt;br /&gt;
===Work types===&lt;br /&gt;
Note: Within each work-type, there are a number of tasks performed as part of that work type. Tasks with a higher priority value will be prioritized over tasks with a lower value in the same work-type.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Work type !! Description !! Relevant skill !! Category&lt;br /&gt;
|- id=&amp;quot;Firefight&amp;quot;&lt;br /&gt;
| '''Firefight''' || Firefighters extinguish fires in the home area.  Firefighters can't extinguish fires outside the home area || none || none&lt;br /&gt;
|- id=&amp;quot;Patient&amp;quot;&lt;br /&gt;
| '''Patient''' || Patients go to a [[bed|medical bed]] to receive treatment for life-threatening health conditions (e.g. a treatable [[illness]]). It is not advisable to ever disable this or severely lower the priority. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;See the 'bed rest' task to set the priority for non-disease injuries. || none || none&lt;br /&gt;
|- id=&amp;quot;Doctor&amp;quot;&lt;br /&gt;
| '''Doctor''' || Doctors bandage wounds, treat the sick, and perform operations. Doctors also automatically rescue downed colonists.&amp;lt;br/&amp;gt;Doctors tend to colonists, rescued allies, prisoners and colony animals, but they must be resting in a bed or sleeping spot.&lt;br /&gt;
&lt;br /&gt;
* Tend to patients with urgent needs. '''Priority:''' 110&lt;br /&gt;
* Tend to patients. '''Priority:''' 100&lt;br /&gt;
* Tend to self. '''Priority:''' 90&lt;br /&gt;
* Feed patients. '''Priority:''' 80&lt;br /&gt;
* [[Surgery|Operate]] on humanlikes. '''Priority:''' 70&lt;br /&gt;
* Rescue downed allies to bed. '''Priority:''' 60&lt;br /&gt;
* Tend to animals. '''Priority:''' 50&lt;br /&gt;
* Feed animals (patient animals only). '''Priority:''' 40&lt;br /&gt;
* Operate on animals. '''Priority:''' 30&lt;br /&gt;
* Take patients to bed for operations. '''Priority:''' 20&lt;br /&gt;
* Visit sick people . '''Priority:''' 10&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Medical|Medical]] || Caring&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Social (Visiting only)&lt;br /&gt;
|- id=&amp;quot;Bed rest&amp;quot;&lt;br /&gt;
| '''Bed rest''' || Colonists assigned to bed rest will rest in a bed to heal [[Injury|injuries]].  This is separate from a colonist's need to sleep to replenish rest. || none || none&lt;br /&gt;
|- id=&amp;quot;Basic&amp;quot;&lt;br /&gt;
| '''Basic''' || Colonists will complete tasks that are unskilled and easy to complete. &lt;br /&gt;
* Flick switches - toggle power on [[Power#Appliances|appliances]] and [[Power#Power switch|switches]], or open/close [[vent]]s. '''Priority:''' 500&lt;br /&gt;
* Release [[Prisoner#Release|prisoners]]. '''Priority:''' 100&lt;br /&gt;
* Open containers marked to open: [[grave]]s, [[cryptosleep casket]]s, and [[sarcophagus|sarcophagi]]. '''Priority:''' 50&lt;br /&gt;
&amp;amp;#42; ''Note: Even when not assigned to Basic work, colonists can still be directed with right-click to open a container not marked to open.''&lt;br /&gt;
|| none || none&lt;br /&gt;
|- id=&amp;quot;Warden&amp;quot;&lt;br /&gt;
| '''Warden''' || Wardens feed [[prisoner]]s, chat with them, and try to recruit them, as chosen by the player. Wardens also carry out prisoner releases and executions.&lt;br /&gt;
* Execute prisoners. '''Priority:''' 110&lt;br /&gt;
* Release prisoners. '''Priority:''' 100&lt;br /&gt;
* Take prisoners to bed. '''Priority:''' 90&lt;br /&gt;
* Feed prisoners. '''Priority:''' 80&lt;br /&gt;
* Deliver food to prisoners. '''Priority:''' 70&lt;br /&gt;
* Chat with prisoners. '''Priority:''' 60&lt;br /&gt;
|| [[Skills#Social|Social]] || none&lt;br /&gt;
|- id=&amp;quot;Handle&amp;quot;&lt;br /&gt;
| '''Handle''' || Handlers tame, train, feed, milk, shear and slaughter tamed [[animals]]. Handlers also rescue wounded animals. &amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt; ''Note'': Slaughtering animals is a violent act and will not be carried out by pawns incapable of violence. &lt;br /&gt;
&lt;br /&gt;
* Take roaming animals to pen. '''Priority:''' 160&lt;br /&gt;
* Feed sick animals. '''Priority:''' 150 (animal patients - sick or injured animals resting in an animal bed or sleeping spot designated as medical)&lt;br /&gt;
* Take to pen. '''Priority:''' 130 (presumably this one is for moving animals from a hitching spot to a pen)&lt;br /&gt;
* Slaughter animals. '''Priority:''' 100&lt;br /&gt;
* Release to wild. '''Priority:''' 100&lt;br /&gt;
* Milk animals. '''Priority:''' 90&lt;br /&gt;
* Shear animals. '''Priority:''' 85&lt;br /&gt;
* Tame animals. '''Priority:''' 80&lt;br /&gt;
* Train animals. '''Priority:''' 70&lt;br /&gt;
* Rebalance animals in pens. '''Priority:''' 60&lt;br /&gt;
|| [[Skills#Animals|Animals]] || Animals&lt;br /&gt;
|- id=&amp;quot;Cook&amp;quot;&lt;br /&gt;
| '''Cook''' || Cooks [[butcher table|butcher]] [[animals]], prepare [[meals]], and brew [[beer]]. &lt;br /&gt;
&lt;br /&gt;
* Cook meals at stove. '''Priority:''' 100&lt;br /&gt;
* Cook meals at [[campfire]]. '''Priority:''' 97&lt;br /&gt;
* [[Butcher table|Butcher]] creatures. '''Priority:''' 90&lt;br /&gt;
* Fill food [[hopper]]s. '''Priority:''' 50&lt;br /&gt;
* [[Brewery|Brew]] liquors. '''Priority:''' 30&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Cooking|Cooking]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Hunt&amp;quot;&lt;br /&gt;
| '''Hunt''' || Hunters hunt animals [[Orders#Hunt|marked for hunting]], but will require a ranged weapon to do so (you will be notified via message of colonists with the Hunting job without one). || [[Skills#Shooting|Shooting]] and [[Skills#Animals|Animals]]|| Violent&lt;br /&gt;
|- id=&amp;quot;Construct&amp;quot;&lt;br /&gt;
| '''Construct''' || Constructors build things, smooth floors, repair damaged buildings and structures, and fix broken-down equipment with [[components]]. &lt;br /&gt;
&lt;br /&gt;
* Fix broken-down buildings. '''Priority:''' 120&lt;br /&gt;
* Uninstall structures. '''Priority:''' 110&lt;br /&gt;
* [[Build roof area|Build roofs]]. '''Priority:''' 100&lt;br /&gt;
* [[Remove roof area|Remove roofs]]. '''Priority:''' 90&lt;br /&gt;
* Construct placed frames. '''Priority:''' 80&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 70&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 60&lt;br /&gt;
* Deconstruct structures. '''Priority:''' 50&lt;br /&gt;
* Repair damaged things. '''Priority:''' 40&lt;br /&gt;
* Remove floors. '''Priority:''' 30&lt;br /&gt;
* [[Smooth stone|Smooth floors]]. '''Priority:''' 20&lt;br /&gt;
* Smooth walls. '''Priority:''' 10&lt;br /&gt;
|| [[Skills#Construction|Construction]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Grow&amp;quot;&lt;br /&gt;
| '''Grow''' || Growers plant and [[Orders#Harvest Food|harvest]] domestic crops. &lt;br /&gt;
&lt;br /&gt;
* Harvest crops. '''Priority:''' 100&lt;br /&gt;
* Replant trees. '''Priority:''' 60&lt;br /&gt;
* Sow crops. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Mine&amp;quot;&lt;br /&gt;
| '''Mine''' || Miners dig out marked sections of stone or minerals, as well as operating [[deep drill]]s. &lt;br /&gt;
&lt;br /&gt;
* Mine. '''Priority:''' 100&lt;br /&gt;
* Drill at [[deep drill]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Mining|Mining]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Plant cut&amp;quot;&lt;br /&gt;
| '''Plant cut''' || Plant cutters [[Orders#harvest|harvest]] food from wild plant and [[Orders#cut plants|cut down marked plants]]. &lt;br /&gt;
&lt;br /&gt;
* Extract trees. '''Priority:''' 110&lt;br /&gt;
* Cut plants. '''Priority:''' none&lt;br /&gt;
|| [[Skills#Plants|Plants]] || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Smith&amp;quot;&lt;br /&gt;
| '''Smith''' || Smiths create weapons at the [[smithing bench]] and the [[machining table]] &lt;br /&gt;
&lt;br /&gt;
* Make weapons (at [[smithy]]). '''Priority:''' 115&lt;br /&gt;
* Make things at [[machining table]]. '''Priority:''' 75&lt;br /&gt;
* [[Fabrication bench|Fabricate]] things. '''Priority:''' 50&lt;br /&gt;
&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Tailor&amp;quot;&lt;br /&gt;
| '''Tailor''' || Tailors craft clothing at a tailor bench ([[electric tailor bench|electric]] / [[hand tailor bench]]). || [[Skills#Crafting|Crafting]] || Skilled labor&lt;br /&gt;
|- id=&amp;quot;Art&amp;quot;&lt;br /&gt;
| '''Art''' || Artists make [[sculptures]] at the [[sculptor's table]]. || [[Skills#Artistic|Artistic]] || Artistic&lt;br /&gt;
|- id=&amp;quot;Craft&amp;quot;&lt;br /&gt;
| '''Craft''' || Craftsman do general low-skilled labor at work like [[stonecutter's table|stonecutting]] and [[electric smelter|smelting]]. &lt;br /&gt;
&lt;br /&gt;
* Make things at [[crafting spot]]. '''Priority:''' 100&lt;br /&gt;
* Work at [[refinery]]. '''Priority:''' 97&lt;br /&gt;
* [[Drug lab|Synthesize]] [[drugs]]. '''Priority:''' 95&lt;br /&gt;
* Make [[stone blocks]]. '''Priority:''' 90&lt;br /&gt;
* [[Electric smelter|Smelt]] items. '''Priority:''' 80&lt;br /&gt;
|| [[Skills#Crafting|Crafting]] || Skilled labor&amp;lt;br&amp;gt;&amp;lt;Br&amp;gt;Intellectual (Synthesize only)&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
| '''Haul''' || Haulers do a number of things, including:&lt;br /&gt;
* Rearm turrets. '''Priority:''' 150&lt;br /&gt;
* Refuel fuelable buildings ([[Torch lamp]]s, generators, [[Fueled stove]]s etc.). '''Priority:''' 140&lt;br /&gt;
* Unload [[Pack animal|carriers]]. '''Priority:''' 130&lt;br /&gt;
* Load [[caravan]]. '''Priority:''' 120&lt;br /&gt;
* Load [[transport pod|transporters]]. '''Priority:''' 110&lt;br /&gt;
* [[Orders#Strip|Strip]] corpses. '''Priority:''' 100&lt;br /&gt;
* Haul corpses. '''Priority:''' 90&lt;br /&gt;
* Do [[Electric crematorium|cremation]] bills. '''Priority:''' 40&lt;br /&gt;
* Do bills at campfire (such as burning drugs). '''Priority:''' 30&lt;br /&gt;
* Empty egg boxes. '''Priority:''' 20&lt;br /&gt;
* Take [[beer]] out of [[fermenting barrel]]s. '''Priority:''' 20&lt;br /&gt;
* [[Wort|Fill]] fermenting barrels. '''Priority:''' 19&lt;br /&gt;
* Haul general things. '''Priority:''' 15&lt;br /&gt;
* Deliver resources to frames. '''Priority:''' 10&lt;br /&gt;
* Deliver resources to blueprints. '''Priority:''' 9&lt;br /&gt;
* Merge things. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Clean&amp;quot;&lt;br /&gt;
| '''Clean''' || Cleaners remove [[filth]] such as dirt, blood, and vomit, which would otherwise negatively affect the [[beauty]] of a room.&lt;br /&gt;
* Clear [[snow]]. '''Priority:''' 10&lt;br /&gt;
* Clean [[filth]]. '''Priority:''' 5&lt;br /&gt;
|| none || Dumb labor&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
| '''Research''' || &lt;br /&gt;
* Study thing. '''Priority:''' 110 (unclear)&lt;br /&gt;
* [[Research]] work at a [[simple research bench]] or [[hi-tech research bench]] to unlock new items and building options. '''Priority:''' 100&lt;br /&gt;
* Scanning at the [[Long-range mineral scanner]]. '''Priority:''' 50&lt;br /&gt;
* Scanning at the [[Ground-penetrating scanner]]. '''Priority:''' 50&lt;br /&gt;
|| [[Skills#Intellectual|Intellectual]] || Intellectual&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Area==&lt;br /&gt;
The player has 3 starting areas, one of them being the regular area called &amp;quot;Area 1&amp;quot;. The player can add more and/or rename their respective areas(e.g. a Bedroom zone should be named &amp;quot;Bedroom&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
[[File:Restrict menu.png|600px|thumb|right|Example of the schedule menu showing schedule and allowed areas (without royalty)]]&lt;br /&gt;
The Schedule screen allows the player to schedule an activity for each colonist, for each hour of a 24-hour day.  Activities include: Anything, Work, Recreation, Meditation (Royalty only), and Sleep.&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to the recreation schedule will still work as long as their recreation need is fulfilled.&lt;br /&gt;
&lt;br /&gt;
In the beginning of a colony, colonists should be set to permanent work until basic infrastructure and accommodations are set up. After this, the best schedule for an average pawn (this varies by the traits of a pawn and the rest rate multiplier of a bed, for example, optimists can have less recreation, and pawns with a [[circadian assistant]]{{RoyaltyIcon}} or sleeping in a good bed do not need as much sleep) is 2 hours of recreation in the morning (5-7 am) after they get up, 11~12 hours of work (7 am - 6 pm), then another 2 hours of recreation (7 pm - 8 pm), 2 hours of mandated sleep (9 pm - 11 pm), and the rest of the time at night as anything. The &amp;quot;anything time&amp;quot; minimizes the time wasted sleeping. Psycasters{{RoyaltyIcon}} can have the two hours of recreation in the morning be replaced with mandatory meditation, as meditation counts as recreation. Recreation can be staggered in larger colonies to minimize the chance of all tables being occupied. Night owls should be sleeping from 10 am to 6 pm inclusive to prevent the &amp;quot;night owl at day&amp;quot; debuff and maximize the &amp;quot;night owl at night&amp;quot; buff.&lt;br /&gt;
&lt;br /&gt;
Also, each colonist is assigned to an [[Zone/Area#Allowed area|allowed area]]. By default each colonist is set to 'unrestricted' allowing them to do activities anywhere on the map. Clicking the allowed area box on a colonist's row assigns that colonist to that area. The 'Manage allowed areas' button opens a window where allowed areas may be created, deleted, inverted, or renamed. Up to eight allowed areas may be created, not including the home zone.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Assign==&lt;br /&gt;
&lt;br /&gt;
[[File:Mainmenu_assign.png|600px|thumb|right|Assign tab displaying most of its features. Note that 'Recruiter' in the 'Current Outfit' tab is a custom outfit.]]&lt;br /&gt;
&lt;br /&gt;
The Assign screen has the following functions:&lt;br /&gt;
* '''Threat response:''' Sets each colonist's behavior when enemies are nearby. (This setting is also available on the colonist's inspect pane.)&lt;br /&gt;
{| style=&amp;quot;margin-left: 19px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
| [[File:ReactUndraftedFlee.png|16px]]  || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Flee (default)&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedAttack.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Attack&lt;br /&gt;
|- style=&amp;quot;height: 23px;&amp;quot;&lt;br /&gt;
|[[File:ReactUndraftedIgnore.png|16px]] || style=&amp;quot;vertical-align: bottom; padding-left: .5em;&amp;quot; | Ignore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Outfits:''' Allows the player to manage [[Clothing|apparel]] profiles. Colonists will automatically don apparel according to their assigned outfit using the best apparel possible and according to the season. They will automatically switch out damaged apparel for better apparel, or poor-quality apparel for high-quality apparel. A colonist will not automatically equip a personal shield if they have a ranged weapon equipped. If the player manually assigns apparel, the colonist will never remove it until the manual assignment is cleared. In the Gear tab manually assigned apparel is listed as 'forced'. Forced apparel can be cleared using the 'Clear forced' button on the Assign window, allowing colonists to remove them at will.&lt;br /&gt;
&lt;br /&gt;
There are several default outfits as follows:&lt;br /&gt;
:* Nudist: Allows only headgear. A nudist does not consider headgear to be clothing and will still get the appropriate +20 mood buff.&lt;br /&gt;
:* Worker: Excludes any type of armor but allows most everything else.&lt;br /&gt;
:* Soldier: Includes armor and clothing suited for cold weather.&lt;br /&gt;
The player may modify these outfits or create their own.&lt;br /&gt;
&lt;br /&gt;
* '''Food restriction:''' Starting from version 1.0, allows the player to edit and set food policies that can be applied to each colonist.&lt;br /&gt;
&lt;br /&gt;
* '''Drugs:''' Allows the player to edit and set [[Drugs|drug]] policies that can be applied to each colonist. (Note: Pawns on a [[Drugs|drug binge]] or with a [[Traits|chemical fascination or chemical interest]] trait may ignore these restrictions and take drugs at will.)&lt;br /&gt;
&lt;br /&gt;
If a colonist has drug-related trait it is conveniently noted on the drug policy.&lt;br /&gt;
&lt;br /&gt;
* '''Medicine:''' After the 1.3 update, players can tell pawns to carry a certain amount of any type of medicine in their inventory, from 0-5. This is useful in a combat situation, allowing you to quickly stabilize a pawn on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
{{Main|Animals}}&lt;br /&gt;
[[File:Animals menu.png|600px|thumb|right|Example of the animals menu with a few pets shown]]&lt;br /&gt;
The Animals window lists all the colony animals. Clicking an animal name will center the map to that animal.&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Colonists bonded an animal will want to be the master of their bonded animal. They will suffer a mood debuff when the animal's master is not them, but receive a mood buff when they are the handler.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. The zone option is not available for farm animals, only displaying which pen an animal is in.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the window opens another window to edit allowed areas.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
The wildlife window lists all non-tamed animals on the map.  Mousing over an animal will point an arrow towards it, and clicking will jump the camera to it.  The screen shows the animal's gender and age, as well as species information about revenge chance and if it is a predator.  There are also buttons to start hunting or taming each animal, which can be clicked and dragged to select multiple at once.&lt;br /&gt;
&lt;br /&gt;
Predator animals will hunt and eat vulnerable animals and colonists.  Checking this menu often and killing any predators that arrive is a good way to keep the map safe.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
[[File:Research menu.png|600px|thumb|right|Example screenshot of the research menu with a few projects completed]]&lt;br /&gt;
{{Main|Research}}&lt;br /&gt;
The Research window is used to select the next technology to research. The Research icon on the menu bar is also a progress bar of the current research project.&lt;br /&gt;
Green boxes are completed research, black boxes are unfinished research, and gray boxes are unavailable research. If the [[Royalty DLC]] is installed, [[techprint]] requiring research will show a x/x box under the name of the research to show the number of techprints applied/needed.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
{{Main|Quests}}&lt;br /&gt;
The quests menu has different tabs that can show available, active, and historical quests.  Available quests can be accepted here, with most quests having a time limit before expiry.  There is also the option to change reward preferences, which allows [[Faction#Faction Relationships|goodwill]] or [[Titles|honour]] to be blocked as a quest reward from each faction.&lt;br /&gt;
&lt;br /&gt;
==World==&lt;br /&gt;
The World interface provides information about the planet that the player has settled on.  By default, the map is centered on the site of your colony, but can be moved via the standard camera keys. Individual colonies and caravans can be selected by clicking on their icons on the map. If the player selects an area, they can receive information through the planet and terrain tab.&lt;br /&gt;
&lt;br /&gt;
===Tabs===&lt;br /&gt;
* Planet tab - provides both the name of the planet as well as the seed used in world generation.&lt;br /&gt;
&lt;br /&gt;
* Terrain tab - provides information on the biome type, travel times for caravans passing through that area during the various seasons, the stone types (rock chunks), elevation, rainfall, average temperatures, growing times, and time zone.&lt;br /&gt;
&lt;br /&gt;
===Caravans===&lt;br /&gt;
{{Main|Caravan}} Caravans can be deployed from existing colonies by clicking on the colony and clicking the &amp;quot;form caravan&amp;quot; button at the bottom left. Caravans can be used to settle in different areas, trading, and attacking hostile outposts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideology ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1}}&lt;br /&gt;
{{Main|Ideoligion}}&lt;br /&gt;
&lt;br /&gt;
Using this tab, you can view your ideology and the ideologies of other factions. Here you can find options for saving and loading ideologies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Graph===&lt;br /&gt;
On the History screen, the graph tab shows a historical graph. There are three different graphs: &lt;br /&gt;
* Wealth: This graph has lines depicting total wealth, item wealth, and building wealth. &lt;br /&gt;
* Population: This graph shows the free population and prisoner population. &lt;br /&gt;
* Colonist mood: This graph only displays the average mood of all of the colonists. &lt;br /&gt;
&lt;br /&gt;
At the top of the three graphs is a series of colored circles that describe every random event that has occurred. Blue or white circles are positive or neutral events, yellow circles are negative events, and red circles are attacks. The event circles are chronologically in sync with the graph, so that each event happened at the time specified on the graph. The graphs can be filtered to include only results from the last 300, 100, and 30 days.&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
On the History screen, the messages tab shows the last 200 messages and letters you've received, even after you close them. You can pin messages to keep them around longer.&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
On the History screen, the Statistics tab contains information about the colony, including the current [[AI Storytellers|Storyteller]] and difficulty scale, total colony wealth, the number of major threats and enemy raids, the total amount of damage taken and colonists killed, and the number of colonists launched into space.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
[[File:ExampleFactions.png|600px|thumb|right|An example of the different factions with leaders in 1.1]]&lt;br /&gt;
{{Main|Factions}}&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of factions in the game besides your own.  The factions menu shows you the name, leader, and faction type for each faction, as well as their relationship with your colony and other factions.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The Menu is accessed by hitting the ESC key or by hitting the corresponding tab at the bottom right of the page.&lt;br /&gt;
&lt;br /&gt;
The functions are as follows:&lt;br /&gt;
*Save - Saves the current game manually&lt;br /&gt;
*Load game - Loads a previously saved game&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough (Does not record the seed used to generate your world map)&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Quit to main menu - Returns the user to the title page&lt;br /&gt;
*Quit to OS - Quits the application&lt;br /&gt;
&lt;br /&gt;
In a save with [[Permadeath]] enabled, the functions are as follows:&lt;br /&gt;
*Review scenario - Displays the conditions of your current playthrough&lt;br /&gt;
*Options - Provides graphics and sound settings for the game&lt;br /&gt;
*Save and quit to menu - Saves the current game manually, then returns the user to the title page&lt;br /&gt;
*Save and quit to OS - Saves the current game manually, then quits the application&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
* [[Version/0.10.785|0.10.785]] - Outfit system added. Timetable system added.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Threat response mode added - Decide how colonists should auto-respond to threats: flee, attack, or ignore.&lt;br /&gt;
[[Category:RimWorld game]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99885</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99885"/>
		<updated>2022-02-13T09:32:16Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: various improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| mass = 0.1&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 600&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Yayo}}{{#set:Resource 1 Amount = 1}}{{#set:Resource 2 = Neutroamine}}{{#set:Resource 2 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Go-juice''' is a potent combat [[drug]] that almost completely blocks pain and significantly improves a pawn's capabilities at the strong risk of addiction, overdose and eventual chemical damage.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]].&lt;br /&gt;
&lt;br /&gt;
It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). Similar to the [[painstopper]], its reduction of pain in turn reduces the penalties to combat stats that come with it while also keeping the pawn up for longer. This means an affected pawn does more damage while injured and is doing that damage for longer. Coupled with the direct buffs from the other effects of the drug, this makes affected pawn significantly deadlier, but also puts them at risk by not going into shock as quickly meaning they will fight until very close to death or made physically unable. &lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Satisfies rest need (+40%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Restores [[Psycasts#Psyfocus|psyfocus]] (+15%) {{RoyaltyIcon}}&lt;br /&gt;
* Go-juice addiction chance 2.6%, no minimum tolerance required.&lt;br /&gt;
* Overdose chance 0.5%&lt;br /&gt;
'''During go-juice high'''&lt;br /&gt;
* Improved [[moving]] (+50%)&lt;br /&gt;
* Improved [[sight]] (+35%)&lt;br /&gt;
* Heightened [[consciousness]] (+20%)&lt;br /&gt;
* Minimised [[pain]] (x10%)&lt;br /&gt;
* Improved [[mood]] (+5)&lt;br /&gt;
However, as consciousness also improves other stats, the following are also affected.&lt;br /&gt;
* Improved [[manipulation]] (+20%)&lt;br /&gt;
* Improved [[talking]] (+20%)&lt;br /&gt;
* Improved [[eating]] (+20%)&lt;br /&gt;
&lt;br /&gt;
Assuming Skill 10 where relevant, these bonuses translates to:&lt;br /&gt;
* A 50% increase to [[Move Speed]], equivalent to an increase of of 2.3 c/s on a healthy, unencumbered pawn, &lt;br /&gt;
* A 1% increase to [[Shooting Accuracy]]. At Shooting 20, this is a 0.4% increase, at Shooting 5, a 2.1% increase. '''N.b.''', although seemingly small, this value is applied per tile crossed. So the difference between a 97% shooting accuracy and a 98% shooting accuracy over a range of only 10 tiles is an almost 11% increase in DPS. Over 20 tiles, this is a 23% increase.&lt;br /&gt;
* An 8% increase in melee DPS. At Melee 20, this is a 2% increase, at Melee 5, a 25% increase&lt;br /&gt;
* A 21% increase in [[Melee Dodge Chance]]. At Melee 20, this is a 6% increase, at Melee 5, a 24% increase&lt;br /&gt;
* A 20% increase in [[General Labor Speed]]&lt;br /&gt;
* A 18% increase [[Medical Surgery Success Chance]]. At Medical 20, this is a 22% increase, at Medical 5, a 12% increase&lt;br /&gt;
* A 30% increase in [[Medical Tend Quality]]. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of go-juice within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
== Crafting== &lt;br /&gt;
Go-Juice is manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]]. It requires [[Research#Go-juice production|Go-juice production]] to be researched.  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Side-Effects ==&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work. However, as of version [[Version/1.2.3005|1.2.3005]], Go-Juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad that, by the numbers, one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[moving]] (-50%)&lt;br /&gt;
* Impaired [[consciousness]] (-20%)&lt;br /&gt;
* Impaired [[blood pumping]] (-20%)&lt;br /&gt;
* Impaired [[sight]] (-20%)&lt;br /&gt;
* Increased hunger rate (+50%)&lt;br /&gt;
* Increased tiredness (+30%)&lt;br /&gt;
* Increased [[pain]] (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful [[mood]] (-22)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99884</id>
		<title>Wake-up</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99884"/>
		<updated>2022-02-13T09:30:07Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = WakeUp&lt;br /&gt;
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/WakeUp&lt;br /&gt;
| label = wake-up&lt;br /&gt;
| market value base = 35&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 900&lt;br /&gt;
| mass = 0.005&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.10&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global Work Speed offset = 0.50&lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.1&lt;br /&gt;
| pain factor =&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.8&lt;br /&gt;
| rest offset = 1.0&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Neutroamine}}{{#set:Resource 1 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&lt;br /&gt;
{{Info|'''Wake-up''' is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to [[Consciousness]], and accordingly [[Manipulation]]. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.&lt;br /&gt;
&lt;br /&gt;
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Wake-up is a highly addictive drug that can be manufactured at a [[drug lab]], purchased from [[traders]] that deal in such, or occasionally found on [[raider]]s.&lt;br /&gt;
&lt;br /&gt;
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).  &lt;br /&gt;
&amp;lt;!--- Multiple single doses can be taken, one after another, but with an ever increasing risk of... ???&lt;br /&gt;
&lt;br /&gt;
WHAT STOPS A PAWN FROM STAYING AWAKE INFINITELY? WHAT IS THE DOWNSIDE OF TAKING ANOTHER PILL AND THEN ANOTHER AND ANOTHER, AND &amp;quot;NEVER&amp;quot; SLEEPING?&lt;br /&gt;
&lt;br /&gt;
Heart attack? Kidney Damage? Mere Addiction? Spontaneous Combustion? (~that~ would be funny!)  ...  What?&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dose carrying a 2% chance of addiction.&lt;br /&gt;
&lt;br /&gt;
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.&lt;br /&gt;
&lt;br /&gt;
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.&lt;br /&gt;
&lt;br /&gt;
==Detailed Effects==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Fully satisfies rest need (+100%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Wake-up addiction chance 2%, no minimum tolerance required.&lt;br /&gt;
* Overdose chance 0.5%&lt;br /&gt;
'''During wake-up high'''&lt;br /&gt;
* Increased [[Global Work Speed|global work speed]] (+50%)&lt;br /&gt;
* Improved [[Moving]] (+10%)&lt;br /&gt;
* Heightened [[consciousness]] (+10%)&lt;br /&gt;
* Reduced tiredness rate (x80%)&lt;br /&gt;
* Heart attack chance (''mtb of 120 days'')&lt;br /&gt;
* Improved [[Psycasts#Psyfocus|psyfocus meditation rate]] (+20%) {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of wake-up within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
==Side-Effects==&lt;br /&gt;
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.&lt;br /&gt;
&lt;br /&gt;
If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the Kidney in a mean time of 120 in-game days. However, as of version [[Version/1.2.3005|1.2.3005]], Wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[Consciousness]] (-50%)&lt;br /&gt;
* Impaired [[Manipulation]] (-25%)&lt;br /&gt;
* Impaired [[Moving]] (-20%)&lt;br /&gt;
* Increased tiredness (x130%)&lt;br /&gt;
* Increased likelihood of social fighting (x200%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful mood (-40)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
{{nav/drugs}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99883</id>
		<title>Wake-up</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99883"/>
		<updated>2022-02-13T09:11:27Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Rewrote the summary, plus various fixes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = WakeUp&lt;br /&gt;
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/WakeUp&lt;br /&gt;
| label = wake-up&lt;br /&gt;
| market value base = 35&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 900&lt;br /&gt;
| mass = 0.005&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.10&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global Work Speed offset = 0.50&lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.1&lt;br /&gt;
| pain factor =&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.8&lt;br /&gt;
| rest offset = 1.0&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Neutroamine}}{{#set:Resource 1 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&lt;br /&gt;
{{Info|'''Wake-up''' is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to [[Consciousness]], and accordingly [[Manipulation]]. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.&lt;br /&gt;
&lt;br /&gt;
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Wake-up is a highly addictive drug that can be manufactured at a [[drug lab]], purchased from [[traders]] that deal in such, or occasionally found on [[raider]]s. It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).  &lt;br /&gt;
&amp;lt;!--- Multiple single doses can be taken, one after another, but with an ever increasing risk of... ???&lt;br /&gt;
&lt;br /&gt;
WHAT STOPS A PAWN FROM STAYING AWAKE INFINITELY? WHAT IS THE DOWNSIDE OF TAKING ANOTHER PILL AND THEN ANOTHER AND ANOTHER, AND &amp;quot;NEVER&amp;quot; SLEEPING?&lt;br /&gt;
&lt;br /&gt;
Heart attack? Kidney Damage? Mere Addiction? Spontaneous Combustion? (~that~ would be funny!)  ...  What?&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dose carrying a 2% chance of addiction.&lt;br /&gt;
&lt;br /&gt;
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.&lt;br /&gt;
&lt;br /&gt;
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.&lt;br /&gt;
&lt;br /&gt;
==Detailed Effects==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Fully satisfies rest need (+100%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Wake-up addiction chance 2%, no minimum tolerance required.&lt;br /&gt;
* Overdose chance 0.5%&lt;br /&gt;
'''During wake-up high'''&lt;br /&gt;
* Increased [[Global Work Speed|global work speed]] (+50%)&lt;br /&gt;
* Improved [[Moving]] (+10%)&lt;br /&gt;
* Heightened [[consciousness]] (+10%)&lt;br /&gt;
* Reduced tiredness rate (x80%)&lt;br /&gt;
* Heart attack chance (''mtb of 120 days'')&lt;br /&gt;
* Improved [[Psycasts#Psyfocus|psyfocus meditation rate]] (+20%) {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of wake-up within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
==Side-Effects==&lt;br /&gt;
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.&lt;br /&gt;
&lt;br /&gt;
If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the Kidney in a mean time of 120 in-game days. However, as of version [[Version/1.2.3005|1.2.3005]], Wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[Consciousness]] (-50%)&lt;br /&gt;
* Impaired [[Manipulation]] (-25%)&lt;br /&gt;
* Impaired [[Moving]] (-20%)&lt;br /&gt;
* Increased tiredness (x130%)&lt;br /&gt;
* Increased likelihood of social fighting (x200%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful mood (-40)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
{{nav/drugs}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99882</id>
		<title>Smokeleaf joint</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99882"/>
		<updated>2022-02-13T09:01:45Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: even more formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason= Format standardization, however see first: [[RimWorld_Wiki:To-do#Large_projects|Large Projects:Drugs]]}} {{infobox main|resource|&lt;br /&gt;
| name = Smokeleaf joint&lt;br /&gt;
| image = Smokeleaf joint.png&lt;br /&gt;
| description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt; &lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Drug lab&lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| resource 1 = Smokeleaf leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| food type = Plant, Processed&lt;br /&gt;
| base ingest ticks = 720&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nurseable = true&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
&amp;lt;!-- Drug --&amp;gt;&lt;br /&gt;
| high severity = 0.5&lt;br /&gt;
| rest offset = -0.1&lt;br /&gt;
| tolerance severity = 0.03&lt;br /&gt;
&amp;lt;!-- Addiction --&amp;gt;&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| min tolerance to addict = 0.15&lt;br /&gt;
| existing addiction severity offset = 0.06&lt;br /&gt;
| need level offset = 0.9&lt;br /&gt;
&amp;lt;!-- High --&amp;gt;&lt;br /&gt;
| hunger rate factor offset = 0.3&lt;br /&gt;
| pain offset = -0.2&lt;br /&gt;
| consciousness offset = -0.3&lt;br /&gt;
| moving offset = -0.1&lt;br /&gt;
&amp;lt;!-- Thought --&amp;gt;&lt;br /&gt;
| mood offset = 13&lt;br /&gt;
}}{{#set: Drug Category = social}}&lt;br /&gt;
The '''Smokeleaf joint''' is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.&lt;br /&gt;
&lt;br /&gt;
Despite its decent +13 mood boost and relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats.&lt;br /&gt;
&lt;br /&gt;
The default [[Menus#Assign|drug policy]] for new colonists is set to &amp;quot;Social drugs&amp;quot;, which, also by default, has smokeleaf set to &amp;quot;For recreation&amp;quot;, meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* [[Recreation]]: +80%&lt;br /&gt;
* [[Rest]]: -10%&lt;br /&gt;
'''Whole-body &amp;quot;Stoned on smokeleaf&amp;quot; effect''' - for 12 hours, initially (the actual duration depends on the developed smokeleaf tolerance)&lt;br /&gt;
* [[Pain]]: -20%&lt;br /&gt;
* [[Consciousness]]: -30%&lt;br /&gt;
* [[Moving]]: -10%&lt;br /&gt;
* Hunger rate offset: +30%&lt;br /&gt;
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the &amp;quot;Stoned on smokeleaf&amp;quot; effect and lasting as long&lt;br /&gt;
* Whole-body &amp;quot;Smokeleaf tolerance&amp;quot; effect: +3%, capped at 100%&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].&lt;br /&gt;
&lt;br /&gt;
Crafting a smokeleaf joint can be done at a [[crafting spot]], but uses the [[Drug Cooking Speed]] stat, so production speed is largely based on the [[Skills#Cooking|Cooking]] skill.  Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity.  The joint can also be crafted at a [[Drug lab]] at a higher speed, but still uses the same stats.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
If a colonist's '''consciousness is currently below 30%''', smoking a joint can be fatal.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Mood -20&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -15%&lt;br /&gt;
&lt;br /&gt;
Long-term effects and duration unknown&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* Version 1.0 the effect of the mood buff was decreased from 15 to 13.&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Drug]]&lt;br /&gt;
[[Category: Social Drug]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99881</id>
		<title>Smokeleaf joint</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99881"/>
		<updated>2022-02-13T08:55:00Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: more formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason= Format standardization, however see first: [[RimWorld_Wiki:To-do#Large_projects|Large Projects:Drugs]]}} {{infobox main|resource|&lt;br /&gt;
| name = Smokeleaf joint&lt;br /&gt;
| image = Smokeleaf joint.png&lt;br /&gt;
| description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt; &lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Drug lab&lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| resource 1 = Smokeleaf leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| food type = Plant, Processed&lt;br /&gt;
| base ingest ticks = 720&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nurseable = true&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
&amp;lt;!-- Drug --&amp;gt;&lt;br /&gt;
| high severity = 0.5&lt;br /&gt;
| rest offset = -0.1&lt;br /&gt;
| tolerance severity = 0.03&lt;br /&gt;
&amp;lt;!-- Addiction --&amp;gt;&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| min tolerance to addict = 0.15&lt;br /&gt;
| existing addiction severity offset = 0.06&lt;br /&gt;
| need level offset = 0.9&lt;br /&gt;
&amp;lt;!-- High --&amp;gt;&lt;br /&gt;
| hunger rate factor offset = 0.3&lt;br /&gt;
| pain offset = -0.2&lt;br /&gt;
| consciousness offset = -0.3&lt;br /&gt;
| moving offset = -0.1&lt;br /&gt;
&amp;lt;!-- Thought --&amp;gt;&lt;br /&gt;
| mood offset = 13&lt;br /&gt;
}}{{#set: Drug Category = social}}&lt;br /&gt;
The '''Smokeleaf joint''' is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.&lt;br /&gt;
&lt;br /&gt;
Despite its decent +13 mood boost and relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats.&lt;br /&gt;
&lt;br /&gt;
The default [[Menus#Assign|drug policy]] for new colonists is set to &amp;quot;Social drugs&amp;quot;, which, also by default, has smokeleaf set to &amp;quot;For recreation&amp;quot;, meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* [[Recreation]]: +80%&lt;br /&gt;
* [[Rest]]: -10%&lt;br /&gt;
'''Whole-body &amp;quot;Stoned on smokeleaf&amp;quot; effect''' - for 12 hours, initially (the actual duration depends on the developed smokeleaf tolerance)&lt;br /&gt;
* [[Pain]]: -20%&lt;br /&gt;
* [[Consciousness]]: -30%&lt;br /&gt;
* [[Moving]]: -10%&lt;br /&gt;
* Hunger rate offset: +30%&lt;br /&gt;
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the &amp;quot;Stoned on smokeleaf&amp;quot; effect and lasting as long&lt;br /&gt;
* Whole-body &amp;quot;Smokeleaf tolerance&amp;quot; effect: +3%, capped at 100%&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].&lt;br /&gt;
&lt;br /&gt;
Crafting a smokeleaf joint can be done at a [[crafting spot]], but uses the [[Drug Cooking Speed]] stat, so production speed is largely based on the [[Skills#Cooking|Cooking]] skill.  Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity.  The joint can also be crafted at a [[Drug lab]] at a higher speed, but still uses the same stats.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
If a colonist's '''consciousness is currently below 30%''', smoking a joint can be fatal.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Mood -20&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -15%&lt;br /&gt;
&lt;br /&gt;
Long-term effects and duration unknown&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* Version 1.0 the effect of the mood buff was decreased from 15 to 13.&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Drug]]&lt;br /&gt;
[[Category: Social Drug]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99880</id>
		<title>Smokeleaf joint</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99880"/>
		<updated>2022-02-13T08:53:35Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason= Format standardization, however see first: [[RimWorld_Wiki:To-do#Large_projects|Large Projects:Drugs]]}} {{infobox main|resource|&lt;br /&gt;
| name = Smokeleaf joint&lt;br /&gt;
| image = Smokeleaf joint.png&lt;br /&gt;
| description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt; &lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Drug lab&lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| resource 1 = Smokeleaf leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| food type = Plant, Processed&lt;br /&gt;
| base ingest ticks = 720&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nurseable = true&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
&amp;lt;!-- Drug --&amp;gt;&lt;br /&gt;
| high severity = 0.5&lt;br /&gt;
| rest offset = -0.1&lt;br /&gt;
| tolerance severity = 0.03&lt;br /&gt;
&amp;lt;!-- Addiction --&amp;gt;&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| min tolerance to addict = 0.15&lt;br /&gt;
| existing addiction severity offset = 0.06&lt;br /&gt;
| need level offset = 0.9&lt;br /&gt;
&amp;lt;!-- High --&amp;gt;&lt;br /&gt;
| hunger rate factor offset = 0.3&lt;br /&gt;
| pain offset = -0.2&lt;br /&gt;
| consciousness offset = -0.3&lt;br /&gt;
| moving offset = -0.1&lt;br /&gt;
&amp;lt;!-- Thought --&amp;gt;&lt;br /&gt;
| mood offset = 13&lt;br /&gt;
}}{{#set: Drug Category = social}}&lt;br /&gt;
The '''Smokeleaf joint''' is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.&lt;br /&gt;
&lt;br /&gt;
Despite its decent +13 mood boost and relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats.&lt;br /&gt;
&lt;br /&gt;
The default [[Menus#Assign|drug policy]] for new colonists is set to &amp;quot;Social drugs&amp;quot;, which, also by default, has smokeleaf set to &amp;quot;For recreation&amp;quot;, meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* [[Recreation]]: +80%&lt;br /&gt;
* [[Rest]]: -10%&lt;br /&gt;
'''Whole-body &amp;quot;Stoned on smokeleaf&amp;quot; effect''' for, initially, 12 hours (the actual duration depends on the developed smokeleaf tolerance):&lt;br /&gt;
* [[Pain]]: -20%&lt;br /&gt;
* [[Consciousness]]: -30%&lt;br /&gt;
* [[Moving]]: -10%&lt;br /&gt;
* Hunger rate offset: +30%&lt;br /&gt;
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the &amp;quot;Stoned on smokeleaf&amp;quot; effect and lasting as long&lt;br /&gt;
* Whole-body &amp;quot;Smokeleaf tolerance&amp;quot; effect: +3%, capped at 100%&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].&lt;br /&gt;
&lt;br /&gt;
Crafting a smokeleaf joint can be done at a [[crafting spot]], but uses the [[Drug Cooking Speed]] stat, so production speed is largely based on the [[Skills#Cooking|Cooking]] skill.  Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity.  The joint can also be crafted at a [[Drug lab]] at a higher speed, but still uses the same stats.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
If a colonist's '''consciousness is currently below 30%''', smoking a joint can be fatal.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Mood -20&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -15%&lt;br /&gt;
&lt;br /&gt;
Long-term effects and duration unknown&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* Version 1.0 the effect of the mood buff was decreased from 15 to 13.&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Drug]]&lt;br /&gt;
[[Category: Social Drug]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99879</id>
		<title>Smokeleaf joint</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Smokeleaf_joint&amp;diff=99879"/>
		<updated>2022-02-13T08:46:56Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Reworked to be more in line with the other drug pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason= Format standardization, however see first: [[RimWorld_Wiki:To-do#Large_projects|Large Projects:Drugs]]}} {{infobox main|resource|&lt;br /&gt;
| name = Smokeleaf joint&lt;br /&gt;
| image = Smokeleaf joint.png&lt;br /&gt;
| description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.&lt;br /&gt;
| type = Drug&lt;br /&gt;
| type2 = Social Drug&lt;br /&gt;
| hp = 50&lt;br /&gt;
| deterioration = 6&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.05&lt;br /&gt;
| flammability = 1.3&lt;br /&gt;
| stack limit = 150&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt; &lt;br /&gt;
| production facility 1 = Crafting spot&lt;br /&gt;
| production facility 2 = Drug lab&lt;br /&gt;
| skill 1 = Cooking&lt;br /&gt;
| work to make = 450&lt;br /&gt;
| resource 1 = Smokeleaf leaves&lt;br /&gt;
| resource 1 amount = 4&lt;br /&gt;
&amp;lt;!-- Food --&amp;gt;&lt;br /&gt;
| food type = Plant, Processed&lt;br /&gt;
| base ingest ticks = 720&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.8&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nurseable = true&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
&amp;lt;!-- Drug --&amp;gt;&lt;br /&gt;
| high severity = 0.5&lt;br /&gt;
| rest offset = -0.1&lt;br /&gt;
| tolerance severity = 0.03&lt;br /&gt;
&amp;lt;!-- Addiction --&amp;gt;&lt;br /&gt;
| addictiveness = 0.02&lt;br /&gt;
| min tolerance to addict = 0.15&lt;br /&gt;
| existing addiction severity offset = 0.06&lt;br /&gt;
| need level offset = 0.9&lt;br /&gt;
&amp;lt;!-- High --&amp;gt;&lt;br /&gt;
| hunger rate factor offset = 0.3&lt;br /&gt;
| pain offset = -0.2&lt;br /&gt;
| consciousness offset = -0.3&lt;br /&gt;
| moving offset = -0.1&lt;br /&gt;
&amp;lt;!-- Thought --&amp;gt;&lt;br /&gt;
| mood offset = 13&lt;br /&gt;
}}{{#set: Drug Category = social}}&lt;br /&gt;
The '''Smokeleaf joint''' is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.&lt;br /&gt;
&lt;br /&gt;
Despite its decent +13 mood boost and relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats.&lt;br /&gt;
&lt;br /&gt;
The default [[Menus#Assign|drug policy]] for new colonists is set to &amp;quot;Social drugs&amp;quot;, which, also by default, has smokeleaf set to &amp;quot;For recreation&amp;quot;, meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.&lt;br /&gt;
&lt;br /&gt;
== Detailed Effects ==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* [[Recreation]]: +80%&lt;br /&gt;
* [[Rest]]: -10%&lt;br /&gt;
'''Whole-body &amp;quot;Stoned on smokeleaf&amp;quot; effect for, initially, 12 hours (the actual duration depends on the developed smokeleaf tolerance):'''&lt;br /&gt;
* [[Pain]]: -20%&lt;br /&gt;
* [[Consciousness]]: -30%&lt;br /&gt;
* [[Moving]]: -10%&lt;br /&gt;
* Hunger rate offset: +30%&lt;br /&gt;
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the &amp;quot;Stoned on smokeleaf&amp;quot; effect and lasting as long&lt;br /&gt;
* Whole-body &amp;quot;Smokeleaf tolerance&amp;quot; effect: +3%, capped at 100%&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
It is crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].&lt;br /&gt;
&lt;br /&gt;
Crafting a smokeleaf joint can be done at a [[crafting spot]], but uses the [[Drug Cooking Speed]] stat, so production speed is largely based on the &amp;lt;u&amp;gt;[[Skills#Cooking|Cooking]]&amp;lt;/u&amp;gt; skill.  Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity.  The joint can also be crafted at a [[Drug lab]] at a higher speed, but still uses the same stats.&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
If a colonist's '''consciousness is currently below 30%''', smoking a joint can be fatal.&lt;br /&gt;
&lt;br /&gt;
== Withdrawal Symptoms ==&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Mood -20&lt;br /&gt;
* Consciousness: -20%&lt;br /&gt;
* Moving: -15%&lt;br /&gt;
&lt;br /&gt;
Long-term effects and duration unknown&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* Version 1.0 the effect of the mood buff was decreased from 15 to 13.&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Drug]]&lt;br /&gt;
[[Category: Social Drug]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99878</id>
		<title>Go-juice</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Go-juice&amp;diff=99878"/>
		<updated>2022-02-13T04:34:22Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Added subsections for instant and passive effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GoJuice&lt;br /&gt;
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Go-juice&lt;br /&gt;
| label = Go-juice&lt;br /&gt;
| market value base = 53&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = &lt;br /&gt;
| mass = 0.1&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =  &lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 600&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.026&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset = 0.20&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.50 &lt;br /&gt;
| pain factor =  0.1&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = &lt;br /&gt;
| rest offset = 0.4&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = 0.35&lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset = &lt;br /&gt;
| mood offset = 5&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Yayo}}{{#set:Resource 1 Amount = 1}}{{#set:Resource 2 = Neutroamine}}{{#set:Resource 2 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Go-juice | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Go-juice''' is a potent combat [[drug]] that provides +40% to [[recreation]] and significantly improves a pawn's capabilities at the strong risk of addiction and eventual chemical damage.&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]]. It requires [[Research#Go-juice production|Go-juice production]] to be researched.  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). Similar to the [[painstopper]], its reduction of pain in turn reduces the penalties to combat stats that come with it while also keeping the pawn up for longer. This means an affected pawn does more damage while injured and is doing that damage for longer. Coupled with the direct buffs from the other effects of the drug, this makes affected pawn significantly deadlier, but also puts them at risk by not going into shock as quickly meaning they will fight until very close to death or made physically unable. &lt;br /&gt;
&lt;br /&gt;
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.&lt;br /&gt;
&lt;br /&gt;
One can get addicted to Go-Juice even without any tolerance build up; no injection of Go-juice is without risk of [[Drugs#Addiction and Tolerance|addiction]].&lt;br /&gt;
=== Detailed Effects ===&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Satisfies rest need (+40%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Restores [[Psycasts#Psyfocus|psyfocus]] (+15%) {{RoyaltyIcon}}&lt;br /&gt;
* Go-juice addiction chance 2.6%, no minimum tolerance required.&lt;br /&gt;
'''During go-juice high'''&lt;br /&gt;
* Improved [[moving]] (+50%)&lt;br /&gt;
* Improved [[sight]] (+35%)&lt;br /&gt;
* Heightened [[consciousness]] (+20%)&lt;br /&gt;
* Minimised [[pain]] (x10%)&lt;br /&gt;
* Improved [[mood]] (+5)&lt;br /&gt;
However, as consciousness also improves other stats, the following are also affected.&lt;br /&gt;
* Improved [[manipulation]] (+20%)&lt;br /&gt;
* Improved [[talking]] (+20%)&lt;br /&gt;
* Improved [[eating]] (+20%)&lt;br /&gt;
&lt;br /&gt;
Assuming Skill 10 where relevant, these bonuses translates to:&lt;br /&gt;
* A 50% increase to [[Move Speed]], equivalent to an increase of of 2.3 c/s on a healthy, unencumbered pawn, &lt;br /&gt;
* A 1% increase to [[Shooting Accuracy]]. At Shooting 20, this is a 0.4% increase, at Shooting 5, a 2.1% increase. '''N.b.''', although seemingly small, this value is applied per tile crossed. So the difference between a 97% shooting accuracy and a 98% shooting accuracy over a range of only 10 tiles is an almost 11% increase in DPS. Over 20 tiles, this is a 23% increase.&lt;br /&gt;
* An 8% increase in melee DPS. At Melee 20, this is a 2% increase, at Melee 5, a 25% increase&lt;br /&gt;
* A 21% increase in [[Melee Dodge Chance]]. At Melee 20, this is a 6% increase, at Melee 5, a 24% increase&lt;br /&gt;
* A 20% increase in [[General Labor Speed]]&lt;br /&gt;
* A 18% increase [[Medical Surgery Success Chance]]. At Medical 20, this is a 22% increase, at Medical 5, a 12% increase&lt;br /&gt;
* A 30% increase in [[Medical Tend Quality]]. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of go-juice within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
=== Side-Effects ===&lt;br /&gt;
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn, who will become significantly impaired in all jobs from combat to daily work. However, as of version [[Version/1.2.3005|1.2.3005]], Go-Juice no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal Symptoms ===&lt;br /&gt;
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad that, by the numbers, one would rather lose their spouse than their go-juice.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[moving]] (-50%)&lt;br /&gt;
* Impaired [[consciousness]] (-20%)&lt;br /&gt;
* Impaired [[blood pumping]] (-20%)&lt;br /&gt;
* Impaired [[sight]] (-20%)&lt;br /&gt;
* Increased hunger rate (+50%)&lt;br /&gt;
* Increased tiredness (+30%)&lt;br /&gt;
* Increased [[pain]] (x300%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful [[mood]] (-22)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99877</id>
		<title>Wake-up</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wake-up&amp;diff=99877"/>
		<updated>2022-02-13T04:24:08Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Separated &amp;quot;Detailed Effects&amp;quot; into its own section, added subsections for instant and passive effects.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = WakeUp&lt;br /&gt;
| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/WakeUp&lt;br /&gt;
| label = wake-up&lt;br /&gt;
| market value base = 35&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugPillBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 900&lt;br /&gt;
| mass = 0.005&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.10&lt;br /&gt;
| blood filtration factor =&lt;br /&gt;
| blood filtration offset =&lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset =&lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset =&lt;br /&gt;
| consciousness factor = &lt;br /&gt;
| consciousness offset = 0.1&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global Work Speed offset = 0.50&lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset =&lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = chemical&lt;br /&gt;
| joy offset = 0.40&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset =&lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset = 0.1&lt;br /&gt;
| pain factor =&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.8&lt;br /&gt;
| rest offset = 1.0&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset =&lt;br /&gt;
| talking factor =&lt;br /&gt;
| talking offset = &lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Neutroamine}}{{#set:Resource 1 Amount = 2}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&lt;br /&gt;
{{Info|'''Wake-up''' is an addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.  Can cause heart attacks rarely.}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
Wake-up is a highly addictive drug that can be manufactured at a [[drug lab]], purchased from [[traders]] that deal in such, or occasionally found on [[raider]]s. It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).  &lt;br /&gt;
&amp;lt;!--- Multiple single doses can be taken, one after another, but with an ever increasing risk of... ???&lt;br /&gt;
&lt;br /&gt;
WHAT STOPS A PAWN FROM STAYING AWAKE INFINITELY? WHAT IS THE DOWNSIDE OF TAKING ANOTHER PILL AND THEN ANOTHER AND ANOTHER, AND &amp;quot;NEVER&amp;quot; SLEEPING?&lt;br /&gt;
&lt;br /&gt;
Heart attack? Kidney Damage? Mere Addiction? Spontaneous Combustion? (~that~ would be funny!)  ...  What?&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dosage carrying a 2% chance of addiction.&lt;br /&gt;
&lt;br /&gt;
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.&lt;br /&gt;
&lt;br /&gt;
==Detailed Effects==&lt;br /&gt;
'''Instant - upon consumption'''&lt;br /&gt;
* Fully satisfies rest need (+100%)&lt;br /&gt;
* Chemical joy (+40%)&lt;br /&gt;
* Wake-up addiction chance 2%, no minimum tolerance required.&lt;br /&gt;
'''During wake-up high'''&lt;br /&gt;
* Increased [[Global Work Speed|global work speed]] (+50%)&lt;br /&gt;
* Improved [[Moving]] (+10%)&lt;br /&gt;
* Heightened [[consciousness]] (+10%)&lt;br /&gt;
* Reduces tiredness rate (x80%)&lt;br /&gt;
* Heart attack (''mtb of 120 days'')&lt;br /&gt;
* Improved [[Psycasts#Psyfocus|psyfocus meditation rate]] (+20%) {{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Excessive consumption of wake-up within a short timespan, or consumption in combination with other [[hard drugs]] may result in a drug [[overdose]]. Furthermore, each dose has an unavoidable 0.5% chance of instantly causing a major overdose, regardless of previous drug consumption.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].  Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
==Side-Effects==&lt;br /&gt;
While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.&lt;br /&gt;
&lt;br /&gt;
If a pawn develops at least a large tolerance to Wake-up (50% severity), they will get Chemical Damage in the Kidney in a mean time of 120 in-game days. However, as of version [[Version/1.2.3005|1.2.3005]], Wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behavior. [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707]&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Symptoms'''&lt;br /&gt;
* Impaired [[Consciousness]] (-50%)&lt;br /&gt;
* Impaired [[Manipulation]] (-25%)&lt;br /&gt;
* Impaired [[Moving]] (-20%)&lt;br /&gt;
* Increased tiredness (x130%)&lt;br /&gt;
* Increased likelihood of social fighting (x200%)&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
* Awful mood (-40)&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.15.1279|0.15.1279]] - Added.&lt;br /&gt;
{{nav/drugs}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=99862</id>
		<title>Bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bedroll&amp;diff=99862"/>
		<updated>2022-02-12T11:48:41Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Added surgery success change factor to the infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{See also|Double bedroll}}{{infobox main|furniture|&lt;br /&gt;
|name = Bedroll&lt;br /&gt;
|image = Bedroll.png|Bedroll&lt;br /&gt;
|description = A simple bed that lays on the floor, usually made of cloth or leather, often lined with fur. It is lightweight and can be rolled up for easy transport, but it is not quite as comfortable as a typical bed. Caravans can use bedrolls while traveling for better sleep.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 2&lt;br /&gt;
|mass base = 2.5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 75&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 0.95&lt;br /&gt;
|immunity gain speed factor = 1.05&lt;br /&gt;
|surgery success chance factor = 1&lt;br /&gt;
|comfort = 0.68&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|facility = dresser, end table, sleep accelerator&lt;br /&gt;
|work to make = 600&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 40&lt;br /&gt;
}}&lt;br /&gt;
{{#set:&lt;br /&gt;
 facility = dresser&lt;br /&gt;
|facility = end table&lt;br /&gt;
|facility = Sleep accelerator&lt;br /&gt;
}}&lt;br /&gt;
{{info|The '''bedroll''' is a [[furniture]] item which pawns can sleep in. Bedrolls are portable and can be used by pawns in [[caravan]]s. Bedrolls provide better [[comfort]] and [[Rest Effectiveness|rest effectiveness]] than a [[sleeping spot]], but are inferior to [[bed]]s of the same quality.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Bedrolls can be constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bedrolls function similar to beds in most respects. However, unlike other beds, bedrolls can be carried and used in [[caravan]]s. When resting, caravan members will automatically use bedrolls in caravan inventory, improving their comfort regeneration, rest efficiency, and healing rates. [[Quality]] affects these as normal, even when on caravan. Note however that even if using a bedroll allows pawns to fill their rest bar before dawn, the caravan will be able to move until first light.&lt;br /&gt;
&lt;br /&gt;
To add bedrolls to a caravan, they cannot be &amp;quot;installed&amp;quot;, which is their default upon creation.  You must select a bedroll and choose the Uninstall option available for all types of [[Furniture]].  It will go into regular [[Stockpile zone|storage]] and be available in the config tab when you are forming the caravan.&lt;br /&gt;
&lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. Rest effectiveness under 100% increases rest time needed.&lt;br /&gt;
&lt;br /&gt;
Rest effectiveness for bedrolls varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor ===&lt;br /&gt;
The Surgery Success Chance Factor is exactly what it sounds like: a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&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;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1|reason=Comparison with all other bed options needed}}&lt;br /&gt;
Bedrolls are inferior to beds of the same quality for rest effectiveness and comfort, but slightly superior to beds of one quality level below. Thus, installing high quality bedrolls as long-term sleeping assignments has merit.  However, a colony may have more spare wood than textiles to spare, and beds are the practical solution. Any bedrolls replaced by static beds can then be used for caravan duty. &lt;br /&gt;
&lt;br /&gt;
Material is largely irrelevant and the cheapest or most readily available [[textile]] should be used.&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
Prior to version 1.0 they had no quality, a rest effectiveness of 0.93 and a comfort of 0.6&lt;br /&gt;
&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Double_bedroll&amp;diff=99861</id>
		<title>Double bedroll</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Double_bedroll&amp;diff=99861"/>
		<updated>2022-02-12T11:47:19Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Added surgery success change factor to the infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{See also|Bedroll}}{{infobox main|furniture|&lt;br /&gt;
|name = Double bedroll&lt;br /&gt;
|image = Double bedroll.png|Double bedroll&lt;br /&gt;
|description = A simple double-wide bed that lays on the floor, usually made of cloth or leather, often lined with fur. It is lightweight and can be rolled up for easy transport, but it is not quite as comfortable as a typical bed. Caravans can use bedrolls while traveling for better sleep.&lt;br /&gt;
|type = Building&lt;br /&gt;
|type2 = Furniture&lt;br /&gt;
| hp = 100&lt;br /&gt;
|placeable = true&lt;br /&gt;
|path cost = 14&lt;br /&gt;
|passability = standable&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 2 ˣ 2&lt;br /&gt;
|mass base = 4.5&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|sell price multiplier = 0.7&lt;br /&gt;
|rest effectiveness = 0.95&lt;br /&gt;
|immunity gain speed factor = 1.05&lt;br /&gt;
|surgery success chance factor = 1&lt;br /&gt;
|comfort = 0.68&lt;br /&gt;
|terrain affordance = light&lt;br /&gt;
|facility = dresser, end table, sleep accelerator&lt;br /&gt;
|work to make = 1100&lt;br /&gt;
|stuff tags = Fabric, Leathery&lt;br /&gt;
|resource 1 = Stuff&lt;br /&gt;
|resource 1 amount = 85&lt;br /&gt;
}}&lt;br /&gt;
The '''double bedroll''' is a [[furniture]] item which pawns can sleep in. In essence, it is double-wide version of the [[bedroll]], intended for couples.&lt;br /&gt;
&lt;br /&gt;
It is slightly lighter and slightly more costly than two regular bedrolls. Due to the mood debuff from sleeping together, it isn't recommended for use except for married colonists or lovers. &lt;br /&gt;
&lt;br /&gt;
==Acquisition== &lt;br /&gt;
It is constructed with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
=== Rest Effectiveness ===&lt;br /&gt;
[[Rest Effectiveness]] is a measure how fast a pawn will regain [[rest]]. A pawn sleeping in a bed with 125% rest effectiveness would regain rest 25% faster, and thus require 80% of the time to sleep. &lt;br /&gt;
Rest effectiveness for bedrolls varies by [[quality]].&lt;br /&gt;
{{Rest Effectiveness Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Comfort ===&lt;br /&gt;
[[Comfort]] is a measure of how fast a pawn will refill their comfort meter. A pawn sleeping in a bed with a higher comfort value will regain comfort proportionally faster.&lt;br /&gt;
Comfort varies by [[quality]] but not material. Beds of the same quality level will all have the same comfort, regardless of what they're constructed from.&lt;br /&gt;
An adjacent [[end table]] and a nearby [[dresser]] will each increase the base comfort by a further +0.05. This increase is applied before the quality multiplier.&lt;br /&gt;
{{Comfort Quality Table}}&lt;br /&gt;
&lt;br /&gt;
=== Surgery Success Chance Factor===&lt;br /&gt;
The Surgery Success Chance Factor is exactly what it sounds like - a multiplier on the chance for a successful surgery assuming it is performed in this bed. The base value depends on the bed type with most beds having a base value of 100%, the [[sleeping spot]] a lower value of 70%, and the [[hospital bed]] a higher value of 110%. This base value is then modified by the bed's quality level. Beds of the same type and quality level will all have the same factor, regardless of what they're constructed from.&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;
{{#vardefine:basesurgerychancefactor| 100 }}&lt;br /&gt;
{| {{STDT| sortable c_10 text-center}}&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Awful&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Poor&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Normal&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Good&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Excellent&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Masterwork&lt;br /&gt;
!data-sort-type=&amp;quot;number&amp;quot;| Legendary&lt;br /&gt;
|-&lt;br /&gt;
!Surgery Success Chance Factor&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.90 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*0.95 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.00 round 2}} &lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.05 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.10 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.15 round 2}}&lt;br /&gt;
| {{#expr:{{#var:basesurgerychancefactor}}*1.30 round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1|reason=Comparison with other bed options needed}}&lt;br /&gt;
&lt;br /&gt;
{{Building Material Table}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{nav|furniture|wide}}&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Modding_Tutorials/Items&amp;diff=99595</id>
		<title>Modding Tutorials/Items</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Modding_Tutorials/Items&amp;diff=99595"/>
		<updated>2022-02-06T02:09:10Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Removing deletion request as no reason was ever provided on the talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BackToTutorials}}&lt;br /&gt;
&lt;br /&gt;
In this tutorial, we'll make a simple item. This item will act as a resource that can be hauled around and consumed.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
&lt;br /&gt;
You should have read the [[Modding Tutorials/Getting Started|Getting Started]] tutorial, which gets you up to speed with how mods are structured in RimWorld. You should also have a good understanding of where files are located (such as &amp;lt;code&amp;gt;About.xml&amp;lt;/code&amp;gt;, def XML files, where you should put textures, and so on).&lt;br /&gt;
&lt;br /&gt;
== Making the folders ==&lt;br /&gt;
&lt;br /&gt;
If you haven't already created a ThingDef folder as taught in the [[Modding Tutorials/Getting Started|Getting Started]] tutorial, you will need to create a new folder in which will contain your new item xml. Inside your &amp;lt;code&amp;gt;Defs&amp;lt;/code&amp;gt; folder create a new subfolder called &amp;lt;code&amp;gt;ThingDefs&amp;lt;/code&amp;gt;. You're now done as far as creating folders go.&lt;br /&gt;
&lt;br /&gt;
== Creating the new resource item (Titanium example) ==&lt;br /&gt;
&lt;br /&gt;
In this example, we'll be making a new resource called Titanium. This will be a resource in the game that can be used to make and build other things.&lt;br /&gt;
&lt;br /&gt;
First of all we need to make it so the game will read this xml and let it know it's requesting new resources be added to the game.&lt;br /&gt;
Start of by making your xml look like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot; ?&amp;gt;&lt;br /&gt;
&amp;lt;Resources&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/Resources&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, we need to add a new abstract ThingDef which will be the base properties of the resource.&lt;br /&gt;
Add this Between &amp;lt;Resources&amp;gt; and &amp;lt;/Resources&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;ThingDef Name=&amp;quot;ResourceBase&amp;quot; Abstract=&amp;quot;True&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;base_Resource&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;thingClass&amp;gt;ThingResource&amp;lt;/thingClass&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Unspecified resource&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;category&amp;gt;Item&amp;lt;/category&amp;gt;&lt;br /&gt;
		&amp;lt;eType&amp;gt;Item&amp;lt;/eType&amp;gt;&lt;br /&gt;
		&amp;lt;resourceCountPriority&amp;gt;Middle&amp;lt;/resourceCountPriority&amp;gt;&lt;br /&gt;
		&amp;lt;useStandardHealth&amp;gt;true&amp;lt;/useStandardHealth&amp;gt;&lt;br /&gt;
		&amp;lt;selectable&amp;gt;true&amp;lt;/selectable&amp;gt;&lt;br /&gt;
		&amp;lt;maxHealth&amp;gt;100&amp;lt;/maxHealth&amp;gt;&lt;br /&gt;
		&amp;lt;altitudeLayer&amp;gt;Item&amp;lt;/altitudeLayer&amp;gt;&lt;br /&gt;
		&amp;lt;stackLimit&amp;gt;75&amp;lt;/stackLimit&amp;gt;&lt;br /&gt;
		&amp;lt;purchasable&amp;gt;true&amp;lt;/purchasable&amp;gt;&lt;br /&gt;
		&amp;lt;comps&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;&amp;lt;compClass&amp;gt;CompForbiddable&amp;lt;/compClass&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/comps&amp;gt;&lt;br /&gt;
		&amp;lt;beauty&amp;gt;Ugly&amp;lt;/beauty&amp;gt;&lt;br /&gt;
		&amp;lt;alwaysHaulable&amp;gt;true&amp;lt;/alwaysHaulable&amp;gt;&lt;br /&gt;
		&amp;lt;drawGUIOverlay&amp;gt;true&amp;lt;/drawGUIOverlay&amp;gt;&lt;br /&gt;
		&amp;lt;rotatable&amp;gt;false&amp;lt;/rotatable&amp;gt;&lt;br /&gt;
		&amp;lt;pathCost&amp;gt;15&amp;lt;/pathCost&amp;gt;&lt;br /&gt;
	&amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None of this changes, as we can override everything in the new resource def. Now add this under the new Abstract ThingDef but above &amp;lt;/Resource&amp;gt; which should be at the bottom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;ThingDef ParentName=&amp;quot;ResourceBase&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;defName&amp;gt;Titanium&amp;lt;/defName&amp;gt;&lt;br /&gt;
		&amp;lt;label&amp;gt;Titanium&amp;lt;/label&amp;gt;&lt;br /&gt;
		&amp;lt;description&amp;gt;A rare strong and useful metal.&amp;lt;/description&amp;gt;&lt;br /&gt;
		&amp;lt;texturePath&amp;gt;Things/Item/Resource/Titanium&amp;lt;/texturePath&amp;gt;&lt;br /&gt;
		&amp;lt;interactSound&amp;gt;MetalDrop&amp;lt;/interactSound&amp;gt;&lt;br /&gt;
		&amp;lt;basePrice&amp;gt;3&amp;lt;/basePrice&amp;gt;&lt;br /&gt;
		&amp;lt;useStandardHealth&amp;gt;false&amp;lt;/useStandardHealth&amp;gt;&lt;br /&gt;
		&amp;lt;storeCategories&amp;gt;&lt;br /&gt;
			&amp;lt;li&amp;gt;ResourcesRaw&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;/storeCategories&amp;gt;&lt;br /&gt;
	&amp;lt;/ThingDef&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hopefully, you’ll be able to understand what each property is once you read the page on [[ThingDef|ThingDef]].&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
Let’s test our new mod! Fire up RimWorld, making sure to turn on &amp;lt;code&amp;gt;Development mode&amp;lt;/code&amp;gt; in the options menu. Open the mods menu and make sure your mod is ticked (For active), and then press the tilde key (~) to check for any errors thrown on runtime. That’s right, no errors! Now start a new game and activate &amp;lt;code&amp;gt;God mode&amp;lt;/code&amp;gt;, then attempt to spawn your resource into the game! In further tutorials we will teach you how to add uses to this resource aswell as add ways to obtain it.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
You now know how to: &lt;br /&gt;
* make a simple resource&lt;br /&gt;
* know most of the thingDef's global attributes and their functions with the optional choices&lt;br /&gt;
&lt;br /&gt;
Tutorial brought to you by Cala13er, If you have any questions about this tutorial. Message either Cala13er or Tynan on the forums.&lt;br /&gt;
&lt;br /&gt;
Next we'll learn how to make a flooring!&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flophat&amp;diff=99576</id>
		<title>Flophat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flophat&amp;diff=99576"/>
		<updated>2022-02-05T23:01:13Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: No longer has less HP than the tuque&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{Stub}}{{infobox main&lt;br /&gt;
| name = Flophat&lt;br /&gt;
| image = Flophat.png|Flophat&lt;br /&gt;
| description = A large, thick cap, similar to a tuque. It has extra fabric along the back.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 0.07&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Flophats''' are a form of [[clothing]] added by the [[Ideology DLC]]. Like [[tuque]]s, they provide exceptional cold resistance for headwear items but lack the protection of helmets or the [[Social Impact]] bonuses of some other hats.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
Flophats can be crafted at [[Electric tailor bench|electric]] or [[hand tailor bench]]es once [[Research#Complex clothing|Complex Clothing]] has been researched. Each flophat requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. [[Leathers]] cannot be used to craft flophats.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
&amp;lt;if necessary&amp;gt;&lt;br /&gt;
==Analysis==&lt;br /&gt;
?&lt;br /&gt;
Effectively identical to the [[tuque]].&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tailcap&amp;diff=99575</id>
		<title>Tailcap</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tailcap&amp;diff=99575"/>
		<updated>2022-02-05T22:54:07Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: Tailcap no longer has lower base HP than tuque, plus fixed a typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}{{infobox main&lt;br /&gt;
| name = Tailcap&lt;br /&gt;
| image = Tailcap.png|Tailcap&lt;br /&gt;
| description = A thick cap made from animal skin with a stylish bushy tail. Great for keeping warm in winter.&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 1400&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Leathery&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| coverage =  Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| mass base = 0.1&lt;br /&gt;
| thingCategories = &lt;br /&gt;
| tags = &lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&lt;br /&gt;
| page verified for version = 1.3.3066&lt;br /&gt;
}}&lt;br /&gt;
'''Tailcaps''' are a form of [[clothing]] added by the [[Ideology DLC]]. They provide very good cold insulation but don't provide heat insulation nor a [[Social Impact]] bonus like many other hats.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
As a complicated garment, tailcaps require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]]. A tailcap requires 20 of any [[leather]], and {{ticks|{{P|Work To Make}}}} of work to create. [[Fabric]]s can't be used to create tailcaps.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
The tailcap is essentially a [[tuque]] made with [[leather]] instead of [[fabric]], to the point where it is largely statistically identical. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves.&lt;br /&gt;
&lt;br /&gt;
Leathers {{hover title|Generally, but not always|generally}} provide better armor and worse insulation compared to fabrics. Typically however, the low base armor of the tailcap means that even with the leathers' higher armor, it is still too low to provide meaningful protection, thus a key advantage of leather is negated. There are exceptions to both generalisations however - a [[thrumbofur]] tailcap provides almost as much protection as a [[steel]] [[simple helmet]] while also providing exceptional cold insulation. [[Guinea pig fur]], [[chinchilla fur]], and [[heavy fur]] also buck the trend by providing top tier cold insulation.&lt;br /&gt;
&lt;br /&gt;
Thus, when deciding between the tuque and the tailcap, it largely comes down to that stats of the textiles are available. For ease of comparison, see the table on the [[Textiles]] page, as well as the material table below and on the [[Tuque#Material_Table|Tuque]] page.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tuque&amp;diff=99574</id>
		<title>Tuque</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tuque&amp;diff=99574"/>
		<updated>2022-02-05T22:09:12Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: HP is actually 80, not 100.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Analysis lacking effects of losing Social Impact, comparison vs helmets and Royalty Hats, and overall value proposition}}{{infobox main&lt;br /&gt;
| name = Tuque&lt;br /&gt;
| image = Tuque.png|Tuque&lt;br /&gt;
| description = &amp;quot;A soft, thick cap. Great for keeping warm in winter.&amp;quot;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 1200&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Fabric&lt;br /&gt;
| insulationcoldfactor = 0.5&lt;br /&gt;
| insulationheatfactor = 0&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| mass base = 0.07&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| tags = IndustrialBasic&lt;br /&gt;
| defaultOutfitTags = Worker, Soldier&lt;br /&gt;
}}&lt;br /&gt;
'''Tuques''' are woolly caps worn in colder climates to protect the upper head and ears from the bitter cold and wind chill from the likes of ice sheets and tundras. Unlike [[cowboy hat]]s and [[bowler hat]]s, tuques don't provide a [[Social Impact]] bonus.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
As a complicated garment, tuques require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]]. A tuque requires 20 of any [[fabric]], and {{ticks|{{P|Work To Make}}}} of work to create. [[Leather]]s can't be used to create tuques.&lt;br /&gt;
&lt;br /&gt;
Tuques can also be [[trade|purchased]] or stripped from Outlanders and Pirates.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Tuques, like [[parka]]s, significantly improve minimum comfortable temperature, meaning they're mainly practical for extreme colds of those which can drop below -30 Celsius in Winter (sea ice, ice sheets, tundras, boreal Forests). Compared to [[cowboy hat]]s and [[bowler hat]]s, tuques provide much better cold insulation and identical armor, but don't offer any heat insulation or social impact bonus.&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
*[[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Bowler_hat&amp;diff=99573</id>
		<title>Bowler hat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Bowler_hat&amp;diff=99573"/>
		<updated>2022-02-05T22:08:30Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: HP is actually 80, not 100.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main&lt;br /&gt;
| name = Bowler hat&lt;br /&gt;
| image = BowlerHat.png|Bowler hat&lt;br /&gt;
| description = &amp;quot;A good-looking hat which projects a slightly urban, money-loving style. Improves social impact.&amp;quot;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 20&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.4&lt;br /&gt;
| insulationcoldfactor = 0.1&lt;br /&gt;
| armorsharpfactor= 0.2&lt;br /&gt;
| armorbluntfactor= 0.2&lt;br /&gt;
| armorheatfactor= 0.2&lt;br /&gt;
| mass base = 0.14&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| tags = IndustrialBasic, Western&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
The '''Bowler hat''' is a piece of stylish headgear that offers a significant boost to [[Social Impact]] (+15%), minimal armor for the head and ears, and a bit of extra insulation (mainly from heat).&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
As a complicated garment, bowler hats require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at [[Hand tailor bench|tailor]] [[Electric tailor bench|benches]]. A bowler hat requires 20 of any [[textile]], and {{ticks|{{P|Work To Make}}}} of work.&lt;br /&gt;
&lt;br /&gt;
Bowler hats can also be purchased, or stripped from [[Outlanders]].&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
{{Stub|section=1|reason=Theres a lot of other headgear to compare it to and it needs a proper role analysis}}&lt;br /&gt;
Bowler hats are almost identical to [[cowboy hat]]s, with only a few minor differences:&lt;br /&gt;
* Bowler hats boost social impact more (+15% vs. +10%)&lt;br /&gt;
* Bowler hats offer less insulation from heat (40% vs. 50% )&lt;br /&gt;
* Bowler hats cost fewer materials (20 vs. 25)&lt;br /&gt;
* Bowler hats are slightly less valuable (reflecting the smaller number of materials required)&lt;br /&gt;
&lt;br /&gt;
Given the similarities, the choice between cowboy hats and bowler hats is mostly one of style.&lt;br /&gt;
&lt;br /&gt;
===Social Impact===&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
If a social impact boost is required, the bowler hat provides a larger boost than the cowboy hat for fewer materials and is the better choice in RimWorld Core. However if the [[Royalty DLC]] is installed, the [[coronet]] and [[top hat]] provide a larger bonus. &lt;br /&gt;
&lt;br /&gt;
'''Nota bene:''' Social impact predominately affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the success chance of the [[Titles#Speeches|Speeches]] {{RoyaltyIcon}}. It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]], nor does it affect [[prisoner]] recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
==Version history==&lt;br /&gt;
* [[Version/0.17.1546|0.17.1546]] - added.&lt;br /&gt;
{{nav|clothing|wide}}&lt;br /&gt;
[[Category:Clothing]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Glow_pod&amp;diff=99572</id>
		<title>Glow pod</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Glow_pod&amp;diff=99572"/>
		<updated>2022-02-05T22:06:53Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{infobox main|building|&lt;br /&gt;
|name = Glow pod&lt;br /&gt;
|image = GlowPod.png|128px{{!}}Glow pod&lt;br /&gt;
|description = A bioluminescent pod produced by giant insects. Glows under its own light for a long time, then dies.&lt;br /&gt;
|type = Building&lt;br /&gt;
|placeable = false&lt;br /&gt;
|passability = pass through only&lt;br /&gt;
|cover = 0.2&lt;br /&gt;
|minifiable = true&lt;br /&gt;
|size = 1 ˣ 1&lt;br /&gt;
|mass base = 4&lt;br /&gt;
|flammability = 1&lt;br /&gt;
|hp = 50&lt;br /&gt;
|glowradius = 6&lt;br /&gt;
|glowcolor = (113, 141, 117)&lt;br /&gt;
|thingCategories = BuildingsSpecial&lt;br /&gt;
}}&lt;br /&gt;
'''Glow pods''' are a temporary light source. Glow pods can only be acquired from [[hive]]s which makes them very rare. As of game version 1.2.2753, they cannot be uninstalled and reinstalled upon being spawned, but after a few hours it should be movable. They last for 20 in game days (1 season and 5 days).&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
The area in the image without the planned tiles is dark.&lt;br /&gt;
&lt;br /&gt;
[[File:GlowPodIllumination.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Orders&amp;diff=99571</id>
		<title>Orders</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Orders&amp;diff=99571"/>
		<updated>2022-02-05T22:06:23Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Architect_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| width=80px height=80px | [[File:Deconstruct.png|link=#Deconstruct|Deconstruct]]&lt;br /&gt;
| width=80px height=80px | [[File:Mine.png|link=#Mine|Mine]]  &lt;br /&gt;
| width=80px height=80px | [[File:Haul.png|link=#Haul Things|Haul things]] &lt;br /&gt;
| width=80px height=80px | [[File:CutPlants.png|link=#Cut Plants|Cut plants]] &lt;br /&gt;
| width=80px height=80px | [[File:HarvestPlants.png|link=#Harvest|Harvest]]&lt;br /&gt;
| width=80px height=80px | [[File:ChopWood.png|link=#Chop Wood|Chop wood]] &lt;br /&gt;
| width=80px height=80px | [[File:Hunt.png|link=#Hunt|Hunt]]&lt;br /&gt;
| width=80px height=80px | [[File:Slaughter.png|link=#Slaughter|Slaughter]]&lt;br /&gt;
| width=80px height=80px | [[File:Tame.png|link=#Tame|Tame]]&lt;br /&gt;
| width=80px height=80px | [[File:Uninstall.png|link=#Uninstall|Uninstall]]&lt;br /&gt;
| width=80px height=80px | [[File:Claim.png|link=#Claim|Claim]]&lt;br /&gt;
| width=80px height=80px | [[File:Strip.png|link=#Strip|Strip]] &lt;br /&gt;
| width=80px height=80px | [[File:Open.png|link=#Open|Open]]&lt;br /&gt;
| width=80px height=80px | [[File:PlanOn.png|link=#Plan|Plan]] &lt;br /&gt;
| width=80px height=80px | [[File:PlanOff.png|link=#Plan|Remove plans]] &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Deconstruct|Deconstruct]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Mine|Mine]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Haul things|Haul things]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Cut Plants|Cut plants]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Harvest|Harvest]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Chop Wood|Chop wood]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Hunt|Hunt]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Slaughter|Slaughter]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Tame|Tame]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Uninstall|Uninstall]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Claim|Claim]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Strip|Strip]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Open|Open]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Plan|Plan]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;div&amp;gt;&amp;lt;small&amp;gt;[[#Plan|Remove plans]]&amp;lt;/small&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most orders are used to designate actions upon objects to be carried out by [[colonist]]s.&lt;br /&gt;
&lt;br /&gt;
==Deconstruct==&lt;br /&gt;
{{:Deconstruct}}&lt;br /&gt;
==Mine== &lt;br /&gt;
{{:Mine}}&lt;br /&gt;
==Haul Things== &lt;br /&gt;
{{:Haul Things}}&lt;br /&gt;
==Cut Plants== &lt;br /&gt;
{{:Cut Plants}}&lt;br /&gt;
==Harvest== &lt;br /&gt;
{{:Harvest}}&lt;br /&gt;
==Chop Wood==&lt;br /&gt;
{{:Chop Wood}}&lt;br /&gt;
==Hunt== &lt;br /&gt;
{{:Hunt}}&lt;br /&gt;
==Slaughter==&lt;br /&gt;
Marks a tamed animal to be slaughtered; done by [[Menus#Handle|handlers]]. The amount of meat and leather gained from a slaughtered animal is 150% from other corpses, and it does not cause any meat loss from missing parts&lt;br /&gt;
&lt;br /&gt;
==Tame==&lt;br /&gt;
Marks a wild animal for an animal handler to try taming it.&lt;br /&gt;
&lt;br /&gt;
==Uninstall==&lt;br /&gt;
Marks a movable object to uninstalled and boxed, usually so that it can be reinstalled in a new location. Boxed objects can be sold to traders. &lt;br /&gt;
&lt;br /&gt;
==Claim== &lt;br /&gt;
{{:Claim}}&lt;br /&gt;
==Strip==&lt;br /&gt;
Strip apparel from corpses and the wounded. Click Strip from the Orders menu and click any number of pawns to designate stripping.&lt;br /&gt;
&lt;br /&gt;
Stripping can be done by reverse designation. Select one or more pawns and click the strip icon to mark them for stripping.&lt;br /&gt;
&lt;br /&gt;
Stripping can also be done by prioritizing a colonist. Select a colonist, right-click the target pawn, and click Strip.&lt;br /&gt;
&lt;br /&gt;
'''Tainted clothing'''&lt;br /&gt;
&lt;br /&gt;
:Clothing stripped from corpses is considered tainted and is noted with a '''T'''. Vendors will not buy tainted clothing.&lt;br /&gt;
:Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it, unless they have the bloodlust trait. ''See [[Thoughts#Situation General|Thoughts]].&lt;br /&gt;
&lt;br /&gt;
==Open==&lt;br /&gt;
Marks a non-empty container to be opened by a [[Menus#Haul|hauler]]. Works on [[grave]]s, [[sarcophagus|sarcophagi]], and [[cryptosleep casket]]s.&lt;br /&gt;
&lt;br /&gt;
==Plan== &lt;br /&gt;
{{:Plan}}&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
* ? - Rearm trap order removed, as traps are now destroyed when used and replaced by a blueprint. Previously it involved rearming a sprung trap so it can be triggered again. Traps were rearmed by [[Menus#Haul|haulers]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RearmTrap.png|Rearm trap icon&lt;br /&gt;
MineOld.png|Old Mine icon&lt;br /&gt;
CutPlantsOld.png|Old Cut Plants icon&lt;br /&gt;
HaulOld.png|Old Haul icon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|order|wide}}&lt;br /&gt;
[[Category:Architect]]&lt;br /&gt;
[[Category:Orders]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=99570</id>
		<title>Cowboy hat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cowboy_hat&amp;diff=99570"/>
		<updated>2022-02-05T22:03:44Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: HP is actually 80, not 100.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Analysis lacking effects of Social Impact, comparison vs helmets and Royalty Hats, and overall value proposition}}{{infobox main&lt;br /&gt;
| name = Cowboy hat&lt;br /&gt;
| image = CowboyHat.png|Cowboy hat&lt;br /&gt;
| description = &amp;quot;Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. It is the most important part of traditional western attire.&amp;quot;&lt;br /&gt;
| type = Gear&lt;br /&gt;
| type2 = Clothing&lt;br /&gt;
| hp = 80&lt;br /&gt;
| production facility 1 = Hand tailor bench&lt;br /&gt;
| production facility 2 = Electric tailor bench&lt;br /&gt;
| research = Complex clothing&lt;br /&gt;
| work to make = 1800&lt;br /&gt;
| resource 1 = Stuff&lt;br /&gt;
| resource 1 amount = 25&lt;br /&gt;
| stuff tags = Leathery, Fabric&lt;br /&gt;
| insulationheatfactor = 0.5&lt;br /&gt;
| insulationcoldfactor = 0.1&lt;br /&gt;
| armorbluntfactor = 0.2&lt;br /&gt;
| armorsharpfactor = 0.2&lt;br /&gt;
| armorheatfactor = 0.2&lt;br /&gt;
| mass base = 0.14&lt;br /&gt;
| coverage = Head, Left Ear, Right Ear&lt;br /&gt;
| layer = Headgear&lt;br /&gt;
| thingCategories = Headgear&lt;br /&gt;
| tags = IndustrialBasic, Western&lt;br /&gt;
| defaultOutfitTags = Worker&lt;br /&gt;
}}&lt;br /&gt;
'''Cowboy hats''' are the complementary garment to [[duster]]s, both tied to a Western theme in RimWorld and providing good thermal insulation from heat. Cowboy hats also provide a 10% bonus to [[Social Impact]], due to their style.&lt;br /&gt;
==Acquisition==&lt;br /&gt;
As a complicated garment, cowboy hats require [[Research#Complex clothing|Complex Clothing]] to be researched and can only be made at a [[hand tailor bench]] or an [[electric tailor bench]]. A cowboy hat requires 25 of any [[textile]] and 30 units of work.&lt;br /&gt;
&lt;br /&gt;
Cowboy hats can also be stripped from Outlanders or purchased.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
Cowboy hats are an easy way to protect from hot weather while also adding a bit of extra armor and a boost to [[Social Impact]].  For example, consider a pawn wearing [[button-down shirt]], [[pants]], and a [[duster]] (all normal quality, cloth).  This outfit gives +18.54&amp;amp;deg;C of insulation from heat.  Adding a cowboy hat to this outfit increases the heat insulation to +27.54&amp;amp;deg;C.  Compared to the [[tuque]]s and [[bowler hat]]s:&lt;br /&gt;
* All three hats offer the same coverage and armor&lt;br /&gt;
* [[Bowler hat]]s offer a slightly larger boost to social impact (+15% vs. +10%) but slightly less insulation from heat (40% vs. 50%)&lt;br /&gt;
* [[Tuque]]s offer significantly more insulation from cold (50% vs. 10%), but don't offer any insulation from heat or social impact boost&lt;br /&gt;
&lt;br /&gt;
Cowboy hats are especially useful when it comes to surviving heat waves in hot climates, such as deserts or even the extreme desert. Although it has low armor, the cowboy hat should be worn until your base is large and sustainable enough to power air conditioning in all workplaces, at which point it can be passed over for better armor. Arguably, the cowboy hat is better than the [[simple helmet]] in warmer climates (or even the [[flak helmet]] in extreme circumstances) before the mid-game, preventing pawns from getting the &amp;quot;hot&amp;quot; or &amp;quot;sweaty&amp;quot; mood malus or heatstroke, which reduces their work efficiency.&lt;br /&gt;
&lt;br /&gt;
Overall, the cowboy hat is a decent hat with an exceptional heat insulation while having a niche secondary use as a social impact booster. &lt;br /&gt;
&lt;br /&gt;
===Social Impact===&lt;br /&gt;
{{See also|Social Impact}}&lt;br /&gt;
The cowboy hat should not be used as a social-boosting hat unless it is only a side-benefit of its insulative abilities. The bowler hat provides a larger boost for fewer materials while if the [[Royalty DLC]] is installed, the [[coronet]] and [[top hat]] provide double the bonus. &lt;br /&gt;
&lt;br /&gt;
'''Nota bene:''' Social impact predominately affects the [[Social|Opinion]] bonuses and maluses pawn interactions can create, as well as the success chance of the [[Titles#Speeches|Speeches]] {{RoyaltyIcon}}. It does '''NOT''' affect [[trade]] prices as that is instead dependent on [[Trade Price Improvement]], nor does it affect [[prisoner]] recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on [[Negotiation Ability]].&lt;br /&gt;
&lt;br /&gt;
{{Apparel Material Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clothing]]&lt;br /&gt;
{{nav|clothing|wide}}&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Wpa6bauh8wpjz9n1&amp;topic_postId=wpar823vhs6vdo5p&amp;topic_revId=wpar823vhs6vdo5p&amp;action=single-view</id>
		<title>Topic:Wpa6bauh8wpjz9n1</title>
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		<updated>2022-02-03T00:41:13Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Vercinger&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Vercinger (page does not exist)&quot;&gt;&lt;bdi&gt;Vercinger&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Vercinger&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Vercinger (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Vercinger&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Vercinger&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:Wpa6bauh8wpjz9n1&amp;amp;topic_showPostId=wpar823vhs6vdo5p#flow-post-wpar823vhs6vdo5p&quot;&gt;commented&lt;/a&gt; on &quot;Suggested move&quot; (&lt;em&gt;Strongly against. The page is highly useful as a collection of valuable information that must be presented together in order to explain t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Drugs&amp;diff=99369</id>
		<title>Drugs</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Drugs&amp;diff=99369"/>
		<updated>2022-02-01T18:32:34Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: added link to beer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
'''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]]. &lt;br /&gt;
Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]].&lt;br /&gt;
&lt;br /&gt;
If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]].&lt;br /&gt;
&lt;br /&gt;
Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Penoxycyline every 5 days. You can also toggle to use the drug to feed an addiction, separately from joy usage.&lt;br /&gt;
&lt;br /&gt;
Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas.&lt;br /&gt;
&lt;br /&gt;
== Addiction and Tolerance ==&lt;br /&gt;
Addictions are a sad reality that most drug-using colonies must face. Without a continuous supply of drugs, withdrawal symptoms will kick in and your poor colonist will suffer.  Luciferium has an instant addiction.  Once taken, it will need to be taken regularly.  Otherwise, the withdrawal from it will cause all sorts of mental breaks, eventually resulting in death.&lt;br /&gt;
&lt;br /&gt;
'''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to body size, so smaller colonists (teenagers 0.85 vs normal 1.0) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage.&lt;br /&gt;
&lt;br /&gt;
When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that they will last shorter, and colonists will need to consume more of them. &amp;lt;br&amp;gt;&lt;br /&gt;
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.&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_25 text-center}}&lt;br /&gt;
!Drug	!!Mood    !!Recreation          !!High duration per dose     !!Tolerance gain per dose     !!Tolerance fall rate     	!!New addiction min tolerance	!!New addiction chance	!!Safe dose interval !!Safe doses at 0 tolerance&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Ambrosia]]     ||{{Q|Ambrosia|Mood Offset}}        ||{{#expr:{{Q|Ambrosia|Joy Offset}}*100}}%        ||0.7 Days	||3.2% ||2% / Day  ||15% ||1% ||1.6 Days||4&lt;br /&gt;
|-&lt;br /&gt;
|[[Psychite tea]] ||{{Q|Psychite tea|Mood Offset}}    ||{{#expr:{{Q|Psychite tea|Joy Offset}}*100}}%    ||0.3 days  ||3% ||1.5% / Day  ||10% ||2% ||2 Days||3&lt;br /&gt;
|-&lt;br /&gt;
|[[Beer]]	      ||10-25                             ||{{#expr:{{Q|Beer|Joy Offset}}*100}}%            ||0.2 Days	||1.6% ||1.6% / Day  ||25% ||1% ||1 Day||15&lt;br /&gt;
|-&lt;br /&gt;
|[[Smokeleaf]]    ||13 ||80% ||0.5 Days	||3% ||1.5% /Day  ||15% ||2% ||2 Days||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Flake]]	      ||{{Q|Flake|Mood Offset}}           ||{{#expr:{{Q|Flake|Joy Offset}}*100}}%           ||0.3 Days	||4% ||1.5% / Day  ||0% ||5% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Yayo]]	      ||{{Q|Yayo|Mood Offset}}            ||{{#expr:{{Q|Yayo|Joy Offset}}*100}}%            ||0.5 days	||4% ||1.5% / Day  ||0% ||1% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Wake-up]]      ||{{Q|Wake-up|Mood Offset}}; 0      ||{{#expr:{{Q|Wake-up|Joy Offset}}*100}}%         ||0.5 days	||N/A ||N/A  ||0% ||2% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Go-juice]]     ||{{Q|Go-juice|Mood Offset}}        ||{{#expr:{{Q|Go-juice|Joy Offset}}*100}}%        ||0.7 Days	||N/A ||N/A  ||0% ||2.6% ||Never||0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
* Tolerance gain values are for size 1.00 colonists (normal).&lt;br /&gt;
&lt;br /&gt;
=== Fighting Addictions ===&lt;br /&gt;
&lt;br /&gt;
==== Addiction Severity ====&lt;br /&gt;
Time spent in withdrawal is calculated by multiplying addiction severity by recovery time.  This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%.&lt;br /&gt;
&lt;br /&gt;
==== Drug binges ====&lt;br /&gt;
Colonists with either the Chemical Interest or Fascination traits as well as addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean. &lt;br /&gt;
&lt;br /&gt;
==== Remove access to drugs ====&lt;br /&gt;
Colonists can't take drugs that they can't reach.  A drug binging colonist without access to that drug will only wander around until their senses are restored.  Other withdrawal-based mental breaks are another story.&lt;br /&gt;
&lt;br /&gt;
To destroy drugs, you can burn them at a campfire.  You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan.&lt;br /&gt;
&lt;br /&gt;
One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and wall up the entrance.  This could also be done to the addict by trapping them but will become counterproductive once they become hungry.  Another alternative, which may be quicker depending on the case, is to load the drugs in a transport pod and keep them there until the binge is over.&lt;br /&gt;
&lt;br /&gt;
==== 'Rehab center' ====&lt;br /&gt;
Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean.  Imprisoning them also contains the impacts of their mental breaks.  You can arrest an addicted colonist by drafting another colonist and right clicking on the addict.  Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly).  As with any combat, either or both of the addicted or the arresting colonist have the chance of injury or death.  It may be best to wait until the withdrawal-suffering pawn collapses due to exhaustion or starvation, and ''then'' arrest them without the risk of a physical confrontation.   If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk.  Still, addicted colonists will usually go down quickly due to the [[consciousness]] penalty from withdrawal.&lt;br /&gt;
&lt;br /&gt;
Chatting with the imprisoned while they're getting clean will help train your warden's Social skill.  Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward.&lt;br /&gt;
&lt;br /&gt;
This also works great for addicted prisoners as they're already imprisoned.  It is recommended to keep them in their own cell though.  Otherwise, they can go berserk and attack other prisoners.  If you want to recruit such an addict, it's recommended to get them clean before recruiting.  There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon.&lt;br /&gt;
&lt;br /&gt;
You can avoid the berserk state of a &amp;quot;drug rehab inmate&amp;quot; by installing and then removing peg legs to keep them incapacitated until new (and possibly better depending on technological level) replacement legs get reinstalled after the addiction ends. This trick can also be done by installing and removing a bionic spine which is half as costly as double bionic legs but does not make the pawn faster. Make sure you have prosthetics or bionics researched if you want to do this method of rehabilitation.&lt;br /&gt;
&lt;br /&gt;
==== Recovery ====&lt;br /&gt;
[[File:Medicine.png|right]]&lt;br /&gt;
Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug. Once the withdrawal passes away, the colonist will feel good as new.&lt;br /&gt;
&lt;br /&gt;
During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. &amp;lt;br&amp;gt;&lt;br /&gt;
On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period.&lt;br /&gt;
&lt;br /&gt;
The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display).&lt;br /&gt;
&amp;lt;!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] --&amp;gt;&lt;br /&gt;
==== Healer mech serum ====&lt;br /&gt;
Using the [[healer mech serum]] instantly treats non-[[luciferium]] drug addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period. Note however healer mech serum '''cannot''' remove the luciferium need. There is no cure for luciferium addiction.&lt;br /&gt;
&lt;br /&gt;
== When and What to Use ==&lt;br /&gt;
To avoid the downsides of drugs, the following is advised:&lt;br /&gt;
&lt;br /&gt;
* [[Penoxycyline]] should be taken every 6 days to mitigate 3 dangerous diseases, however this might not be worth it the current [[biome]] has a disease frequency less than 0.5.  &lt;br /&gt;
* [[Beer]] can be safely drunk every day, providing a decent +10 [[mood]].  &lt;br /&gt;
* [[Psychite tea]] can be consumed every two days, providing an additional +12 mood.  &lt;br /&gt;
* If an [[ambrosia]] sprout happens, 200 or so ambrosia can be harvested and one consumed every 2 days (actually 1.6) for +5 mood.  &lt;br /&gt;
* [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also massively reduces consciousness, and should thus be used sparingly.&lt;br /&gt;
&lt;br /&gt;
Hard drugs should only be consumed in an emergency. &lt;br /&gt;
* [[Yayo]] is useful for periods of heavy mood penalties such as family deaths and for difficult or lengthy combats. Providing a massive +35 mood, +10% [[Moving]], halving [[pain]], providing 80% [[recreation]] and both refilling the [[Rest]] need by 40% and reducing further Rest loss. It is a strong mood controller and a fairly potent combat drug, making pawns better fighters and preventing them from breaking, but with a 1 percent addiction chance each time, regardless of tolerance, it is not without risk. It also pales in comparison to go-juice in combat potential.&lt;br /&gt;
* [[Flake]] should almost never be smoked although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. A key exception are perhaps Guests, as they will leave shortly and there is little practical downside to their their addiction.&lt;br /&gt;
* [[Go-juice]] is an exceptionally potent combat drug, significantly reducing pain and buffing several key [[capacity|capacities]] and almost every [[stat]]. it also restores a modest amount of [[psyfocus]] {{RoyaltyIcon}}. This is especially useful used when utilizing [[kiting]] combat tactics, as it increases the speed of a pawn by 50 percent.  &lt;br /&gt;
* [[Wake-up]] is very useful in situations where something needs to be finished as soon as possible or when a pawn cannot stop working, such as constructing [[solar panel]]s during a toxic fallout power shortage, or letting your doctor keep saving lives after a devastating raid. It not only makes pawns work faster and better, it provides a full nights rest and significantly reducing rest fall rate, allowing pawns to work for almost three days straight.&lt;br /&gt;
&lt;br /&gt;
During the late game, when silver is plentiful, you can have two or three [[luciferium]] addicted colonists. Alternatively, you can go wild and just get everybody addicted to every drug in-game.&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale.&lt;br /&gt;
=== Psychoid-Type ===&lt;br /&gt;
[[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3&amp;lt;sup&amp;gt;rds&amp;lt;/sup&amp;gt; the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
&lt;br /&gt;
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon|silver|2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon|silver|1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon|silver|456}} for a total of {{icon|silver|2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.&lt;br /&gt;
&lt;br /&gt;
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
&lt;br /&gt;
=== Other Hard Drugs ===&lt;br /&gt;
[[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]].&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
{| {{STDT| sortable c_25 text-center}}&lt;br /&gt;
! Drug !! Market Value !! Ingredients !! Work Amount || Minimum Skills&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Wake-up]]       || {{Q|Wake-up|Market Value Base}} || {{Required Resources|Wake-up}} || {{Q|Wake-up|Work To Make}} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Penoxycyline]]  || {{Q|Penoxycyline|Market Value Base}} || {{Required Resources|Penoxycyline}} || {{Q|Penoxycyline|Work To Make}} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Flake]]         || {{Q|Flake|Market Value Base}} || {{Required Resources|Flake}} || {{Q|Flake|Work To Make}} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Yayo]]          || {{Q|Yayo|Market Value Base}} || {{Required Resources|Yayo}} || {{Q|Yayo|Work To Make}} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Psychite tea]]  || {{Q|Psychite tea|Market Value Base}} || {{Required Resources|Psychite tea}} || {{Q|Psychite tea|Work To Make}} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Smokeleaf joint]]     || {{Q|Smokeleaf joint|Market Value Base}} || {{Required Resources|Smokeleaf joint}} || {{Q|Smokeleaf joint|Work To Make}} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Go-juice]]      || {{Q|Go-juice|Market Value Base}} || {{Required Resources|Go-juice}} || {{Q|Go-juice|Work To Make}} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | [[Beer]]          || {{Q|Beer|Market Value Base}} || {{Required Resources|Beer}} || {{Q|Beer|Work To Make|-}} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Social Drugs==&lt;br /&gt;
{{List|Drug|query = [[Drug Category::social]]}}&lt;br /&gt;
&lt;br /&gt;
==Hard Drugs==&lt;br /&gt;
{{List|Drug|query = [[Drug Category::hard]]}}&lt;br /&gt;
&lt;br /&gt;
==Medical Drugs==&lt;br /&gt;
{{List|Drug|query = [[Drug Category::medical]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{nav/drugs}}&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=99368</id>
		<title>Human resources</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Human_resources&amp;diff=99368"/>
		<updated>2022-02-01T17:58:22Z</updated>

		<summary type="html">&lt;p&gt;Vercinger: tiny formatting fix and improvement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Move|reason=With [[Slavery]] page needed with Ideology, this page might be better as a directory &amp;amp; summary and the info split up to individual pages}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
'''[[Human meat|Cannibalism]]''', '''slavery''', wearing '''[[Human leather|human skin]]''', '''corpses''': most pawns have a severe distaste for these things. If you let them happen in your colony it will impart significant [[mood]] penalties on many colonists.&lt;br /&gt;
&lt;br /&gt;
In dire circumstances it can be necessary to use every resource, even the human ones. A number of traits can make this feasible as a core strategy for a colony. Some might even make it the preferable way.&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
The three [[traits]] below make a colonist react indifferently or even enthusiastic towards human suffering or abuse. If there is 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]]'''&lt;br /&gt;
:* has no issues seeing fresh corpses or butchering them&lt;br /&gt;
:* has no qualms about slavery and organ harvesting&lt;br /&gt;
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing&lt;br /&gt;
&lt;br /&gt;
* '''[[Bloodlust]]'''&lt;br /&gt;
:* has no issues seeing fresh corpses or butchering them&lt;br /&gt;
:* likes to wear human skin&lt;br /&gt;
:* only one who doesn't mind seeing rotting corpses&lt;br /&gt;
:* doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)&lt;br /&gt;
:* does '''NOT''' like cannibalism or slavery&lt;br /&gt;
&lt;br /&gt;
* '''[[Traits#Cannibal|Cannibal]]'''&lt;br /&gt;
:* has no issues seeing fresh corpses or butchering them&lt;br /&gt;
:* loves to eat human flesh&lt;br /&gt;
:* likes clothing made from skin&lt;br /&gt;
:* does '''NOT''' like slavery or organ harvesting.&lt;br /&gt;
&lt;br /&gt;
== Table of mood effects ==&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;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (0.25 days. 3 Stacks. 0.5 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-7 Mood (0.25 days. 5 Stacks. 0.3 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (6 days. 4 Stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (6 days. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-25 Mood (1 day. 3 Stacks. 0.25 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-20 Mood (1 day. 3 Stacks. 0.25 Stack Multiplier&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3/-5/-7/-8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (4 days. 5 Stacks)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-5 Mood (7.5 days. 5 Stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Psychopath || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Bloodlust || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+3/+5/+7/+8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+4 Mood (stack unknown)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+20 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+15 Mood (2 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+3/+5/+7/+8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;No Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Normal Penalty&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ideology precepts &amp;amp; mèmes ==&lt;br /&gt;
{{Ideology|No category}}&lt;br /&gt;
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}&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&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-12 Mood (6 days.)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-20 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-2/-4/-6/-8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Horrible&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (6 days.)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-12 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-2/-3/-5/-6 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Disapproved&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-3 Mood (6 days.)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-5 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-1/-2/-3/-4 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Acceptable&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Preferred&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+2 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+1/+2/+3/+4 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Required (Strong)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+4 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+2/+3/+5/+6 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-2 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Cannibalism: Required (Ravenous)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+6 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;+2/+4/+6/+8 Mood&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-4 Mood (1 day. 1 Stack)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&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&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier)&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;-6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Corpses: Don't care&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;Immune to Debuff&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Human butchering ===&lt;br /&gt;
{{Stub|section=1|reason=Analysis of advantages and disadvantages of butchering humans needed}}&lt;br /&gt;
Butchering humans may be either used as a last resort in a normal colony, or used as a nice mood buff for cannibals. Human [[meat]] is absolutely disgusting for non-cannibals (see above for mood debuffs), but to cannibals, raw flesh is even better than a [[lavish meal]]. In normal, non-cannibalistic colonies, human flesh can be kept for cannibals, but sometimes butchering humans is not worth the effort (trading a colony-wide -6 for a +10 or +20 for a few or single colonist). If people are butchered, they should be butchered together, as the mood debuff does not stack. It can also be kept as a last resort food, such as during a famine or a toxic fallout. Anyhow, corpses should be only hauled and butchered by colonists who don't care about corpses, and stored in shelves to stop non-sociopathic colonists from seeing the corpse before it is butchered.&lt;br /&gt;
&lt;br /&gt;
=== Slavery ===&lt;br /&gt;
{{Stub|section=1|reason=Cost analysis of sale vs harvesting needed}}&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. It is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. Unless you have a colony of [[Trait#Psychopath|psychopaths]], selling slaves can cause result in significant [[mood]] issues and [[mental break]]s. Besides the trait, there is no way to prevent the negative moodlet in core RimWorld, however like all mood debuffs, there are strategies to mitigate its effect.&lt;br /&gt;
&lt;br /&gt;
One way of dealing with this is to sell only 1-2 slaves every 4 days, keeping the mood debuff small, and easily managed by measures such as temporarily upgrading to [[lavish meal]]s, allowing or increasing [[drug]] consumption, or simply tanking the mood debuff if the base mood of the colony is already high. This slow process has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning either pawns will have to caravan the slaves to nearby [[faction base]]s for trade, or that it will be hard making slavery the main source of profit for the colony.&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 occurance 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;
Pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.&lt;br /&gt;
&lt;br /&gt;
Humans have a base value of {{icon small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits, reduced by injuries and ailments, and increased by the presence of bionics. The exact variables and their effect is still in need of analysis but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Note however that the debuff lasts longer for organ harvesting, though it is similar in magnitude at the maximum stack sizes for both debuff types. Butchering the resulting corpse for leather and meat can increase the profit, though at the cost of incurring another debuff. Also note that the slavery, harvesting and butchery debuffs stack - ideally only slavery or harvesting should be selected in colonies not exclusively populated with psychopath or bloodlust pawns.&lt;br /&gt;
&lt;br /&gt;
==== Slavery with the Ideology DLC ====&lt;br /&gt;
With the [[Ideology DLC]], slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Although slaves are controllable and appear in the colonist bar, 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. Unlike prisoners, colonists and slaves can have intimate relationships. Colonists and slaves cannot sleep in the same bed, but they can sleep in the same room. If you want the two to sleep together, both must be made into colonists or slaves.&lt;br /&gt;
&lt;br /&gt;
===Organ harvesting===&lt;br /&gt;
{{Stub|section=1|reason=Proper analysis of advantages and disadvantages of organ harvesting and organ murdering needed inc mood management and mood vs profit}}&lt;br /&gt;
{{See also|Surgery|Medical Surgery Success Chance}}&lt;br /&gt;
Organ harvesting requires a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest.&lt;br /&gt;
&lt;br /&gt;
The [[kidney]]s, [[lung]]s,  [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market.  Their default &amp;lt;u&amp;gt;market&amp;lt;/u&amp;gt; value is listed below, but in practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]])&lt;br /&gt;
&lt;br /&gt;
* If unwilling to organ murder the donor, the best option is harvesting...&lt;br /&gt;
** 1 Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
** 1 Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
: ...for a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}}}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} = {{icon|silver}}650.&lt;br /&gt;
&lt;br /&gt;
* Additionally,  ''if'' a [[prosthetic heart]] is available...&lt;br /&gt;
** +1 Heart (worth {{icon|silver|{{Q|Heart|Market Value Base}}}}) by installing a cheap [[prosthetic heart]] (- {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested one, allowing the patient to live.&lt;br /&gt;
: ...for a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}}}}}} +  {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{Q|Heart|Market Value Base}} - {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}}}) = {{icon|silver}}920.&lt;br /&gt;
&lt;br /&gt;
If your designated [[Doctoring#Surgery|surgeon]] needs practice, you can also remove the tongue as well, though there is no organ market for used tongues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If willing to organ-murder the donor, you can harvest...&lt;br /&gt;
** 1 kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}&lt;br /&gt;
** 1 lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}&lt;br /&gt;
:: ...and then ''either''..&lt;br /&gt;
:* 1 heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}} &lt;br /&gt;
:: ...''or...''&lt;br /&gt;
:* 1 liver worth {{icon|silver|{{Q|Liver|Market Value Base}}}}&lt;br /&gt;
:: These three organs are worth a total of {{icon|silver|{{Q|Kidney|Market Value Base}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{icon|silver|{{Q|Liver|Market Value Base}}}}) = {{icon|silver}} 1150 market value.&lt;br /&gt;
&lt;br /&gt;
If the heart or liver is damaged, the other can be harvested for the same value.  If that is also unavailable, the second lung or, if not that, then the second kidney are the most profitable alternatives.&lt;br /&gt;
&lt;br /&gt;
Harvesting the heart or liver (or a second kidney or lung) kills the patient, and no further operations are possible (but see next).  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Optimally, if you can acquire a [[prosthetic heart]] (- {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested organic one, that allows the patient to live and you can continue with another operation, harvesting ''both'' the heart and then the liver (before the patient then dies), for a total of...&lt;br /&gt;
::  {{icon|silver|{{Q|Kidney|Market Value Base}}}} + {{icon|silver|{{Q|Liver|Market Value Base}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{#expr:{{Q|Heart|Market Value Base}}}}}} - {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) = {{icon|silver}} 1420 market value, or 1650 if you crafted your own prosthetic heart (less your manufacturing costs/etc.).&lt;br /&gt;
&lt;br /&gt;
===== [[Mood]]s&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; =====&lt;br /&gt;
Non-psychopaths/bloodlust surgeons get a -5 mood debuff for harvesting organs. The debuff stacks 5 times, with a debuff multiplier of 0.75.  All colonists also get a -6 for the procedure occurring.  This does not occur when replacing an organ with an artificial one, nor from removing prosthetics.&lt;br /&gt;
&lt;br /&gt;
=== Mitigation strategies ===&lt;br /&gt;
It is possible to butcher human corpses without penalty for anyone if you send everybody who would be debuffed off the map (on a caravan) until all humans have been chopped up. You need a butcher who can butcher humanlikes without debuff (or else your butcher will take a severe mood penalty).&lt;br /&gt;
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Colonists who are not on the map when a humanoid corpse is butchered do not receive the &amp;quot;[[Mood#We butchered humanlike|we butchered humanlike]]&amp;quot; mood penalty. It is sufficient to put all colonists who are neither psychopath, bloodlusted nor cannibal on a temporary caravan (take no items), send them off the map to an adjacent tile and make the caravan rest immediately. Then have your psycho butchers chop up all the humans. Re-enter with the caravan when it is done. It is not necessary to take any prisoners off the map, as they do not receive the debuff in any case.&lt;br /&gt;
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Alternatively, given the mood penalty is releatively low for human butchery, only -6, the penalty can just be taken. Some additional care cam be to maintain mood levels through other means to make this more palatable, this includes providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved bed and rec rooms. Just providing 1 lavish meal per affected colonist per day for the 10 day duration is more then enough to counter the penatly. It is recommended to use a non-affected pawn to actually do the butchery though, as the penalties stack and -12 is a significant debuf. Also keep in mind that the butchering pawn's social standing will be much reduced in the eyes of affected pawns. This can ruin relationships by causing a pawn to hate their spouse for example.&lt;br /&gt;
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That said, doing this can be quite profitable especially on higher difficulties where you get raided a lot.&lt;br /&gt;
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The caravan move does not work for organ harvesting or slavery; these transgressions are detected by colonists anywhere on the map, however countering the debuff with other buffs is still a viable method.&lt;br /&gt;
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Everybody will handle human meat without complaint, as long as they do not have to eat it in any form.&lt;br /&gt;
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Storing human corpses for butchery will result in the Observed Corpse mood debuf, this can be prevented by hiding the corpses in [[Shelf|shelves]]. See that page for details.&lt;br /&gt;
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Human leather fetches a good price. It can also be used for furniture without penalty. Human meat can be sold, fed to carnivores, turned into [[kibble]], or converted into [[chemfuel]] at the [[biofuel refinery]].&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Vercinger</name></author>
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